0c7a5e No.18872 [View All]
so my plan is this
>learn python the hard way
>learn c the hard way
>lazyfoo tutorials for SDL and openGL
>bullet physics PDFs
can i make an engine and know my shit going in this direction or am i squandering time? i want to build an engine becuase there aren't any that do certain things that i want, like destructive physics, verlet integration for hair, and so forth. i wanted to try and make my own so i can include it.
thoughts? i want to make a 3D game engine, and then a 3D game with lush hair and clothing movement, and character customization where one clothing mesh can be used on both genders by stretching to the hips and bust, due to the physics API. afaik unity and unreal don't offer this, so i'd be me shooting in the dark.
inb4 waste of time
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0c7a5e No.19585
>>19581
>Requires pro for shadows FUCKING SHADOWS
Wasn't this changed in the new version?
>"this" refers to the script
Big deal, this->gameObject. Autocompletion or quick typing skills make the difference obsolete.
>multiple GUI related points
They're changing the GUI now as well, right?
I haven't really used 5, but from what I've read some of your points are outdated. A quick search just now also told me your server graphics complaint may or may not be fixed, and is at least going to change if it's not fixed yet.
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0c7a5e No.19586
>>19581
"Unity makes games" is still a valid point. It saves time and most indie devs aren't even qualified for enginedevving.
Also you look like a person who likes to blame his tools before even getting familiar with them.
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0c7a5e No.19588
>>19584
>irrelevant for the last decade and a half
Not if you're deving for mobile
>there's plenty of configurability and even lowlevel functions to access
I should explicity say to synchronize x,y, and z, not have them all synchronized by default and opt-out; unless you're suggesting unity users should use the C# networking library.
>applies to any editor
Not any of the source SDK tools, difficult to do in Unreal, and not mine :^)
>easily changed
As long as you don't mind losing the debugger.
>whatever take your pills
I did, not using conventions is still retarded.
>what else should it refer to
Of course it should refer to the gameobject.
>gui can and does scale with resolution
When did that start?
>That the same?
In mathematics and every sane engine, the z axis is up/down.
>You are clinically retarded if you had a problem getting into Unity
Ok
>>19585
>Wasn't this changed in the new version?
Maybe it has, I ditched unity pretty quickly when I tried it.
>Big deal, this->gameobject
It is a big deal, this should refer to the class (or gameobject) I'm talking about.
>your points are outdated
They may well be
>>19586
>"Unity makes games" is still a valid point
I could make a game in powerpoint if I wanted to, it would certainly save me a lot of time, but Unity is not "God Tier", and if we're going by the "makes games" metric, surely Scratch and RPGmaker are "god tier".
>inde devs aren't even qualified for enginedevving
Neither am I, but I can still use a proper engine.
>You look like a person who likes to blame his tools before getting familiar with them.
How familiar is familiar? Making a game or two? Writing plugins? Did both, still don't like it.
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0c7a5e No.19611
>>19588
God damn, what is with the walls of text you keep posting?
Nobody gives a shit. kek
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0c7a5e No.19619
>>19611
god damn what's with the shitposts you keep posting?
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0c7a5e No.19629
>>19588
>In mathematics and every sane engine, the z axis is up/down.
I guess that's why every 2D graph and engine is (x,z) coordinates?
>this should refer to the class (or gameobject) I'm talking about.
It shouldn't, I'm saying this in a script so it's this script. If I want the gameobject or transform associated to it I can use this.gameobject or this.transform or whatever else I need.
You're not using Unity, just shut the fuck up and be a nodev in your special snowflake engine in silence instead of trying to export your preconceptions and lolmemes about "the right way" to those who aren't afflicted by autism and can bother to learn one of the best engines out there.
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0c7a5e No.19631
>>19629
He means the convention in math is that in ≥3D graphs z is vertical.
In 2D y is conventionally vertical.
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0c7a5e No.19635
>>19631
There isn't any convention that says z is up, the axes are assigned according to what you're graphing with x,y generally being assigned to the main plane, if any.
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0c7a5e No.19636
>>19611
You do, I do, that's why we shitpost anon.
>>19629
>(x,z) coords
see >>19631
>I'm saying this in a script, so it should refer to the script
But the script shouldn't be a THING, in jargon, there should be a distinction between classes and objects. How may levels do you have with an empty gameobject that's just a "game manager" or something similar?
>Shut the fuck up and be a nodev in your special snowflake engine in silence
No :^)
>>19635
That's incorrect sir
https://en.wikipedia.org/wiki/Coordinate_system
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0c7a5e No.19637
>>19636
>That's incorrect sir
It isn't and your link doesn't support your statement.
>https://en.wikipedia.org/wiki/Three-dimensional_space_(mathematics)
>These three dimensions can be labeled by a combination of three chosen from the terms length, width, height, depth, and breadth. Any three directions can be chosen, provided that they do not all lie in the same plane.
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0c7a5e No.19638
>>19637
I'm not sure you know what convention means.
It doesn't mean it's what's always done. It means what's commonly done when there isn't a good reason to do otherwise.
Obviously if you're going to label your axes after your data you wouldn't call any of them x, y, or z. But if you need arbitrary names for them and don't have reason to do otherwise, then x,y,z is the most common.
>they do not all lie in the same plane
If you want to use cartesian coordinates then that's not true, you need all axes to be orthogonal to each other.
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0c7a5e No.19639
>>19637
I would assume you can look at the pretty pictures, but I guess you need something more explicit.
https://en.wikipedia.org/wiki/Cartesian_coordinate_system
>For three-dimensional systems, a convention is to portray the xy-plane horizontally, with the z axis added to represent height (positive up).
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0c7a5e No.19842
>>19581
i wrote a whole reply to this but it ended up being exactly the same as >>19584
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0c7a5e No.19850
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0c7a5e No.19851
>>19850
Why is Flixel (the multicolour f) in shit tier and Haxeflixel is in meh tier (the multicolour third one)?
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0c7a5e No.19852
>>19851
I dunno, the original image is one of the stupidest fucking things I had ever seen, so I added my own degree of shitposting to it.
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0c7a5e No.19854
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0c7a5e No.19855
>>19854
Though granted, what I put as god tier is not a bad idea for people trying to get into vidya development. And unlike Unreal and Unity it is actually fucking optimized.
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0c7a5e No.19890
>>19850
>Torque better then unity
Nigger have you even used Torque?
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0c7a5e No.19898
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0c7a5e No.20736
>>18872
>irrlicht not even included
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0c7a5e No.20940
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0c7a5e No.20946
>>GameMaker Studio better than XNA
Hahahaha, no.
There's a reason why Duck Game was switched from GameMaker to XNA.
There's also a reason why Hotline Miami was switched from GameMaker to PhyreEngine.
GameMaker is utter shit at cross-platform, and any decent level of complex scripting.
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0c7a5e No.20956
>>19850
whats the reason for QuakeC and FTE being god tier?
from my experience the Quake engine can barely load standard 3d models
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0c7a5e No.20966
>>20956
>>"standard"
Define standard. A game engine isn't defined purely by just file formats that you magically expect it to be compatible with.
That's why you learn the game engine first, and understand what type of files it expects people to work with for assets.
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0c7a5e No.20974
>>20966
>Define standard.
Common, widely used.
Your point is fine, why tarnish it with such bullshit?
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0c7a5e No.20979
>>19850
Jesus, you nearly had me with that bait.
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0c7a5e No.20982
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0c7a5e No.20996
>>20966
its just saves time to able to export into one standard format and have everything work in the engine.
with obscure formats, you have to spend extra time messing with plugins and learning how to convert it properly.
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0c7a5e No.21012
>>20974
No no, my point stands.
Common, back up your vague wording with some specific examples.
I'm waiting.
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0c7a5e No.21020
>>21012
>define standard
>define common
Literal autist detected. It'll be better for you in the long run, though tiresome now, to learn to understand common words as they're used.
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0c7a5e No.23715
>>19530
amazing post, thank you
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0c7a5e No.23725
I would recommend using a game engine before attempting to make one, so you know how they're abstracted.
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0c7a5e No.23753
>>18872
LOVE only works with lua?
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0c7a5e No.23755
>>19581
Try this, it improved my experience vastly and visual studio has a free version.
https://github.com/sschmid/Entitas-CSharp
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0c7a5e No.23769
>>21020
I never said "define common" though...
I asked for specific examples of the "common" things being referred to.
Again, I'm waiting on those examples.
Feel free to post them any time.
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0c7a5e No.23810
>>18872
>do a few C tutorials
>study API for some physics engine
???
>Make cutting-edge game engine
> On August 17, 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003.[70] Until mid-2008, development was exclusively done by Tim Sweeney, CEO and founder of Epic Games.[71] The engine targets the eighth generation of consoles, PCs and Tegra K1-based[72] devices running Android announced in January 2014 at CES.
gl OP.
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0c7a5e No.23830
>>19850
>torque above unity
>UNITY OVER UE4
What the actual fuck?
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0c7a5e No.23831
>>23830
Oh I didn't see >>19852
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0c7a5e No.23839
>>18878
If you're good enough I'll tell u about one.
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0c7a5e No.23902
>>19530
Minesweeper is a text game?
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0c7a5e No.23939
What is the simplest C network library for Windows/Linux/MacOS that is P2P friendly?
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0c7a5e No.24027
>>18872
>Unity
>god tier
Pick one faggot.
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0c7a5e No.24044
I'm using SFML, community nicer than SDL's, less messy, doesn't do as much but easy to mod.
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0c7a5e No.24223
>>24027
Okay, I pick you. Now what?
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0c7a5e No.24310
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0c7a5e No.24311
>>18872
Don't use bullet physics. Just don't. The current game engine I'm working on uses Newton Dynamics for collision detection.
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0c7a5e No.24368
>>24311
>Newton Dynamics
Is that compatible with variable time steps WITHOUT being shit?
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0c7a5e No.24375
>>24368
why use variable timesteps though?
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0c7a5e No.27806
>>19541
This. Just make a plugin for an existing engine.
>>18872
Pretty sure these things already exist as plugins or at least libs.
Also verlet integration is kindof bad, position based techniques are what's popular.
>>23810
Unreal is an AAA engine that is much more about developer-interface than actual engine content. FFS it has a builtin C++ JIT
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