3543ee No.14265642
How did demo day go for you, anons?
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>14245628
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)
3a4ffb No.14265668
>not amateur game dog general
You had one job, OP/
cb930c No.14265690
I asked this last thread but didn't get any answers.
I'm making a text game in C++ and I want to integrate a toolkit into it, that toolkit being Modern Text Analysis or MeTA.
https://meta-toolkit.org
However I don't know where to start with something like this. I've only ever really created small projects and I've never had to deal with integrating a toolkit of any type.
1cc848 No.14265692
>>14265687
>Voxels
>some part of the mesh are sloped
what did he mean by this?
ba5712 No.14265697
>>14265687
Voxels are fine, Minecraft is not. Voxels don't need to be made into cubes, and often look better as one-color billboards.
3a4ffb No.14265707
>>14265692
Just because voxels are cubes doesn't mean you have to render them that way.
3ecf29 No.14265732
>>14265692
I think voxels is more abstract than just 3D cubes
4520e9 No.14265736
>>14265690
You'll need to figure out what the problem you want to solve is, in the terms that people talk about it. Then you can see if the library can solve it, then you can figure out how to use the library.
>>14265732
Voxels are volume pixels. Can you have slopes in a 2d image? Depends on how far away you're looking at it, or conversely, how small your pixels are. Same with voxels.
3ecf29 No.14265740
>>14265736
It's using marching tetrahedra, which is essentially just a way of rendering values on a 3D grid also known as voxels
4520e9 No.14265746
>>14265740
Sounds like it renders via a derivative function then. Sounds like fun.
1cc848 No.14265756
>>14265736
> Can you have slopes in a 2d image? Depends on how far away you're looking at it, or conversely, how small your pixels are. Same with voxels.
With pixels it is easier to fake a slope since it can be blurred and will appear "smooth" which is not really possible with voxels, assuming it is rendered as cubes only.
>>14265697
>tfw Minetest will never have a proper smooth terrain mod
feels bad man
3ecf29 No.14265771
>>14265756
Is the minetest multiplayer authoritative? If it's any good, I wanted to spend some time studying it
cb930c No.14265772
>>14265736
I've done the first two things. I want Natural Language processing, in particular I want to be able to have the words in a sentence tagged with their respective parts of speech and I want the structure of the sentence graphed in a way that I know what nouns, verbs, adjectives, etc are connected.
The toolkit can solve this problem and it has the MIT license which is great for me. Here's a demo of the toolkit doing exactly what I described.
http://timan103.cs.illinois.edu/nlp-app/
The problem is I don't know how to use the toolkit. It's not exactly a library, as all the tutorials I've looked up on how to integrate a third party library into a project don't fit the structure of MeTA. The thing has a makefile and standalone executables. It also has an API that is completely unhelpful in actually telling me how to integrate my project with it.
1cc848 No.14265783
>>14265771
I don't know much about how the internals of Minetest looks like or the multiplayer system for that matter. I just can't stand playing games were everything is made out of cubes only. I know there is 1-2 mod that adds slopes shapes to Minetest but it kinda looks like those mods in question are not updated anymore.
4520e9 No.14265792
>>14265772
Sounds like you want a parse tree of the text. Not sure if it's called something different in NLP literature, but that's the term in programming for how a program is parsed. MeTA has demo programs and doxygen documentation, so you'd be best off going through those. Since it's a makefile, and makefiles are a fucking pain to write, check if it has output targets for just the library/object files and then compile them into your program. You can just call make on the makefile from whatever build system you're using.
3543ee No.14265800
>>14265668
tfw you ruin three threads in one week
589de3 No.14265807
whats an amateur game dog look like
13d861 No.14265828
>>14265800
We still love you, clumsy.
should have added a link to the demo day thread as well
3ecf29 No.14265841
This isn't my model, I just wanted to see if I could load more arbitrary things into it 900,000 triangles
b92074 No.14265845
I only had video concept stuff to give, so there wasn't much for people to do with it. Aiming for a potential playable demo release for 5/5. Possibly sooner, but I might want to ensure it feels good and at least has a little content to toy with. Most the work me and my artist got done was in a little over a month, so it's a possible milestone to hit if things are relatively consistent.
Not sure if I'll use the /agdg/ wiki at some point to post some info here or there. I kind of want to set up a comfy, clean site on NeoCities or something for updates and stuff.
13d861 No.14265854
Guys
I think
>>14261166
might be right
cb930c No.14265858
>>14265792
What do you mean with the output targets? There's a build file that contains the executables I was talking about, but those executables are all command line applications.
The doxygen documentation is helpful, but not in the stage I'm at with the gaps in my knowledge I have. It tells me what does what, but it doesn't tell me how to integrate my project from scratch with MeTA. For example I want the sr_parser, but when I try to include that with the "#include <sr_parser.h>" including the file path and all that and compile, make can compile the sr_parser.cpp file but has trouble finding everything that sr_parser is looking for. In particular it's looking for config.h, but there's only config.h.in, and config.h is generated by MeTA's makefile.
Speaking of which I should mention that when I initially got the project off of github I compiled and setup the whole thing with cmake, and now I can just call "make" to rebuild the whole thing. I am also doing this with my own project. So I'm not writing a makefile, I am writing a CMakeLists text file which cmake is using to generate a makefile. It's still a pain.
How would I go about calling the makefile from my build system? This may be the solution to this problem although maybe not. I'm using linux and, as I've mentioned, make and cmake. Is this information a search engine can easily find?
Also thank you for taking the time to help me with this.
3ecf29 No.14265866
>run unity
>realize it'll call 100^3 console.logs
what have I done
bf7972 No.14265882
>>14265866
>>when you realize the only way to get anything optimized is take the proprietary engine and throw practically everything out, rebuild it
4520e9 No.14265947
>>14265858
So it has a CMakeLists.txt, which is good, fuck makefiles, they're a pain. What I mean by a target is when you run make clean or make install. The targets are clean or install, and you'll want to find one that builds the libraries/object files. It's probably just the all target which is usually the default.
The good news is you can use CMake recursively, so include the MeTA stuff in your project and have an add_subdirectory call from your project's CMakeLists to MeTA's folder. When you run make now, it'll build all of your stuff and all of MeTA's stuff, and you can add dependencies on MeTA's stuff the exact same way you do for your stuff. The aforementioned config.h.in is configured as part of the CMake step and outputs config.h somewhere, so you can just include it as necessary and use include_directories or target_include_directories to where the outputted file lives.
If you don't want to pollute your project's CMake namespace with all of MeTA's stuff, there's always ExternalProject_Add, but that looks like too much work for image board help posts.
d34a70 No.14265953
YouTube embed. Click thumbnail to play.
>>14265692
You can do pretty crazy shit with actual voxels and todays hardware minecraft is not using voxel rendering but polygons btw. Once i am done with my current project i will look into them and see how far i can mix up modern rendering techniques with old school voxel rendering.
3ecf29 No.14265972
>>14265953
hey, unlimited detail™ is back
3543ee No.14265995
>>14265882
I see you've also taken the red pill.
But why remake the proprietary engine when you can BE the proprietary engine?
cb930c No.14266014
>>14265947
>The good news is you can use CMake recursively
Yes, that is good news! I'll try what you suggested and if I still have a seemingly unsolvable problem I'll be back in this thread, but I think you've given me enough information to find the rest and get over the smaller problems by searching online. Hopefully I'm posting progress next time I talk about my game in an agdg thread.
Once again, thank you. I really do appreciate your help.
d34a70 No.14266072
>>14265972
Kek, the reason euclideon will never release anything is not because their unlimited detail™ isn't working, but because such highly detailed voxel visuals require multiple gigabytes to store the information of a single object. Who the fuck would play a game that's a terabytes big? That's the thing they never mention because that's a no-go even for their retarded fanbase.
The downside of Voxes are that they simply take too much storage if too detailed, it's also a big problem to animate them. However, they could prove quite useful if used for distance based games like strategy games where close-up detail is not needed, or for LODs in a poly/voxel hybrid where the undetailed far away objects are voxels and close objects are detailed polys.
unlimited detail™ cannot happen until we have storage of hundreds of terabytes, but Voxels aren't useless right now either IF used under the correct conditions.
3543ee No.14266109
>>14266072
Maybe PC plebians can't run unlimited detail, but anyone with access to big iron can handle it. Sorry that you're all stuck on inferior gaming platforms…
cb930c No.14266116
>>14266072
It sounds like we would need demoscene level programmers to get it to work on modern hardware.
3543ee No.14266134
YouTube embed. Click thumbnail to play.
>>14266116
You can probably mitigate a lot of the problems with the memory consumption just by compressing the voxel data internally, which would fix a lot of the issue, but literally modeling each grain of sand is why its going to take a stupid amount of memory. They might already be compressing the voxel data to save RAM. Any way if you want some interesting stuff about what you can do with voxels, consider the draw distance on this guy's rendering engine for a more practical example of what the technology can offer.
cb930c No.14266174
>>14266134
There's also probably some procedural generation going on here, which means that they just have to store an algorithm to get gigabytes of content.
3543ee No.14266205
YouTube embed. Click thumbnail to play.
>>14266174
This is not procedurally generated, in one of his video he says that he has created his map out of a heightmap. He explains that at the level of detail he is on, it takes 4.5 GB of RAM to store it.
d34a70 No.14266210
>>14266134
Interesting, something like that is what i thought of when i meant polyvoxel hybrid. Basically:
>Close distance = High Poly and or Tesselation
>Average distance = Base Poly
>Far distance = Voxel
>>14266174
Nope. It also shouldn't take too much storage since the voxels are very undetailed close up. See pic related.
cb930c No.14266220
>>14266210
>>14266205
Alright. Still pretty neat.
ee7d34 No.14266232
I am retarded and was wondering how games like zomboid do their maps?
Do they just spawn 6 million tiles and then draw them? Isn't that wasteful?
How do tile based RTS games do it? For example sudden strike, wouldn't they also need millions of tiles/sprites just to draw the map?
492b16 No.14266260
Seeing this demo day makes me want to finally make something. i'm one of those fags that convinced myself i'd have to become a programming wizard and do everything from scratch instead of using an engine like everyone here is doing How hard is Löve to get into? I haven't really tried Lua yet.
>>14266232
They would only draw the tiles that are supposed to be onscreen, wouldn't they?
3543ee No.14266263
>>14266232
What happens is the data in the maps are organized in a way that allows you to easily find out which polygons are inside of the viewable area. This is known as culling. Usually frustum culling, back face culling, and occlusion culling are used. Ok, so in my image about back face culling, the idea is that when rendering a convex shape, this implies that any faces of that shape that are not facing the viewer do not need to be drawn. So, in the image the back faces that are not visible to the viewer are culled. In my image about frustum culling, the way that works is generally that all of the objects in the level have a bounding box, and this is checked against the view frustum so that if an object doesn't intersect the frustum it is not rendered. Finally we have occlusion culling which is just culling that prevents any objects that are behind other objects from being drawn. So in the image all of the red shapes are behind the blue shapes, that means we don't need to draw them.
Now there are also a lot of other methods for culling like the PVS method, (Potentially Visible Set) and the idea is that, if a player is in room A, and you can only see room B from room A, then whenever you are in room A you should only consider rendering things that are in both rooms B and A, since you can't see anywhere else from room A. That means that room A has a potentially visible set of rooms B and A. So, before any other culling is done, since we know the player is in room A in the first place, we can cull the rest of the level and only consider rooms A and B, and then we apply back face, frustum, and occlusion culling to the scene to further cull polygons.
OK so this was just a quick explanation of a few of the techniques used, there are a lot of other tricks and stuff and there are a lot of methods to achieve these types of culling, but this might help you understand a little bit better.
ee7d34 No.14266269
>>14266263
>>14266260
Even if you cull things outside the screen you still need to create millions of tiles/sprites because every tile needs its own sprite right?
3543ee No.14266274
>>14266269
No, what happens is the sprite is stored in memory once and then just copied onto the screen as needed, and you can make as many copies as you want. You only create as many instances of the sprite as you need on screen, so if you have like 10 tiles on screen that use the "floor1" sprite, you just copy that 10 times using the same sprite.
25270e No.14266279
>>14266260
If you convinced yourself of that you're an idiot. Just like make game. LÖVE is a pretty nice framework, Lua's also solid but if you want OOP/classes/inheritance you have to build it yourself. Just look it up online, shit's like ten lines of code.
b8f5b9 No.14266281
>>14266232
>>14266269
Two things.
First, all games massively re-use assets. Why would every tile needs its own sprite, when you can instead give each tile a type, and assign the type its own sprite? Suddenly you are reusing the same sprite for the quadrillion tiles you have!
Secondly, graphics are made so you batch the shit outta everything. It's pretty standard in 2D engines to draw all the tiles on the screen through a single draw. The cost is only marginally higher than just blitting the screen.
ee7d34 No.14266284
>>14266281
Is there an easy way to batch draw in SFML?
b8f5b9 No.14266297
>>14266284
Looking through SFML API, Nope.
However, the API exposes shaders in a way that lets you do it. It even comes with a tutorial on how to do a tilemap!
https://www.sfml-dev.org/tutorials/2.4/graphics-vertex-array.php
ee7d34 No.14266317
>>14266297
Nice, i'll look into this. Thanks anon
f4d0b3 No.14266546
>>14265882
isn't gabe the ultimate neck beard
> valve produces a successful game
> two iterations later, everyone wanting a sequel
> fuck that, lets make something else
> produces another incredible successful and creative game
> everyone waiting for them to milk the franchise to death like every other publisher
> fuck that, lets make something else
> produces massively successful mp game which basically births e-sports
> makes a digitally delivery game platform for its own games
> jew publishers and consoles starts doing the same
> fights back by getting literally every other big developer to use their platform
> pushes openness by encouraging linux gaming and indie development
> inevitably open the gates of gaming hell
> by letting everyone in and not realizing costumers are stupid to make good choices with great discounts
> doesn't give a shit either way
I bet one of these days, Valve is going to launch a space faring company too
8bd799 No.14266756
[heavy breathing]
This font looks so good.
116723 No.14267012
Realized that I was so tired yesterday that I forgot to post this. But here's some fancy lighting effects I did. All the data's stored in an 8-number table in the room's data. You specify the X and Y coordinates, X and Y scale and R, G, B and Alpha values for color, and the draw event handles the rest.
ae6f31 No.14267034
What's this fascination with voxels? I think they make things look like shit.
807f76 No.14267041
>>14267012
>two different shadows between the yellow and green
103770 No.14267061
Hey, I'm using SFML to do a raycast engine and I'm running into some problems, namely all of the fancy types that don't convert to each other and whatever. That's pissing me off. Should I just make my own vector structure and say fuck it ?
3543ee No.14267063
>>14266546
Did you just wander in here from reddit?
3fcccc No.14267072
>Here is the japanese style loli, godotko #GodotEngine #krita
https://twitter.com/tophiadev88/status/959295138789974016
One of the Godot devs retweeted this.
363464 No.14267082
>>14266546
> produces another incredible successful and creative game
Ricochet?
ca7ff7 No.14267086
Demo day has inspired me. I think I've sat on these long enough. It's time to just like make game.
>>14266134
>>14266205
Makes me wonder how much it takes for Notch to run his new voxel-based project. Mostly because the man probably has an ungodly supercomputer that's cooled with the distilled tears of orphans.
3543ee No.14267119
>>14267086
He's running it in a web browser which means that it's going to take more processing power than it should in the first place.
8964e9 No.14267127
>>14267072
>that right shoe
>that broken ankle
>that left hand
>that retarded am i cute uguu face
>those proportions
This is as bad as the previous one but in a different way.
3fcccc No.14267132
>>14267127
at least I don't think this one is official.
8223a9 No.14267155
>>14267086
I bought a few of those courses during the new years sale. I completed the majority of the official Unity tutorials as best I could seeing as how they were all outdated as fuck and didn't know where to turn to next. It's painfully slow going since I have a full time job but I'm getting there and genuinely feel like I'm finally learning. I don't like how slow the blender instructor goes. He repeats himself too much and just generally talks too slow imo but he's competent at explaining how/why shit works at least.
Hoping I can participate in these threads soon with some actual content.
116723 No.14267167
>>14267086
>>14267155
It's a better idea to just google what you need. Like, "movement", for instance. See how a few people do it, modify as you go along, optimize as you get a grasp of what you're doing. That's how I've always done it.
8223a9 No.14267168
>>14267132
No it's not. They went with an entirely different design that sucks.
ce220e No.14267171
>>14265845
This looks pleasing to look at.
ae6f31 No.14267200
>>14267132
>>14267168
Based on this tweet, it doesn't seem like it's official, just that the Godot logo designer happened to make this. But I agree that it looks like shit anyway.
c3c293 No.14267221
>>14267168
i really hope someone will come along and make a better looking mascot.
>>14267200
i think you are right about that. i was also under the impression, that it now was the official mascot and i think i even read that tweet. very diplomatic, so no one gets upset, but the engine doesnt declare the first shitty mascot to be the official one.
also on the topic of godot: thanks to the guys that explained mouse input in godot to me last thread.
8223a9 No.14267232
>>14267167
I'm constantly searching up ways to do things, I feel like that's something every dev will always have to do, but it's not a perfect system. Not every question has an answer. Not every question has an up-to-date answer, which then takes a long time to work out what's defunct, needs replacing and how. And the worst offender of all, not every answer is written in normal fucking English.
3a4ffb No.14267247
YouTube embed. Click thumbnail to play.
>>14266072
You can also do some pretty interesting effects with voxels
ad3d26 No.14267254
>>14266756
Looking good you fucker. Did you release your demo on demo day?
ae77b1 No.14267259
ec2c41 No.14267261
>>14267232
> And the worst offender of all, not every answer is written in normal fucking English.
Are you talking about other languages, or people who don't know how to communicate like humans? I've met guys who can program circles around me, and can speak well enough, but for some reason, can't form a coherent written sentence in English to save their life. I suspect these people are why technical writers exist.
89d184 No.14267267
>tfw every time I see agdg threads I think it's agdq
9d9a25 No.14267295
>>14267155
let me tell you about blender, son. as someone who's dabbled in it for years (and had to relearn things several times over when I've come back to it) the best way to learn is by doing. There is such a vast amount of functionality, both large and small, massive and fine, commonly useful and extremely situational that someone trying to teach it to you by some voiceover sitdown lecture style video or something is going to be horrendous and painful to learn.
Don't do that. Go use textual blender tutorials that go over how to make a certain something, like a watch. The basic watch tutorial is, off the top of my head as an example, a good way to learn the basics of building a simple mesh, how to use arrays, and at the end of it you'll have a snazzy looking actual object you built yourself you can show to people. Here's the kind of thing I'm talking about http://blendermesh.dasya.com/creating-a-fancy-watch-in-blender
and pic related it around what it should look like when you're done.
So in summary, learn by doing when it comes to blender. With large overarching functionality, find tutorials (text) and go through them. With small functionality that is highly specific or situational, just google it. Do NOT go along an audio tutorial wherein someone is speaking at you and dragging their cursor around, it is much duller, boring as fuck, and you don't absorb the information nearly as well.
8223a9 No.14267297
>>14267261
The latter. The monkeys that, for all their intelligence and understanding of scripting languages, can't form a single coherent sentence have caused me many late nights of de-spaghettifying not just their code but their explanations on what the fuck to do with the code. I can respect that English is not the native language for an exceedingly large number of programmers in the world, but holy shit people at least proof-read what the fuck you just wrote before hitting send.
103770 No.14267313
>>14267295
That's good advice, I sucked and I did things. Now I still suck at it but not as much as before.
ec2c41 No.14267315
>>14267267
>Someday, /v/ will have its own speedrunning autismfest, with a block specifically for games by AGDG.
I'd watch it.
3a4ffb No.14267366
>>14267295
Agreed. There's also some essential add-ons to enable.
>Looptools
>Node Wrangler
ec2c41 No.14267501
>>14267366
There's also a script that estimates animation render times, which may be useful depending on what you're doing. Sometimes it's hard to gauge if you should stick around for it to finish, or go make coffee. Why this isn't on by default, I don't know.
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Render_Time_Estimation
a30945 No.14267526
>>14266297
>>14266281
>>14266232
This is one of the things I was having issues with the other day, and more or less ended up spending all my lead-up time to demo day trying to wrestle with. Specifically, because I have a memory leak that jumps up by like 80 kb or more every time task manager updates, and I know it's from how I handle my draw calls.
When you call Sprite.Draw in sfml, it copies the internal quad for the sprite to the screen, eg right off to the graphics card (this is where the bottleneck is). So, even though Sprite exists as a convenient wrapper to draw things, it's shitty to use as a batching object because you still have to generate the points and transform them, then assign them to vertices and batch them manually.
And that's where my issue is; I could take a Sprite object and reuse it (pic related) but this feels really clunky, and at the same time, it's wasteful to generate a sprite for every actor/drawable object, even though they have their own positions and transforms (eg some are just rotated sprites). It feels like I should just maintain a massive Vertex[] buffer that I don't entirely use, and then just manage all my coordinates and shit on that, but I have really no idea
ca7ff7 No.14267645
>Go to follow my Udemy tutorials and learn C#
>Monodevelop for some reason has disappeared from my computer and won't work after I've reinstalled it
Guess it's time to backup my important files to an external HDD and factory reset this fucking thing.
64c1f7 No.14267722
i thought i was having the worst day of my life until i figured out i was rendering the screen 8 times.
now i'm acting like a retard and experimenting with scaling from low resolutions for sweet sweet performance gains(though optimizing how i'm sending objects to the gpu and getting a bvh would probably do way more)
b92074 No.14267772
>>14267221
>>14267072
I thought this similar with the Godot logo. I wish they had a mascot by Tyson Tan. They'd probably be able to get something to work.
eb2600 No.14267810
>>14267722
I was wondering why your thing was so slow , it's good that you're figuring it out
b8f5b9 No.14267829
>>14267526
Ultimately you're moving things from CPU to GPU which incurs synchronization. Batching just makes it cheaper.
However, you're probably better off just implementing some simple culling. If you're drawing 2D sprites in SFML yet somehow that becomes your bottleneck, that its very clear you're not doing enough culling.
The best part is that efficient batching requires some culling as well, so it's not like you can avoid writing culling code by just slapping on batching.
3ecf29 No.14267986
>>14267829
You guys are all misleading anon. The six million tiles aren't all in memory. They're sitting on a hard drive, and they load a large chunk of them into memory and then, afterwards, only draw the section of that chunk that's onscreen.
9d9a25 No.14267991
>>14267200
i can't shake the feeling that all the artist did was trace a Chaika face onto a standard body outline.
f04031 No.14267992
>>14267829
Well basically I'm looking for the best was to manage, batch and prepare the data before I send it off, because spamming new objects every draw call every 60 seconds seems wasteful Or does C#'s GC reclaim shit that was declared in a function automatically?
I have no bottlenecks yet, and I'd be rendering a 16x16 animated tilemap to a 512x512 texture with an equal amount of actors worst case, so maybe only 512 total draw calls plus the UI. But like I said there seems to be a memory leak with making a bunch of objects so I'm proactively trying to stop that from becoming an issue
3a4ffb No.14268100
>>14267991
>anime
>sameface
Pick 0 or 2
3ecf29 No.14268103
I'm trying to break this into chunks and it took me a few hours to even get to this point.
b8f5b9 No.14268116
>>14267992
>Or does C#'s GC reclaim shit that was declared in a function automatically?
C# will probably do it too as long as you don't make extra references to the object, but that depends on the GC.
>I have no bottlenecks yet, and I'd be rendering a 16x16 animated tilemap to a 512x512 texture with an equal amount of actors worst case, so maybe only 512 total draw calls plus the UI.
Then don't bother with batching until its a bottleneck.
>But like I said there seems to be a memory leak with making a bunch of objects so I'm proactively trying to stop that from becoming an issue
Then you need to fix the actual memory leak, and not minimize it. That said, I have no idea how the fuck you managed that in a GC'd language.
9c3133 No.14268166
>>14268103
why'd you break it?
3ecf29 No.14268182
>>14268166
Rebuilding the entire mesh the whole thing every time there's an explosion took way too long. The seams aren't supposed to be there.
9c3133 No.14268191
>laptop charger breaks
>windows shuts down in the middle of an update
>fuuuuuuuck
>get out without even taking a shower in full rain to see if any pc repair stores have chargers for my laptop
>all of them but one are closed because it's the weekend
>manage to find a charger
>turns out if the laptop doesn't recognize the specific original dell charger it'll straight up refuse to recharge while still working at minimum battery
>if it he laptop is at minimum battery it will automatically enter performance mode, essentially cutting your CPU performance by 50%
>unity takes 5 minutes to do anything and if I have both my scene, game and inspector open it'll run at max 10fps
>new official charger cost me 50 quid
This has been a great weekend
9c3133 No.14268198
>>14268182
that's pretty smart actually
a30945 No.14268209
>>14268116
Well thats the thing. The GC will run eventually but you can't make any guarantees about when or if it will run; likewise, manually invoking it is bad form. Thus the best design is one that is elegant and works cleanly.
Having a cached object means I won't have to allocate objects every frame, only change them.
b8f5b9 No.14268229
>>14268209
>Well thats the thing. The GC will run eventually but you can't make any guarantees about when or if it will run; likewise, manually invoking it is bad form. Thus the best design is one that is elegant and works cleanly.
My mistake, I meant it depends on the compiler*.
If you don't reference an object, the compiler might arrange code in such a way that its not an object that requires GC to begin with.
64c1f7 No.14268259
>>14267992
nvidia's driver on linux has some odd behavior like a bad gc that causes it to allocate _everything_, but i'm actually leaking memory here. oops.
c8b6df No.14268266
>>14268191
sounds like you get to take the day off
eedcef No.14268288
>>14267012
nicely done anon
9c3133 No.14268303
>>14268266
More like a whole week unfortunately
a30945 No.14268354
>>14267012
So how's this work? You have a light at a point and do two or three raycasts against an entity's position (which is just a square box)?
How are you clipping off the texture?
a30945 No.14268467
>>14267829
>>14267526
Turns out it was actually a lot easier to extract the relevant data from a sprite than I thought. Good stuff, I can do this pretty easily.
Minor observation is that I have to use quads for my tile map, since each tile is discrete and probably won't share a texture with its neighbours
89cbe9 No.14268562
can I get fucked over by buying assets?
Seems like a better option to buy level creation shit for 65$ instead of paying a 3D modeler over 2k bux
a30945 No.14268575
>>14268562
If you're a 1MA, the best thing you can do is keep your scope and assets reasonable. If you're buying premade assets, that's dumb because you're wasting money and using things that everyone else has already used.
The best longterm thing to do is learn it yourself, or get a partner to help
89cbe9 No.14268589
>>14268575
I have 1 artist and a programmer as partners, need to pay them around 200 bucks. I was expecting to be able to do 3D Models, I can do objects just fine but turns out I can't model a fucking cave so I wanted to buy this https://assetstore.unity.com/packages/3d/environments/dungeons/cave-dungeon-toolkit-79550 I can't afford paying another 200+ bux for a modeler so I thought this is the best solution
b8f5b9 No.14268591
>>14268467
>Minor observation is that I have to use quads for my tile map, since each tile is discrete and probably won't share a texture with its neighbours
You can use a texture atlas for that. Just keep in mind they produce some artifacts along edges when you have trilinear/anistrophic filtering or MSAA.
64c1f7 No.14268600
is it worth it to do vertex transformation and rotation on the gpu and not transfer vertices every frame, there's some potentional optimizations from doing it on the cpu, since you can make triangles into 1 point and 2 edges, and save two subtractions per ray-triangle intersection, but with higher poly counts you could probably manage things easier just by transforming things on the gpu
a30945 No.14268605
>>14268591
>Texture atlas
How would that help? I'm limited to Points, Lines, Strips, Fans, or Quads for the geometry type. They would absolutely have to be different vertices, because the middle points have two sets of texture data (the right side of first quad, and the left side of the second quad)
Am I missing something?
b8f5b9 No.14268662
>>14268605
Oh, my mistake. You would have to use quads. Sorry m8. You don't have to worry too much about bandwidth since I assure you; the cost of bandwidth is far lower than the cost of synchronization between CPU and GPU.
a30945 No.14268665
>>14268662
Yeah, that's what I thought. Like I said, minor concern, but I just wanted to confirm that I was on the right track.
b8f5b9 No.14268672
>>14268605
>>14268665
Although I do want to mention that if you set your texture to be repeating, you could utilize that to merge adjacent quads.
The problem with that though is that you then need to make a 2D texture array object on the GPU, which SFML does not appear to expose.
9c3133 No.14268713
Is there any reason as to why my scene is suddenly dark after restarting unity? I didn't change anything
>>14268589
Think about it this way.
You don't know how to make it, so you buy that. Suddenly you have an incredibly high quality asset art style that you need to replicate throughout your whole game.
Are you sure you can do that? You might as well learn
89cbe9 No.14268744
>>14268713
Great point, now I don't know what to do
9c3133 No.14268759
>>14268744
Have you played Dear Esther and Hl2 episode 2? Possibly some of the best looking caves I've seen
You could start from looking at how they did it
89cbe9 No.14268784
>>14268759
My issue is that I don't know HOW to model it, I tried doing it with meta balls but the topology just looks like horseshit and because of that the applied texture has really weird looking spots
116723 No.14268889
>>14267041
>>14268288 (checked)
Thank you. It was a pain in the ass to get to work, and took way too long. Gonna work on some simpler stuff now, thankfully.
>>14268354
That's more or less how it works.
There's not really any ways to remove parts of a sprite in Love2d, so I draw the light on a canvas, then draw a black shape on top of it using the calculations from earlier. Due to the way I had to implement alphamodes, to make the transparency of the lights work fine, and wiping the canvas to black, it erases the color black, so if you draw the shape in black, it erases it as well. (before I did this with canvases, I just had a shader that erased the color white, that did the same purpose)
Since it's drawn on a canvas before being rendered out, it only erases the section from the light, rather than the whole image.
Here's a video of it with the shape being drawn in white.
c3c293 No.14268920
>>14267772
It says on his personal website, that he does mascots for free and open source stuff for free.
Not sure what anyone not involved in the development of godot would do here.
a30945 No.14268921
>>14268889
Are the light sources themselves just drawn from a premade gradient texture?
3a4ffb No.14268922
>>14268784
>Make a rough layout of how you want the cave to look
>Invert normals
>Add subdivision surface modifier
That should give you a good basic shape. You can continue to modify the base mesh and see what it will look like when subdivided. Then you need to add stalactites and stalagmites, which are essentially pyramids with another subdivision surface modifier.
bf7972 No.14268957
my dream is one day you can do everything out of voxels but without them looking like cubes(underlying stuff is voxels instead), so everything is destructible and buildable in as many ways as possible
3a4ffb No.14268958
>>14268922
Also, adding the decimate modifier (on the "Colllapse" mode) after the subdivision surface modifier can create an element of randomness and it reduces the polycount.
cb930c No.14268964
>>14268957
You better get crakin' if you want that dream to become a reality.
116723 No.14268993
>>14268921
Yeah, seemed like the simplest way to do it. It's actually only three colors, with dithering in between.
I just store the position, scale and RGBA values in a table like so.
035e89 No.14269073
Hope everyone had a good demo day. Having people come in and out of the server sporadically through the day was pretty tiring but the feedback was great and the support, despite how bare bones the current state is, was super motivating. Now to work even harder for the next one!
a30945 No.14269076
>>14268993
When I made something similar in XNA, I had a 256x256 texture for my lightmap, where one pixel is one tile, then scaled it up with linear interpolation, to 32x larger (view culling would crop out quite a bit of it)
I remember having something like a light curve for the attenuation, and it supported multiple colors for lights (eg it could originate as white, fade to orange, then dark blue, then black) as the distance increased. It was pretty neat. Not ideal, though, but definitely something I want to explore again.
a30945 No.14269353
Is 1280x720 the "default" resolution now? Most devices, even phones, seem to use it. It looks very divisible and scaleable (eg 640x360x2, and 16:9 widescreen).
My dev laptop has a height of 768, but between the taskbar and title bar, it ends up being about 64 pixels of dead space, which eats into the bottom of the window, so it's basically unplayable in a window, so I'm just working with 800x600 for the moment
d95209 No.14269411
>>14265692
They're rendering the representation of a data set of voxels. That representation being a polygon mesh generated by marching tetrahedra.
This process utilizes voxel data to contour an isosurface, via isovalues (densities, which are volumetric data elements; i.e. voxels) and generating a polygon representation of the voxel data set.
>sloped != voxels
voxels can just as easily mean the representation of data, and not necessarily the exact rendering technique utilized.
In the case of rendering actual voxels (like billboarded SVOs) isn't a mature enough approach for games (not exclusively targeting top of the line hardware) at this point.
>>14265736
>Voxels are volume pixels
direct from (((wikipedia))), but good enough:
>The word voxel originated by analogy with the word "pixel", with vo representing "volume" and el representing "element"
>volume element, or element with volume
So, voxels can also mean volumetric data; i.e. data which represents a volumetric shape/pattern (such as a pattern generated by a noise algorithm).
F.e. the data acquired via an MRI scan can be reduced to a set of volumetric data (set of voxel data, density values, which are generally called a "level set"), and for viewing they're represented with a polygon rendering technique.
However, the actual polygons are built via a contouring algorithm that can auto-magically generate a polygon mesh from the voxel (volumetric) data (such as marching tetrahedra/cubes, and many other contouring algorithms).
>>14265746
they're not rendering "with" a derivative function, but it can be in the process of outputting the data required to render the actual polygons from the data set of voxels/isovalues (and most likely is as it's more exact compared to 2d/3d interpolation).
>>14268103
>seams and edge cases
that brings backs some nightmares
easy enough on the cpu, but hard on the gpu; though it's easier with primal scheme contouring algorithms compared to dual scheme contouring algorithms.
>>14268198
it's a common technique, even minecraft did it with their voxel data
>>14268922
Create the basic shape of the tunnels, and other cave appendages; then apply noise to add rockiness/bumpiness to final mesh (probably some ridged multifractal noise; use in sculpting mode, get a noise brush for blender).
This will add some organic-ness to the final mesh, and will alleviate you of a lot of monotonous work.
A cave is also prime for for harnessing noise when texturing.
Use a pre-generated 2d noise texture to change the actual lookup coordinates of the cave textures as to add mineral striation, per the changing value for lookup in the noise texture (like Y coor of pixel in world space), and the same can be done with a normal map to add crevices and such; which will have an "organic" feel due to using the patterns that are ordered from far away but random'ish up close; which lots of different noise algorithms provide.
a30945 No.14269473
>>14269389
What, you've never seen a matrix before?
64c1f7 No.14269525
>>14269473
no it's just that something about having that many assignments in a row hurts me a little on the inside
a30945 No.14269553
>>14269525
Can't your [s] series of variables be put into an array?
64c1f7 No.14269568
>>14269553
that's an opencl float16, not my type
af3eb8 No.14269581
I am struggling to make his hair
8e3ab3 No.14269870
What frameworks/engines do you guys recommend to stuff like the Raspberry Pi? I was think of making something in opengl through either a python or lua binding.
ae6f31 No.14269937
>>14269353
Depends. 1280x720 seems to be a common resolution for VNs. For 3D games on PC or consoles, people tend to run them at 1920x1080. For 2D games on PC or consoles, it seems to vary. I've seen games use 480x270 because it scales into 1920x1080, but it doesn't scale into 2560x1440. 640x360 scales into both, but 1280x720 doesn't scale into 1920x1080. I don't know about phone games.
a93ef7 No.14269960
ec2c41 No.14269992
>>14269982
>pajeet.png
>GameMaker
What is this and why does it exist?
64c1f7 No.14270006
>>14269982
i just made like heavy breathing noises for 2 minutes after seeing this
a30945 No.14270043
>>14269581
Who needs hair anyways
9c3133 No.14270083
>>14270056
To stuff the raspberry pi?
The fuck do you need to make?
116723 No.14270086
>>14269353
>>14269937
From my experience, 1920x1080 and 1280x720 are the most common. 1080p has basically become a standard, but you shouldn't discount 720p, which is still prevalent on low-mid range phones from up to a few years back. Though even there, 1080p is overtaking.
The resolution you, a30945 , have is 1366x768, right? It used to be a common one, but nowadays isn't as big outside of budget laptops.
With PCs in general, 720p, 768p 1080p and 1440p will cover most machines, but it's important to make sure that other aspect rations, mainly 4:3 and 16:10 are supported.
For phones, you're fucked. For example, I have a phone that's 1280x720 but it has a 96 pixel bar at the bottom, since it has no physical buttons, so it's actuall 1176x720. The iPhone X has a resolution of 2436x1125, for an aspect ratio of 812 : 375, and a bunch of new android phones use some superwide ones of ~18:9, ~18.5:9 and shit like that.
So it's best to just, at boot, calculate the display, internal aspect ration and base game camera and stuff like that on that, like I do.
8e3ab3 No.14270094
>>14270083
A game that can run on on at least a RPi.
9c3133 No.14270102
>>14270094
That's not really down to the engine but rather how you optimize your game.
If you really want to go full performance then no engine and hardcoding would be optimal
b801ca No.14270111
>>14270094
Is the Pi powerful enough for snes games? Is there an engine with such low min requirements? RPG maker comes to mind, but I don't know.
8e3ab3 No.14270115
>>14270111
At least powerful enough for quake.
8223a9 No.14270119
>>14270043
That's really cute.
b801ca No.14270145
>>14270115
That doesn't sound bad at all.
a30945 No.14270167
>>14270086
>The resolution you, a30945 , have is 1366x768, right? It used to be a common one, but nowadays isn't as big outside of budget laptops.
Correct. It's a refurb Thinkpad T420
>With PCs in general, 720p, 768p 1080p and 1440p will cover most machines, but it's important to make sure that other aspect rations, mainly 4:3 and 16:10 are supported.
Is 16:10 the more common widescreen ratio? I thought it was 16:9 for the longest time.
Either way, I'm not concerned about phones in the slightest. I've more or less settled on a 512x512 region for the main gameplay area. The reason for this is that I can make a drawable region and keep it to a power of two texture size. Secondly, it gives me a 16x16 tile view, which should be plenty (original game used 25x18). I would like to upscale it 2x but it is important that you can see many tiles at a time. Anyways, this is roughly what I'm going to do for an 800x600 resolution, and if the game resizes to a different window size, I might have to pad, rather than scale things
4ab54f No.14270174
>>14267061
You could use that sony vector library someone linked
a30945 No.14270184
>>14267061
>That don't convert
If you're using C#, you could try extension methods. It's not ideal, but I've already made a few helper functions for SFML myself.
4ab54f No.14270217
>>14267992
You could treat every sprite as just a transformation matrix applied to the standard quad in the vertex shader. Then youd only have the vertex data of the unit quad for sprites. I'm doing something similar right now but it's only to render a static image so I make many draw calls.
116723 No.14270228
>>14270167
16:9 is by far the more common. 16:10 was a standard for a brief time between 4:3 and 16:9, and some people still use it.
9c3133 No.14270319
Tried this out, the tool is powerful but it breaks my lighting for some reason
It's also near abandonware
Trying Realtime CSG now
8e3ab3 No.14270364
Do you guys think I should start with 2D games and work my way up with 3D games?
9c3133 No.14270376
>>14270364
If you're using an engine, 3D games require knowledge of more complex trigonometry, that's about it really.
Depends what you feel comfortable with
1c8e05 No.14270379
>>14269353
Make the UI work on 320x200, then just scale it up if the monitor supports higher resolutions. If you try and play the resolution guessing game you will just get a bunch of complaints from everyone that you didn't support X special resolution, it defaulted to resolution Y and that didn't work, etc etc so just actually query it from the OS so that you can never go wrong. This is how some of those 90's games just work with modern monitors and modern display resolutions directly out of the box with no problems.
So my game just gets a list of supported display modes and I can be assured that in 2070 I will support the 16k alienware whatever.
>>14270111
It can run Q3A
>>14270364
That is probably good if you aren't sure what to expect when making 3D games, since in 2D you have to solve simpler versions of the same problems.
a30945 No.14270418
Anyways, I made a QuadBatch object that holds a pre-sized vertex array, and tried about half a dozen different ways, benchmarked, to see what implementation made the most sense, so maybe I can finally work on something relevant for once
>>14270379
I know, there's a way to get a list of supported resolutions and color depths, but my problem is that my art looks absolutely awful if I use non-integer scaling, so I'm just trying to find a nice comfy resolution to design the base around, and then avoid scaling, but using padding for any arbitrary resolution. I might do some tricks that only scale it by integer amounts, and then pad it otherwise.
589de3 No.14270426
>>14265882
imagine if some enginefag would put out a good engine instead of making a one off project with it
1c8e05 No.14270500
>>14270418
Is this an issue with your texture filtering or the actual scaling? Try using nearest neighbor filtering and not bilinear filtering if you aren't doing that already.
Also if you are increasing the resolution of 2D game, this is ironically more difficult than in a 3D game because you have to scale the whole view-port yourself, you should never display your 2D objects in an aspect ratio that isn't 1:1 or else you will just stretch the whole thing, so you have to ensure that yourself if that is what you mean by "non-integer scaling"
So, in a tile based game, you would have to display more tiles at 1:1 instead of scaling your tiles to 1:2 or whatever.
cb930c No.14270540
I was recently introduced to Henry Miller’s eleven commandments. I've adapted them to game development for everyone here.
>1. Work on one thing at a time until finished.
>2. Start no more new games, add no new material to your old games.
>3. Don’t be nervous. Work calmly, joyously, recklessly on whatever is in hand.
>4. Work according to Program and not according to mood. Stop at the appointed time!
>5. When you can’t create you can work.
>6. Cement a little every day, rather than add new fertilizers.
>7. Keep human! See people, go places, drink if you feel like it.
>8. Don’t be a draught-horse! Work with pleasure only.
>9. Discard the Program when you feel like it—but go back to it the next day. Concentrate. Narrow down. Exclude.
>10. Forget the games you want to make. Think only of the game you are making.
>11. Develop first and always. Painting, music, friends, cinema, the Internet, all these come afterwards.
Here's the source
http://www.stevenpressfield.com/2012/05/henry-millers-eleven-commandments/
9c3133 No.14270543
Right so I'm finding myself having a lot of trouble building levels even with tools to build those levels directly inside unity
What's the best way to prototype levels? Using 3D modeling software?
>>14270540
>Work according to Program and not according to mood. Stop at the appointed time!
Nothing creates a shittier game than working on it without passion
Which you also mention in
>Don’t be a draught-horse! Work with pleasure only.
So I dunno
3a4ffb No.14270548
>>14270543
Level Buddy for Blender is pretty good, especially if you already know how to use Blender.
https://matt-lucas.itch.io/level-buddy
cb930c No.14270555
>>14270543
He's talking about being in a good mood. Don't keep working even if you feel like you could, stop and rest.
9c3133 No.14270561
>>14270548
This might be good actually, I'll try it out
1c8e05 No.14270562
>>14270543
Most of making the game is just grinding things out. It's not like you can expect to be excited for thousands of hours.
a30945 No.14270565
>>14270500
I have filtering set to NN where possible. I have a separate render target, set to 512x512, where I will draw my playing field. I then render this to the window in some fashion, hopefully preserving the visual quality.
Mostly, it's just me being fussy.
cb930c No.14270568
Also if anyone thinks like it would have some value, I can turn these rules >>14270540 into a repost-able image.
1c8e05 No.14270648
>>14270565
Makes sense, honestly for these kinds of games I feel that OpenGL or w/e adds a layer of uncertainty to the whole thing compared to just software rendering. Since OpenGL isn't so precise about where the pixels end up..
Anyway I am sure you can make it scale to almost anything you want, keep it up the work and you'll get it
34049b No.14270962
i'm gonna make a bideo game
b801ca No.14271014
>>14270962
>Goodbye
<Wait! at least take this potion for your journey.
3a4ffb No.14271505
>>14271446
that's a good lookin tree sway
b801ca No.14271579
>>14271446
If you don't mind some constructive criticism, the trees are shaking too fast. Unlike grass, they would surely have more weight to their movement.
34049b No.14271656
>convert terrain to mesh
>use limited disolve in blender
>smooth
>smooth shade
>back to jewnity
>lightmapping gets done in about 2-4 seconds
>polycount down at least 80%
yet again i'm left wondering why this shit isn't built into unity. you'd think it would kind of be a requirement
b6889f No.14271716
f4d0b3 No.14271729
>>14267063
yeah
>>14267082
I meant Portal, but well, what do I know?
>>14266756
anon, you can't just one and one like that
492b16 No.14271738
0e3fe3 No.14271741
0adcdb No.14271744
>>14271731
That's really fucking gross
116723 No.14271748
>>14271738
>>14271741
So you mean that isn't an actual semi-cute 3d girl who's just really into game development and ones to date someone who makes vidya?
Nah, who am I kidding? cute 3d girls don't exist.
0adcdb No.14271759
>>14271748
Even if you find a cute 3D girl, she'll probably have some extra flaws like "sad all the time" or "wastes money" or "talks"
f4d0b3 No.14271767
>>14270111
>RPG maker comes to mind, but I don't know.
rpg maker is notoriously low performance for what it technically offers
0adcdb No.14271774
>>14271767
It's not terrible. I'm pretty sure I used to play some shittier RPG maker games on my PSP.
8bd799 No.14271805
>>14267254
I did not. She wasn't ready for Demoday.
However at the rate this is going, the update will be out soon. All I'm really waiting on is some sprites for the Cybermancer, a sprite for the Doomslayer in the map screen inventory, and some more polish.
and a trailer.
Have character portraits for character select
>>14271729
>one and one
What?
34049b No.14271886
anyone understand shaders?
i've got a water shader, mostly wanted it for the refraction/reflection
the waves are scrolling in the world coordinates and i want them to be scrolling along the mesh UVs instead
anyone know how to change it?
i'm almost certain it's in
float4 wpos = mul (unity_ObjectToWorld, v.vertex);
temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
but i have no idea what to change it to
https://pastebin.com/rcHy6kdU
035e89 No.14271908
>>14271805
Really digging your menu stuff.
1bf81d No.14271954
Wasn't here for it, did a bunch of taking things apart and putting back together. Making a video today on some progress, then I have a lot of coding and debugging to do. I also need a new map, plus gotta learn how particle systems work.
4520e9 No.14271967
>>14271886
Wouldn't that just be an offset to the mesh UVs? Not too familiar with how Unity does shaders, but some cursory searching shows that TEXCOORD0 is likely the texture coordinate for the fragment, so adding an offset to that might be the way to go.
68138b No.14272161
>>14271886
Yeah use model coords instead of the wpos.xzxz there in the last line I think, the v.vertex looks like the pre-world-transformed vertex info so use that.
float4 model = v.vertex;
And then use model.xzxz or something like that, I'm not familiar with unity or its types. The basic idea is use coords that havent been multiplied by the ObjectToWorld matrix there.
a6fd65 No.14272231
fe68d0 No.14272324
>>14270962
1) use potions as poisons
2) profit
035e89 No.14273002
Knocking out some of the demo day tasks.
<chat history/console mode in prep for supporting commands
<key rebinding
<netcode improvements for much smoother results
103770 No.14273010
>>14273002
Nice, the keybindings work now.
34049b No.14273263
dumb question
when i change the blendshape value, the entire thing translates along Y
same thing was happening in maya, but it got fixed there by unfreezing translations
why is it still happening in unity?
39c073 No.14273617
YouTube embed. Click thumbnail to play.
>>14269581
you using blender right?
9c3133 No.14273790
>>14273263
That's a bug.
I happened to find it a few months back. I don't think there are any solutions.
116723 No.14273835
>write pajeet code
>be disgusted with self
>spend hours looking up methods to make it less pajeet
>implement them
>it looks nice
>is twice as slow
f4d0b3 No.14273922
>>14271805
>one and one
damn, I meant one and done
5c9c62 No.14274002
>>14273835
>methods to make it less pajeet
What did you do exactly?
ade2f4 No.14274022
>>14273835
Run some tests on your code before scrapping it. maybe you're a programming genius?
af3eb8 No.14274048
>>14270043
Top Kek
Got some progress
af3eb8 No.14274066
>>14273617
Yes, but im not going for ultra realistic hair, thanks anyways
a39057 No.14274431
heads up, i'm interested in people integrating a raytraced renderering option into their games if it's possible, preferably stuff with low poly counts.
if you're interested, nothing's going to happen soon, since it's still pretty much in it's infancy, but when it's featured enough to do things like texturing, transformation and rotation, and hopefully soft shadows and ambient occlusion an implementation might be worth it.
i can't actually maek gaem myself so i need something to ducktape this to.
a39057 No.14274459
363464 No.14274500
>Getting burnt out from coding constantly
>Want to play a game to recover
>Already played all the games I like to death and I don't want to invest the time into getting into another one because I don't know if I'll even like it
>Hence the reason I started nodeving in the first place
13d861 No.14274540
>>14274500
why not play the demo day games?
fa52b3 No.14274551
>>14274431
>raytracing
>soft shadows
Soft shadows are one of the reasons people use pathtracing instead of raytracing, there is no feasible method of implementing them with raytracing at realtime speeds unless you only have static lights and scenes whereas in pathtracing they're "free".
8964e9 No.14274580
>>14274500
>I won't try something I might like because I might not like it
Either just start playing some game or fuck off away from the computer, and start doing things that'll reignite your enthusiasm for games and gamedev.
3d2480 No.14274658
>>14273835
Stop worrying about optimization at this stage. This attitude is a pestilentially common mental illness especially among C types and causes nothing but delays and bugs in the end. First make it correct, then maintainable (you are going to read things more often than you write them), and then profile before you optimize anything. You can get away with badly implemented O(n^7) algorithms if they are only called on small datasets once in the beginning. Most likely the biggest performance boost will lie in some inconspicuous function that just happens to be called all the time, but this will not become clear until the game is complete and your call graph is close to how it will look in the end.
a39057 No.14274748
>>14274551
well:
a) i was planning to implement multiple forms of tracing, because idk
b) can't you shoot extra shadow rays to hack this up
c) there's a really dirty hack where you just add a random noise vector to the shadow rays which acts as an incredibly dirty form of soft shadows
oh well fuck me
fa52b3 No.14274886
>>14274748
Extra rays for an area light technically works, but results in banding shadows and massive slowdown with more lights or area. Random noise means you get the same downside of pathtracing (noisy output that converges over time) without the upsides of it.
But if you're going to implement both path and ray tracing anyway, there shouldn't be much of a problem anyway. You'll see what works, what doesn't, learn a lot along the way, and (although unlikely) might come up with some novel new solution.
a39057 No.14274974
>>14274886
i am downright obsessed with implementing everything i can
i have problems
8bd799 No.14275252
>>14273922
well whaddya mean by that specifically? I've posted gameplay in the past if that's what you mean
3ecf29 No.14275406
>uses variables like floor1 to floor7 instead of an array
>uses a bunch of if/else statements because you can't iterate through them
>yandere-tier developer thinks he should be writing tutorials
>beginners doesn't know enough to steer clear of this garbage and ape it
This pisses me off and I want people to be angry too http://archive.is/fok4w
64c1f7 No.14275417
>>14275406
he could just like have an array 0-40 and round the result from rand to pick a tile
a5a0ba No.14275423
Would it be stupid to store an array of pointers to my octrees in the "manager" class for quicker and easier manipulation? I hope I'm not somehow defeating the point of using octrees in the first place
3ecf29 No.14275425
>>14275406
There's a ton of garbage programmers out there who write tutorials and post them for new users with horrid programming practices that absolutely no one should use, let alone TEACH to others. Like using a try/catch statement every collision at LEAST once per frame, which throws and catches an error if they don't have a "damage" component. If there's no error? Then you can access it and take damage! This was part of a paid video series I pirated. Just about any game development book or series out there is complete trash that no one should be exposed to, yet people still rapidly churn them out. I'm better than these faggots, and I know that I don't know enough about development to release a book worth reading.
a5a0ba No.14275434
>>14275425
This is why you go to college for this sort of stuff. I thought college was pointless for a long time, until I had to teach myself things. People in the academia may have their own issues and hangups, but at least they constantly push each other to be smarter, better and efficient.
3543ee No.14275550
>>14275425
The reason for this is because these programmers want their blogs to be on hacker news and reddit. Both of these sites don't allow self-promotion, which means that everyone just disguises all of their self-promotion as "tutorials" which means that every single thing there is presented in the context of teaching when it is really just trying to promote itself, and not trying to teach you anything.
0adcdb No.14275809
>>14275781
I can't believe how ugly this character is
116723 No.14275830
>>14275781
>>14275809
This inspired me to draw a Love2D-tan that hopefully doesn't look as bad as this.
a5a0ba No.14275836
>>14275809
>>14275781
Yeah, no offense to your technical execution at all, but this design just makes me think of nerd girls back in middle school - bloated, chunky, oily face and greasy hair, perpetually smells of sweat and wears retardedly mismatched clothing just like the character in question.
I just can't look at it without cringing and thinking about the archtype. It's more disgusting to me than even fat male nerds. It's fucking revolting.
f19d7c No.14275837
760cc2 No.14275858
>>14275809
>>14275781
I prefer /tech/'s take.
444087 No.14275874
How about making the software mascot not some dumb fucking animu girl?
a5a0ba No.14275876
>>14275858
I love the style, again - but the fucking design is just gross. What's with the obsession to give her a disgusting hairstyle and nerdy look? Does Godot really make you think of something lame, nerdy and unattractive?
116723 No.14275885
>>14275874
It's either a girl, a trap or a furfag fantasy. You should know this by now.
444087 No.14275896
>>14275885
I know and I'm fucking sick of it. Why can't it be a robot or some dude, or just not fucking have one how 'bout?
116723 No.14275907
>>14275896
Cause making it a dude will bring about accusations of THE GAY COMMUNITY, and people are unwilling to make a non-fuckable-looking robot.
a5a0ba No.14275918
>>14275896
Because despite thinking that they're super special elitist snowflakes, anons really are incredibly simplistic and only like a limited selection of autistic things.
>>14275907
This, too. You can't deviate from the norm too much or you'll be labeled a degenerate, tumblrina, a redditor, a faggot or a furfag.
444087 No.14275956
YouTube embed. Click thumbnail to play.
>>14275907
>>14275918
It just feels like we've done this all before. We just post the same shit or the same kinds of shit day in day out. It's always the same mascots, the same threads, the same posts.
/kinda blogpost. I'll just leave you guys to it I guess.
a5a0ba No.14275962
>>14275956
but clearly if you do anything different you're not from here so get out
f32c09 No.14276010
>>14275907
I blame console/os tans and Vivian.
a5a0ba No.14276017
>>14276010
Nah, way before even that, we had board tans.
0adcdb No.14276026
>>14275918
>Because despite thinking that they're super special elitist snowflakes, anons really are incredibly simplistic and only like a limited selection of autistic things.
Godot-tan seems to be hated by most of the developers here. Are we super special elitist snowflakes?
f32c09 No.14276032
>>14276017
Yeah, /v/ and /pol/'s were male, /x/ was female, and /b/ was whatever you could use to describe an ocean of piss at that moment. I don't remember the other board's tans. /vg/ seems to be the only one to have stayed largely unchanged.
cb930c No.14276036
>>14276032
The board mascot for 8/tg/ is a rotund necromancer.
67fe8c No.14276048
When's the next demo day? I'll have started working on my game by then, I promise.
a5a0ba No.14276060
>>14276026
No, in my personal experience /agdg/ has been one of the more levelheaded circles around these parts, probably because people who have the patience to sit down and do something for extended periods of time are less prone to be complete tards. I assume most people don't like her because she's just that fucking ugly.
cb930c No.14276062
0adcdb No.14276065
>>14276060
>because people who have the patience to sit down and do something for extended periods of time are less prone to be complete tards.
You would think so, but then there's that guy over on loomis who's spent the last two months tracing pictures of one girl's feet
67fe8c No.14276081
>>14276062
Thanks, I must never read the OP because I didn't realize we had a wiki. Time to set a goal that I can realistically accomplish in 3 months.
363464 No.14276084
>>14276062
>They're all dubs except one quints (also last one of the year)
Well played.
a5a0ba No.14276087
>>14276065
I mean was he trying to learn how to draw feet better? Practice makes perfect.
0adcdb No.14276093
>>14276087
No, some people are just retarded and have foot fetishes
a5a0ba No.14276102
>>14276093
I don't think having a fetish makes you retarded, anon.
0adcdb No.14276105
>>14276102
having a foot fetish sure does
760cc2 No.14276108
>>14276093
>he doesn't like feet
Do you prefer pic related?
a5a0ba No.14276116
>>14276105
I do not have a foot fetish, but having one does not make you retarded
ec2c41 No.14276251
>>14275836
>>14275876
>What's with the obsession to give her a disgusting hairstyle and nerdy look?
They're clearly trying to get her head to be the rough shape of the original logo, and are trying to use the hair to do it. I'm no artist, or character designer for that matter, but it seems obvious as hell to me that if you wanted a specific silhouette, but couldn't effectively get it with the natural features of a humanoid character, then you would add something to it, like a hat or other accessory. I don't see how people are going for "blue robot video game girl," but not thinking of a design like pic related instead of what's been made so far. Just add more of those raised bars, and you get something roughly like the gear-shaped head of the Godot logo. Obviously, you can't just lift a Mega Man character, but my point is that the aren't even trying for alternatives to "It's her hair," which is a shit choice in this case. There are lots of other possibilities that could work.
>>14275907
>people are unwilling to make a non-fuckable-looking robot.
There's not really anything wrong with that. If a mascot robot isn't humanoid, like WALL-E, it not being fuckable is fine, but if it's humanoid, it should be what we consider to be physically attractive, or at least not ugly. The primary purpose of a mascot is to entice interest by being an attractive face, usually by being cool, cute, or pretty. Being ugly is almost always directly contrary to a mascot's purpose.
b801ca No.14276277
>>14276060
I think it's because people here are working on the same goal and so we're all connected by our mutual tribulations.
Also, I'll say this: godot-tan has to be a robot who's jaw has the grooves of a gear.
ca7ff7 No.14276288
>>14275874
This. I always thought you should just take the robot head from the Godot logo and use it to make a helmet for some Deadmau5 kind of mascot. Trying to get a cute girl out of the Godot robot's silhouette is a lost cause in my own stupid opinion.
a5a0ba No.14276346
>>14276288
But what if it's a cute robot with mask of a godot robot sorta like this?
a5a0ba No.14276347
>>14276346
*cute girl
I'm very tired
b53eec No.14276358
<go from 2000 lines of code to 5000 lines of code
i'm feeling ok
3ecf29 No.14276433
I just wanted to get mad at pajeet-tier devs making tutorials with people
ec2c41 No.14276437
>>14276251
Other things that could have that shape and aren't blatant copyright infringement include a hairband, a tiara, and a hardhat.
>>14276277
>godot-tan has to be a robot who's jaw has the grooves of a gear.
But there's already a qt animu robot grill with a gear-like jaw and his name is Raiden.
ca7ff7 No.14276453
>>14276347
That's fine, just stop trying to make her fucking hair work with that silhouette. It's not gonna work. There is no hairstyle that conforms to that shape that is cute.
ba5712 No.14276469
>>14276453
I posted this last thread. I think it's relevant.
a5a0ba No.14276471
>>14276469
this is acceptable
c1ad02 No.14276473
>>14276469
Oh, that's good.
3543ee No.14276480
>>14276358
>tfw 13000+ lines of code
Last two months have been very productive for me
3ecf29 No.14276496
So are there any good game development resources? Game programming patterns seems to be the only one that wasn't written for retards trying to make mobile shovelware. The vast majority of which I'll never use, but I think being aware of them has improved my code. It's in C++.
pdf related
b53eec No.14276505
>>14276480
<13000
Hope it's not just bloat but some serious progress. We're gonna make it, right?
3ecf29 No.14276509
>>14276505
It's all autogenerated :^)
b801ca No.14276519
>>14276469
Might be cute, but the godot-ness is just in her clothing instead of her.
3ecf29 No.14276533
This PDF has decent reception, and I've skimmed through it. I think anyone with a decent beginning foundation of C#, an interest in gamedev, and likes to read should at least skim through it. If you understand trig and the basics of openGL, it's probably too basic for you.
>>14276519
just make her slightly younger, give her four highly successful (yet mildly retarded) sisters and you're set
ca7ff7 No.14276538
>>14276469
See? This works because it's a hair accessory and not some idiot giving her 4 large cornrows or some stupid bullshit.
3ecf29 No.14276551
I've read this book front to back three times and would recommend it to anyone using or interested in C#. It's comprehensive and well-edited, and I'm sure I'll learn something else the next time I read it. It explains the newer language features by building from the old ones, explaining exactly what's happening, and then rebuilding them in the newer features in a much cleaner way.
This isn't explicitly related to gamedev, but that's probably why it's so good
3ecf29 No.14276558
And now for a comprehensive list of books to avoid
>anything with unity in the title
and you're set!
ec2c41 No.14276569
>>14276469
I've seen this design before, and it's pretty good. Is there a reason we shouldn't use it? I think it's fine. That's the kind of thing I was getting at regarding adding a hat or accessory for the silhouette.
>>14276519
Isn't that really the case with most -tans?
3ecf29 No.14276575
>>14276558
Unity's official documentation is generally thorough, but doesn't cover the more technical aspects of their engine that more experienced developers would be interested in. It's been improving, and it's generally the first thing you'll want to check.
Their videos are generally dogshit, and take 7-15 minutes to show you something that can be explained in a minute using text. They also don't give you nearly enough information to know how to use them properly, or when to use them. You can see this in their two videos on delegates and events, respectively.
They could have set up a mock UI, had the UI latch onto the game delegates, and explained that the game still works perfectly even if you completely remove the UI. In this way, gameplay and the UI are completely decoupled, and you could completely revamp the UI without even touching the game code. I've also used it on network functions.
>RPC_PLAYER_SHOOT
>RPC_PLAYER_DAMAGE
>RPC_PLAYER_DIE
Basically, a network manager would keep track of these (mock) functions, and the UI, health script, and gun would subscribe to these events and get passes the information when they're invoked; They get passed the network data struct. In this way, all objects just subscribe to commands, and don't need to know about each other. The network object doesn't need to manage or even know about the UI or player, it just handles the events.
instead its
>use events to turn the ball red and teleport it at the same time :DDDDDD
3ecf29 No.14276586
>>14276575
Video tutorials in general are complete garbage, they get outdated very quickly. In a text-tutorial, you could easily change a few lines to fix a bug or keep it up to date with engine or languages changes. Most tutorials do come out with a few mistakes or bugs, but people rarely (if ever) update videos. They're also harder to follow; Programming is text. Pausing/jumping around a video is more difficult than just following a linear text tutorial. It's just a lot harder to make a video tutorial, in general, and text tutorials are shitty enough >>14275406 >>14275425 Another anon pointed out that these are most likely just advertisements disguised as tutorials, as that's why they're so shit. If you're a new developer, steer clear of this garbage and develop very strong fundamentals so you can sniff out this bullshit without wasting your time learning terrible habits.
c1ad02 No.14276600
File: e5693d795132483⋯.jpg (Spoiler Image, 119.36 KB, 600x450, 4:3, 579cdec3d5e9ec7dc357ae1f15….jpg)

>>14276569
I kind of want to see a version of that design with a gear-edged hood attached that can be pulled so far down that the two opposing gear edges make a little mouth. Maybe with a face proxy where her actual face would be.
3543ee No.14276611
>>14276505
working on a game engine, it just takes a lot of code to do anything for me because of that
3ecf29 No.14276621
>>14276611
Are you designing it to support larger maps? Once you're more finished with it, I'd really to see how many buildings you can shove into it. Something like pic related.
a3abdc No.14276662
Vinesauce played my game on stream and it didn't go horribly wrong, which is pretty good.
I had hard drive fail on me, which is less good. Definitely the drive heads.
3543ee No.14276669
>>14276621
It's not designed expressly to support large maps but it will support large maps. You could definitely make a map that is a big city, and I don't see a reason for it to not work, however this engine is based on the same architecture ideas as the quake and source engines, so it will run into similar issues that you would run into with those engines. Making a giant low-poly city like that scene is not going to be such a difficult task though, so I wouldn't worry about that. It definitely would be more limited than something designed for large maps like GTA is, so if I wanted it to be able to do that, then I would have to make special engine features designed around that.
Right now the editor is really unsuited for large maps at the time being because it lacks grid scaling. So while I can zoom out I cant scale the grid yet. That will be added in the future and after then it should be possible to experiment better.
cb930c No.14276674
>>14276662
What game is this?
a5a0ba No.14276700
>>14276611
>making engine
but for what purpose?
1cc848 No.14276706
>>14276700
>not wanting a highly performant pure C engine
it's like you want to buy a super computer in order to play games made in Unity or something.
3ecf29 No.14276707
>>14276700
Severe autism, mostly, but it's a hell of a good way to get better at programming. And probably a good portfolio if he's not already a professional code monkey.
7ee249 No.14276712
>>14276707
You glow in the dark, man. Why should we take your word for it?
3ecf29 No.14276716
>>14276712
ignore this guy, he's just an angel trying to fuck with me
a5a0ba No.14276721
>>14276706
Most issues with Unity come from poo-in-the-loo tier devs either coding their shit poorly or using poorly coded third party resources. I know for a fact that I've seen snappy ass Unity games.
UE4 in particular can also be made to run like fucking candy. The thing is, I just feel like making your own engine from scratch is reinventing the bicycle. Don't reinvent the bicycle. Making the game itself is enough work on its' own with the engine already completed.
>>14276707
I suppose it is a good way to understand things better, yeah.
9c3133 No.14276724
>>14276713
Was this that weird game made with store assets that was posted here a few months ago that I suggested you sent to Vinesauce?
a3abdc No.14276761
>>14276724
No, this was made within the last month. I did post a thread for it a week ago, though.
The only game that I had a hand in that used store assets to any notable extent was BBA SLAM.
b54f84 No.14276772
Made a VR pirate game this weekend using an asset pack.
Islands are procedurally generated, got super basic skeletons going, added basic loot, weapons, and both teleport and locomotion with smooth turning.
Might set up a VR Pirate Roguelike.
3543ee No.14276774
>>14276700
I enjoy making game engines more than I enjoy making the actual games. It's very fun, it's basically just programming with no tangible end in sight.
>>14276707
No job, although I do have one in the summer I am going to be teaching the "game engines" class for some summer camp. Not trying to dox myself so I won't say which one though
>>14276721
Making a game from scratch is just reinventing someone else's game. Saying that making a new game engine when old game engines exist is reinventing things is just a double standard. Also just because your computer can run unity/ue4 doesn't mean that it's optimized or fast, both of those engines use garbage collection and require high OpenGL versions, yes your gaming PC can spare the ram but I just don't enjoy programming in such a way.
Anyway I am also not very knowledgeable about other game engines, the only engine that I have used to make games with that I didn't make myself was goldsource and that was years ago.
cb930c No.14276779
>>14276772
I see you're going with the loose interpretation of Rogelike.
3ecf29 No.14276786
>Not trying to dox myself
3ecf29 No.14276882
>>14276774
Do you have any advice for managing larger projects? I have a very strong grasp on C#, and I'm better than your average pajeet, but once projects get to a certain size the complexity is always too much for me.
9c3133 No.14277006
>>14276882
Don't work on larger projects by yourself?
Seems pretty simple I dunno
57f441 No.14277174
>>14276662
>making it into a sunday trash stream
Some would call it an insult.
Sounds like he enjoyed it though, so congratulations.
fc7db2 No.14277215
>>14276469
I quickly drew that quite some time ago out of boredom, I'd feel ashamed if someone actually wanted to use it.
Maybe I'll try to make a better design soon.
c3c293 No.14277301
>>14277215
Do you have some account where people interested in godot will see your design? Because it doesnt help if there are better designs like yours, when only we see it.
f4d0b3 No.14277339
>>14275858
oh yeah, I like that android shit and all, also fits better with Godot being a mech, I'd fap to that
>>14275876
>Does Godot really make you think of something lame, nerdy and unattractive?
> open-source
> game development
hummm yes…?
f4d0b3 No.14277352
>>14276536
> Unity: 4011
< the flood gates to game trash
how easy is to spurr out a game in unity really?
3ecf29 No.14277357
>>14277352
I've released shat out a game from start to finish in a single week as contract work for companies using Unity. They're absolute dogshit, but completely to specification and I got paid really well. That was while I was in school, too.
3ecf29 No.14277372
>>14277352
In case you were curious, I did it with a mixture of the engine features (really easy to get shit on a screen) and premade assets the clients picked out. Once, I got to design the gameplay, and hired some anon from here to do the graphics. I'm actually proud of that one
c3c293 No.14277522
>>14277301
>>14277215
looking at my post again it kind of reads as "if you dont have a social media account dont even bother"
What i meant was, that you maybe should create one if you havent already, so more people can see your work.
c80bc9 No.14277613
34049b No.14277796
best news in ages
apparently i can just download free animations for mixamo, since my character uses their generic rig
this basically saves 90% of the work i had to do on animations myself, i just have to find the appropriate ones and assign them
>inb4 make your own shit
yea but their shit is free and looks leagues better than mine
c80bc9 No.14277817
>>14277709
1. thanks for reminding me there's a new episode
2. the joke is meh
3ecf29 No.14277819
>>14277796
Jesus Christ, anon, that stock walking animation is the most formal/stilted march I've ever seen
3543ee No.14277824
>>14276882
The way I deal with complexity is that I make sure that after I write a system, I can just ignore it while I am working on other systems. So, if I write a bunch of code for the command line, I don't have to think about what the command line is doing or how it works when I am busy writing graphics code, I only need to know that "con_printf" prints to the command line. So, I'm only thinking deeply about one system in my engine at a time. I have huge amounts of code that I wrote and I just assume that it works and forget about it. I have all of my things split into clear components and try and reduce the amount of components that depend on each other. So with my console, I just call a few initialization functions, and then all of the complexity inside the console is being dealt with so I can forget about it, similar to how the system I have that interfaces with windows is working too, I never have to think about my code that starts up a window ever unless I want to change how that works. So, I can just have it sitting behind my call to "sys_init(sys)" instead of dealing with the complexity all at once.
1cc848 No.14277881
>>14277796
Will the player be able to get his strongest potion at some point?
>>14276721
>I know for a fact that I've seen snappy ass Unity games.
And which are these?
3ecf29 No.14277941
3b522f No.14278089
Hey, its MoM anon again. Based on a few of the common concerns for MoM, I devised a to do list to perhaps make the start of the game a bit more forgiving. I want to thank you all for your critique that you have shared!… Heres what I am thinking of tweaking!
- Have an NPC tell you in the first city that enemies within the Land of Magic are optional, and can be fled from
- Have no Goblin Encounters until the first dungeon is cleared
- Include an Extra Alchemy Potion within the Grave Diggers hut
- I could perhaps have it so that you can Use the Death Cap, Mandragora and Nitro Gel to get minor benefits (10 Mana, 10 Health, 10 AP). This would give them a use if you are not playing as the Imp or Mage!
- IF the Ropers are Still difficult after all this, I will nerf their health down to half… but ONLY for the first area. Afterwards they will still retain their 250 HP. They may be easy after all the above changes
- I may exclude ropers from Spawning in the Land of Magic until After the first Dungeon.
Were they any other concerns I should adjust?… I think people wanted me to raise the platform for the First Dungeon to make the puzzle a bit more easier to solve.
026906 No.14278119
How do I start with Vulkan? What's the best language to use with Vulkan? C or C++?
fa52b3 No.14278126
>>14278089
No goblins might be excessive, although I've only played imp so far and haven't been hit by them even once. You might want to make it more obvious they're enemies, since they were the first thing I encountered and just hopped around being cute. If I hadn't already heard people talk about them I might have actually been hit.
If you make nerfed ropers, give them a recolor so it's obvious they (or rather, the later ones) are not quite the same.
The rest of your ideas are good.
>Were they any other concerns I should adjust?
Cooking the hams in the castle seems a tad hard, you have to stand on the edge of the hot plate to throw them on there since it's too high to throw from the floor, and standing on it normally damages you.
Also, someone else doing grammar checks for all your text.
b8f5b9 No.14278130
>>14278119
If you have to ask, you shouldn't be using Vulkan. SDL2.0.6 exposes Vulkan functionality, so using that with C or C++ is probably your best bet.
3b522f No.14278141
>>14278126
I think having no goblins until the first dungeon will be fine, since as it is, they are technically the first enemy in the game. They can be a bit overwhelming at the start.
Also, it should be noted any fire damage can cook food. So the imps fire tome spell can cook the hams, as well as campfires, etc
Also, I will have an editer go through my text in the final release!
3ecf29 No.14278148
>>14278141
>Also, I will have an editer go through my text in the final release!
Make sure to be as rude as possible to them. The more they suffer, the better their work will be!
fa52b3 No.14278163
>>14278148
The more the editor hates you, the more minuscule mistakes they look for and force you to rewrite things better. It's one of those rare cases of mutual hatred turning into something good.
c5ab3e No.14278253
>>14278089
>Have no Goblin Encounters until the first dungeon is cleared
I think you should have the goblins steal around ~20 gold and have them start to roam in larger and larger packs as you progress.
ec2c41 No.14278283
YouTube embed. Click thumbnail to play.
>>14278249
Looking good, but some of the weight is odd. Fungi are relatively rigid compared to grass, so it doesn't make sense for them to move as much unless you're just doing it so it's cute, which it is.
b801ca No.14278302
>>14278249
You got a comfy feel building up in there.
3543ee No.14278303
>>14278249
Very good work! Only feedback is that it's a little too jittery, when it should probably be smoother and model long gusts of wind at a time. Or maybe it should alternate from jittery wind to smooth wind.
fe68d0 No.14278603
af3eb8 No.14278668
>>14278603
i can't help it, i applied the mirror and stared to change the left side a bit, but i hated the result and reverted
10558f No.14278884
>>14278283
>>14278302
>>14278303
Thanks. I'm constantly tweaking the flexibility of objects but in general I'm trying to go for a more lively/cute feel rather than realism. To be honest I'm not really happy with the results yet.
64c1f7 No.14279233
>>14278249
Are the shadows here maps or stencils?
fa52b3 No.14279240
>>14278884
I think a part of the problem the mushrooms have is that while their caps would sway, they wouldn't deform like treebranches or grass would. You'd need to somehow make the cap vertices children of the stem vertices, although at that point it's easier to use bone deformation I think.
Also, everyone knows that to be happy and cute, a mushroom has to bob up and down on the beat of the music.
3ecf29 No.14279469
Game Design Secrets
Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit!
anyone in the mood for me to dump some of dumpster fire?
116723 No.14279544
>>14279469
Go ahead, anon, I'm in the mood for a laff.
fe68d0 No.14279550
0adcdb No.14279585
>people actually brag to their friends on facebook about beating their own score in a mobile game
0adcdb No.14279592
>>14279585
After sharing your download habits with your friends on facebook, you can then use iPhone built-in face recognition technology to play with your virtual pet!
0adcdb No.14279597
>>14279592
if you prompt him enoguh, the lemming will mistake the virtual pet for a real pet, and will be more inclined to buy useless toys with real money
0adcdb No.14279608
presented without comment
035e89 No.14279615
Tossed out old particle stuff for a better, simpler system and started adding some basic effects. Going to be fun to sculp some gib chunks.
>>14279597
Look up Phil Ryu's history and you'll see he's a fucking slimeball. The number of people he's conned to work with him and then backstabbed or simply ran away with the money is disgusting.
b53eec No.14279616
116723 No.14279621
>>14279585
I have a mother who plays shit on kikebook, so I kinda know these things. don't worry, I don't use the platform, I just would see her play when talking to her every so often. Most games ask to share your score quite often, and most people dismiss it, but a lot of people do share the scores. It's also common to bother people by asking for extra lives and shit, which are all on a timer otherwise, and if they don't play, that's okay! You can send them invites to play the game, which pop up in the notification tab, right next to friend invites and post responses and shit.
Most of the advertising your kikebook game gets is done for free by people who just really like the game.
>>14279592
I don't get why they claim that this stuff is original. My little cousins play shit like this all the time.
>>14279608
>>14279616
Not unless Apple rips off the Switch and adds physical controls to their tablet.
0adcdb No.14279633
where's that sound of hand rubbing coming from?
64c1f7 No.14279642
>>14279638
i'm hurting inside anon
0adcdb No.14279647
>>14279642
there's an entire chapter on designing your game for your future chinese overlords
116723 No.14279659
>>14279638
In twenty years and a migration or two, there will be anons among us that will unironically argue that physical controls are holding us back.
0adcdb No.14279683
>Javascript can already get 50% the speed of C code
HA
0adcdb No.14279693
Unity could very briefly export to flash, I guess
64c1f7 No.14279698
>>14279693
>flash brought back basement development
how do you forget the entire era of shareware
this never went away
116723 No.14279701
>>14279693
Does this faggot not realize that every big engine can export directly to consoles, including fucking GAME MAKER?
0adcdb No.14279710
>facebook credits actually existed
>people traded their time and personal information for them
>facebook exchanged them for currency
that's good for now
3b522f No.14279714
Who wrote all this garbadge?… No, seriously, how old are they; they are so out of touch
116723 No.14279721
>>14279714
Or maybe we're out of touch and the normie takeover of gaming is complete. after all, how many people do you hear calling themselves Gamers just because they play Candy Crush and Farmville?
I pray that that's not the case.
c1ad02 No.14279735
>>14279721
tfw spent yesterday with my 9-year old cousin, who identified herself as a "game freak"
tfw spent the day teaching her the difference between a game and a toy by explaining how we each "won" and "lost" a round of Chutes and Ladders, a "game" that is purely RNG
tfw she drops her mobileshit iPad games the instant she comes over to instead play Megaman, Smash Brothers, Command and Conquer, or arcade flight games like Sky Rogue or Ace Combat
tfw yesterday she got interested in Danmaku
I'm creating the best kind of monster to send into the future ahead of me.
0adcdb No.14279756
I said I was to stop this
64c1f7 No.14279768
opencl no
>>14279736
"""""LOL-orific"""""
*screams of pain*
116723 No.14279809
>>14279735
I wish it was that easy for me.
My little sister loves video games, supposedly, but spends most of her time watching people play it. Her favorites are Minecraft, Terraria and FNAF. (and the only reason she plays Terraria is because I tried to get her away from Minecraft)
I've tried to her her interested into all sorts of games with varying degrees of success.
Terraria she liked because it was like Minecraft.
Simcity 4k was way too hard for her, even after I explained every concept to her and spent a couple days playing with her.
Mario Kart and Snowboard Kids she did enjoy, but sadly I don't have the time to play with her daily. And she found them pretty challenging, even when I took it easy on her.
Animal Crossing she used to like, but her Minecraft autism overtook that and she dropped it.
Lastly, I tried to her her into both Mario 64 and Spyro, both of which were far too hard for her, Spyro especially. She did get ~20 stars in Mario 64 and couldn't advance any further, mostly due to lack of will to try again than anything.
I want to get her away from the autism but even the concept of physical controls was intimidating to her, so it's a massive pain.
Doesn't help that Mother keeps convincing her that Candy Crush and play-store trash are actual video games.
0adcdb No.14279834
Tune in next week for a book by God of War's game designer, Scott Rogers.
>>14279809
I tried to get my sister to like games, but she has trouble moving two analog sticks at once.
0adcdb No.14279844
Women and girls of today are more tech savvy than ever before and research shows that they currently make up over 52% of Internet users and 70% of casual online gamers. Why then, is the game industry still producing computer games that primarily target males ages 13-25? With this tight focus, game developers are not only sharply limiting their possible total income, but they are losing sight of the bigger picture.
The games industry is currently growing faster than the target market. To keep the industry strong and growing, game developers must start looking at expanding their market, which means designing titles that are accessible to the female audience. Successful entertainment industries have sustained growth for decades because they have considered the diversity of their audiences. Today's blockbuster products, be it movies, recordings or books, are most often the ones with elements that directly appeal to many market sectors, while containing very few barriers to access for others. By understanding the issues and barriers connected to gender, the game industry can benefit from a similar growth strategy.
Gender Inclusive Game Design: Expanding the Market addresses issues that help designers and developers understand the real differences between how the genders approach and resolve conflicts, and what their entertainment criteria and responses are. It also explores the differences in reward systems, game play preferences, and avatar selection criteria, and how these issues all apply to game design, regardless of genre. By understanding these differences, designers can apply this knowledge to the traditional genres that make up the contemporary computer game industry and begin tapping the future market. Perhaps the real question developers need to be asking themselves is, "but what if the player is female?"
64c1f7 No.14279855
>>14279844
why are we doing this
0adcdb No.14279871
>>14279855
you mean you aren't interested in acquiring the PYRAMID OF POWER?
116723 No.14279875
>>14279834
>I tried to get my sister to like games, but she has trouble moving two analog sticks at once.
Same here.
Slower games like Animal Crossing were easy, and I think she did tolerably in Mario 64 just because it technically uses one stick, and she'd rarely turn the camera.
She learned Minecraft on a fucking touchscreen though, which seemed like a pain in the ass every time I tried it, so I think all you really need is encouragement from your friends to push through the barriers. I remember she cried over the Skeletons killing her every time, but she never quit Minecraft, whereas everything else she drops due to difficulty.
>>14279844
>put woman protagonist in game
>she is not perfect because perfect characters are fucking boring
>some feminist thinks that you are accusing all women of having the flaw that your character has
>media calls you a sexist
>never have another woman protagonist again
>Kotamu.com (please use archive.is)m: WHY IS GAMING A BOYS ONLY CLUB?! UGH.
>>14279855
Just to suffer.
760cc2 No.14279894
>>14279809
>>14279834
>>14279875
My younger siblings can handle Wipeout HD on the lower speed levels and we used to play stuff like SuperTux and Hedgewars together. They're slowly getting back into regular vidya after realizing mobileshit is boring and maybe we'll get a Nintendo Switch when the PS3 finally croaks.
64c1f7 No.14279906
>>14279875
>>14279871
all i feel is suffering
0adcdb No.14279922
sorry anon, I'll move onto a numale game designer
0adcdb No.14279931
>>14279906
just kidding, he can't contain his autism on twitter
116723 No.14279942
>>14279906
Use that as motivation to make a good game. If you don't, who will?
>>14279922
>people need design documents to realize this
Have they considered just implementing the controls and trying out whether they feel natural?
64c1f7 No.14279961
>>14279931
fucking hell
>>14279942
my interests align with designing technical stuff(renderers, cpus, etc.), so that's what i end up doing. i suck at like doing the actual game part so i just do that. it would be cool to have somebody eventually use that work.
cb930c No.14279963
0adcdb No.14279975
>>14279942
>haha you died for no reason
>there's no reason to hate quick time events
>also random quick time events are make the player feel like its luck based and stuff
8964e9 No.14279992
>>14279844
>women make up 70% of casual online games
>women apparently make up about 52% of all gamers according to factoids if you include mobile shit and so on
>mobile and browser games make up almost 50% of whole games markets
<game industry still producing computer games that primarily target males ages 13-25
How can you primarily target group A but get half or even slight majority of your customers to be from group B?
0adcdb No.14280004
Considering this faggot's take on pause menus and QTEs, god of war's design makes a lot more sense
>see this shitty menu?
>it defaults to resume
>don't do that!
>use this cool web instead
0adcdb No.14280029
>Tackle this head-on by making the player play the game the way YOU want it to be played
0adcdb No.14280050
>in the future, enemy hitboxes will by dynamically sized based on how retarded you are
cb930c No.14280078
>>14279975
>Gone the way of the text adventure
>TFW making a text adventure.
>>14279992
Computer games are targeted, not all games. The reason is simple.
In general men will give the time commitment to sit down and play a game on a console or computer, while in general women want to play their games whenever they want in short bursts and won't give a large block of time to a game, meaning they dominate the mobile market. Men and women who break from this mold are the exception, not the norm. Marketers are just targeting the majority on their platform.
5f5b92 No.14280321
>>14277796
MAKE THE TEXT MATCH THE AUDIO AND LEARN HOW TO CAPITALIZE PROPERLY YOU FUCKING NIGGER HOLY SHIT GOD DAMN
af3eb8 No.14280340
There was a fucking bug that cost me a weekend, I couldn't properly fix it, so I've made a shitty fix that involves checking if the algorithm actually worked and if not, run it again with the shitty fix that makes it shitty but works.
Thankfully it's very hard to actually step into the situation where the bug happens, so the 'shitty mode' shouldn't run very often. Although it's very likely that the shitty fix don't actually always fix the problem
The webm starts with the algorithm running in the 'shitty mode'
fa52b3 No.14280508
>>14280321
You do realize it's just debug text to test functionality, right?
492b16 No.14280691
I found the "game" I made in Blender when I was 12 and finally webmed it. It didn't even pick up on OBS so I had to use Fraps. if you look closely i had my real full name on the title screen and censored it in the video
116723 No.14280708
>>14280691
That's pretty neato, anon.
When I was 12, I was just making bad romhacks of Mario World.
492b16 No.14280730
>>14280708
I might still have some of the Super Mario Flash levels I made around the same time.
284d8f No.14280882
>>14280691
The first "game" I made was a Where's Waldo clone made in PowerPoint
74648c No.14280897
YouTube embed. Click thumbnail to play.
>>14271954
Holy god, I need new USB ports bad. I keep having to disconnect/reconnect my plugs a lot. I hope this tax return is at least half way decent for a new dev PC. Anyways, here's the video.
Warning: commentary.
b801ca No.14281006
>>14280691
What do you mean you made it in blender?
492b16 No.14281044
b92074 No.14281481
Rewrote some of my skill casting to lessen the Pajeet-level "just make it work" code and removed a feature I had that didn't add much. Also added a small message system for skills finally. Doesn't blend well in the background with colors yet but mostly wanted it to work.
72e762 No.14281811
>>14280029
Pretty good level design advice if you don't take it literally. If there's 2 or more exits from a place, it should be easy to tell the difference between them somehow.
1cc848 No.14282416
>>14279608
>>14279616
>iPad will go Hard-Core
>Battleheart is a heavy strategy game
What comes next? "American Soldier is shooting" for iPad which will be now considered as a state of the art gaming experience on it?
74648c No.14282585
>>14280897
Working on jumps now, finished one direction. Working on forward right now.
So I'm actually having an issue with how I'm going to make it so player characters can use items outside of RPG combat. I think I'm just gonna make a single 'standing still and throwing item upward' animation.
f4d0b3 No.14282758
>>14277796
I gotta be honest anon, that retarded dance he begun doing halfway was funny as hell
btw, are you making skyrim? asking for a friend
6778f7 No.14282823
CDRX9-43CVM-LXR7M - Steam
free shitty "indi game" that i won in this year game jam
WARNING: it's shit
fa52b3 No.14282848
>>14282823
Oh god, it's like I'm back on newgrounds
f4d0b3 No.14282882
>>14282848
>newgrounds
oh god, that is pretty much like that isn't it?
34049b No.14282899
>>14282758
>>14277819
in any case i picked out better animations, although they definitely weren't meant to work together
ec2c41 No.14283149
>>14282882
>>14282848
That's an insult to the genuine creativity that existed on NewGrounds. It looks more like the shit games that advertised on NewGrounds, like AdventureQuest.
f4d0b3 No.14283408
>>14282899
lol, moon strafing always look shit as fuck
make sure that diagonal movement isn't faster than unidirectional
also did you voice on your own?
f4d0b3 No.14283418
any anons around ever done custom plugins for gimp?
I know its python, but it looks a bit complicated, how easy is it?
I need to process batch operation on several layers at once
1b475f No.14283423
YouTube embed. Click thumbnail to play.
>>14283408
The voices are from this video.
af3eb8 No.14283456
The pants are following the body perfectly, no longer clothes clipping through skin! Im loving this model remake.
35f77a No.14283494
>>14279615
How do you do the actual 3d shooting inside the raycast ? It should be touching the target no matter what as long as you're shooting the same column.
035e89 No.14283541
>>14283494
My entity collision shapes are cylinders with height rather than being infinitely high like Doom. Unless I'm misunderstanding your question.
35f77a No.14283568
>>14283541
So how do you do the look up and down ?
035e89 No.14283602
>>14283568
You mean for the raycasting? I use the pitch of the camera along with the camera height and surface height to calculate the position of where it would hit. Starting from the player's current sector I check for any circle-line collisions with entities in that sector. If there is a collision I know how far along that collision happens compared to where the cast would hit the surface, so I can just lerp the height and check if its between the top and bottom of the collision object.
10558f No.14283608
Added some flowers… Not sure if I will keep this art style. Need to keep experimenting.
>>14279233
Shadow map.
035e89 No.14283614
>>14283608
It's looking really cute to me. Are you not satisfied with the movement or the overall result?
10558f No.14283635
>>14283614
I don't know, it doesn't feel right to me. Maybe I need to try making a different scene, something with architecture. Perhaps it's just hard for me to imagine actual gameplay in a forest environment like this.
34049b No.14283655
>>14283408
pretty sure both speeds were the same, but it's most likely a difference in offsets between the animations, left-forward worked, while right-forward didn't, even though right was just a mirrored left
anyways i found more diagonal animations, so as an 8-way locomotion it works. they look too silly though, probably just gonna use them as half-decent placeholders
af3eb8 No.14283821
3a4ffb No.14283844
>>14283655
The problem is that in the diagonal animations, his arms are outstretched, but in the cardinal directions they're closer to his body. Plus the forward run has too much exaggeration.
f4d0b3 No.14283875
>>14283655
that is much better anon, it usually will always look weird because objects move at a constant pace, while realistic you would expect foots to be fixed, (eg all games are weird like that)
but what I meant by diagonals, is that if you move x at += 1, and y at += 1, if you move them both on a diagonal your actual speed is 1*sq(2)
34049b No.14283880
>>14283875
uh, well i'm assuming that actual diagonal animations kind of account for that.
4-way didn't
ca7ff7 No.14283954
>>14283608
Might help to try arranging all the objects into an actual gameplay space and not just this cluttered space that's obviously just meant to show off the tech.
b801ca No.14284073
>>14283608
That's beautiful, anon. Any webm with the grass integrated?
10558f No.14284110
>>14284073
Thanks. If you mean the lush grass thing I've shown before - no, that was just a stress test, I'm not actually going to have that much grass in the game.
ca7ff7 No.14284175
>Trying to figure out what the fuck is wrong with Monodevelop so I can use my udemy courses
>Uninstall and reinstall multiple times
>Even install the GTK# package that supposedly isn't needed for the 64-bit version
>Do more dumb shit to try and get it to work
>Finally Unity opens the script file but it opens in Xamarin
>The stupid bloated IDE I downloaded over a year ago because a jewtube tutorial used it
>Turns out this shitty IDE takes the place of Monodevelop while it's installed
>Purge Xamarin from my machine and suddenly Monodevelop is back and it even boots faster
This is why I've enrolled in a CS school, because I'm retarded and can't be trusted to learn this shit on my own.
b801ca No.14284247
>>14284110
Say is the grass actual polygons? Not that I know that much about gamedev, but could it be remade as a pixel shader? Maybe then it wouldn't hog many resources.
10558f No.14284290
>>14284247
Yes, the grass is polygons. I optimized it so it doesn't hog resources even in that stress test, it's just not the art direction I'm looking for.
3543ee No.14285044
My graphics cards have fucked drivers right now, so while I was installing them in safe mode I tried to mess around with my engine and it was totally fucked, it turns out that some drivers don't give you any display modes. Also my framerate is unacceptably low, granted that is because this is literally the safe mode "GDI Generic" OpenGL driver, but maybe once my culling works I will go back into safe mode and debug every issue that i'm having on this driver.
3ecf29 No.14285069
>>14285044
>not developing because you have to mess with drivers
sounds like someone should have bought a mac
3543ee No.14285099
>>14285069
MacOS doesn't even have Vulkan support. Granted it would be fun to mess with Apple's Metal graphics API, and I do want to port my engine to Mac, but I just don't have one right now. Anyway messing around with drivers helped me solve some bugs.
47b2ef No.14285116
>>14283149
I was always kinda partial to Albino Black Sheep as far as flash content went, personally. In the beginning I used that shit site ebaumsworld though.
64c1f7 No.14285250
transformation on the GPU!
all that needs to be reuploaded is an array of 4x4 mats now per frame.
also kind of fail
oops
3a4ffb No.14285940
>>14285069
I had a problem with unity in Windows 7 where outdated USB drivers caused a reproducable BSOD on launch.
116723 No.14285996
>want to implement OTG support to android version of game
>OTG on my phone requires root
>root is not available because my phone is an obscure piece of shit
>every all-purpose root tool fails
>email devs of those tools asking for advice
>no response
Welp, setting this aside until I can afford a devphone or something.
Also it's page thirteen, anons.
64c1f7 No.14286017
>>14285996
i am too retarded to create op for new thread
46ba8b No.14286020
>>14286017
>I cannot copy paste
How do you even breathe, anon, let alone just like make game?
64c1f7 No.14286026
>>14286020
i mash my hands on the keyboard and rays come out or something
116723 No.14286027
>>14286017
>>14286020
Last time I did it I fucked it up and forgot to put the title in, and haven't dared to try again since. it's been three months.
cb930c No.14286073
39c073 No.14286867
>>14286027
how the fuck do you manage to survive in the wild?
f4d0b3 No.14287770
>>14286867
>survive in the wild?
and why do you assume he would?