ebc039 No.14552090
rainbow socks edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>14536259
QUARTERLY DEMO DAY SCHEDULED FOR MAY 5TH
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)
ebc039 No.14552099
Attack of the killer doors
you have to unlock it to prevent it from attacking you
i can't believe how appropriate gachimuchi stock audio is for this
still have no idea how to handle npcs unlocking doors unless i script it into their behaviours
1a2bc6 No.14552184
Artistfags lend me your knowledge.
I have a bunch of tree images and want the root to be in the same spot in every image.
What is the best way to align them pixel perfect?
262af8 No.14552222
>>14552184
Not an artist, but have you tried putting them on the correct position?
2f224d No.14552225
>>14552184
Do you mean you want to change the images so their roots are aligned or need some sort of metadata for aligning them all when rendering them?
1a2bc6 No.14552247
>>14552225
I would prefer to manually align them but the only way i can think of is to go through all the images and move the into place manually. Surely there is a better and more reliable way?
ebc039 No.14552254
>>14552184
>>14552247
i think you'd waste more time trying to think of an algorithm to unfuck your trees rather than just doing it manually
2f224d No.14552256
>>14552247
That's probably what you're going to have to do. Depending on your graphics program it might have a batch export/save to take most of the tedium out of it.
bf9006 No.14552257
>>14552222
STATUS: ENLIGHTENED
1a2bc6 No.14552280
>>14552254
>>14552256
time to buckle up i guess
f1fbaa No.14552297
ERABE
I think i going with A
B is more realistic, but looks weird
16793a No.14552306
>>14552297
B looks weird probably because it's too exaggerated. Reduce the curve a lot, it wouldn't hike THAT high, especially if it's specifically designed for women.
f1fbaa No.14552317
>>14552312
>>14552297
The thing about the shirt is that it must adapt to all boobsizes, since my model can morph from boobiemonster to flat with a shape key, the shirt will have the same shape key
f1fbaa No.14552318
38b954 No.14552361
>>14552099
For pathfinding interactions, have the NPCs ask the doors if they have permission to pass through
For interaction, make the door order the NPCs to unlock them. The unlointck animation is a property of the door, not of the NPC.
Otherwise, if you add 10 interactable objects, the NPC code will already be unmanageable
38b954 No.14552362
>>14552361
>unlointck
unlock
I don't know how that happened
128ee6 No.14552367
>>14552099
This actually made me think of something funny to try implementing.
So there's already a piston in minecraft, but why isn't there a spring-loaded trap? Your webm made me think of cartoons where a character opens a door only to get socked in the jaw by a boxing glove on a spring.
That's going on my to-do list.
ebc039 No.14552375
>>14552361
that much i can do, i'm already handling off mesh traversion by script
the issue is that if the ai can't pass through the door, what does he do then?
unity's nav mesh has no "find a different path" option, so he'd be stuck trying to get through a locked door because it's the closest path, even though there's a different way
38b954 No.14552381
>>14552375
can't you set the door weight to 999999999999999999999999999999?
ebc039 No.14552384
>>14552381
it would be global
would fuck everyone up, even though we want it to be per agent
38b954 No.14552391
>>14552384
Then I guess you will need two pathfind solutions.
One custom made, where it's just a simple graph path, which tells NPCs where they can and can't go
And Unity's pathfind, to tell NPCs how to follow the graph's path
Or you could fucking google how to solve it, it's impossible that you are literally the first person to have to deal with locked doors and unit's pathfind
ebc039 No.14552397
>>14552391
>it's impossible that you are literally the first person to have to deal with locked doors
i disagree
everyone on unity forums just says "lmao, just like raycast" which isn't really a solution to the pathfinding issue
2f224d No.14552406
>>14552397
Unity seem to have a massive hard on for recommending raycasts for everything. Even their tutorial for a 2D grid based game was using raycasts to check neighbouring tiles.
af2d49 No.14552423
>>14552397
https://docs.unity3d.com/ScriptReference/AI.NavMeshObstacle.html
check if this updates instantly when you order a pathfind.
You could check all doors before a pathfind operation, enable this for all doors that are locked, disable for those that are unlocked. Do this for all navmesh operations.
But I still believe you should have a macro and micro navigation solutions, you shouldn't be asking Unity's navmesh to walk a npc from one city to the next
ebc039 No.14552427
>>14552406
>>14552391
>>14552381
as far as i can understand, the only real solution to my problem is to do >>14552381
for a single frame and or so and then turn it back and make sure that my navmeshagents don't automatically repath
it still sounds like a horribly messy solution though
af2d49 No.14552431
ebc039 No.14552437
>>14552431
enabling and disabling offmesh links is what i'm currently doing and it works fine for the player, but the issue with that is that i can't figure out how to get the AI to go to a door to enable the offmesh link (assuming that they have a key or something)
af2d49 No.14552447
>>14552437
before doing the pathfind order, check all doors, disable locked ones, enable unlocked ones, do pathfind order.
Make npcs go through doors as a 'animation' rather than a pathfind navigation, if needed
ebc039 No.14552461
>>14552447
let me just reiterate what the issue(s) are, to avoid confusion
if i somehow disable part of the navmesh, either via a navmeshobstacle or a disabled navmeshlink, the ai doesn't know that there's a door there, and even if he has the ability to unlock it, he won't go there
if i always keep the navmesh intact, i can stop the agents from passing through the door, but can't force them to go any other way so they'd be stuck
i think the easiest way of doing this is to:
1) have a link at the door as it currently is. ai goes to door.
2) check ai inventory for key or something that can unlock the door
if so, use it to unlock the door. repath
3) if not, disable the link, repath. and all agents must NOT repath, otherwise when i reenable the link for everyone else to use, the ai would come back to the door
might work, will try
787a55 No.14552485
I have a question for you anons here; How does one go about making sound files sound like the sound files used in the DOS Era? (Such as Duke Nukems voice clips where they are heavily compressed?)
I am asking for authenticity reasons, but can't seem to get the effect right
af2d49 No.14552503
>>14552461
The steps I suggest are as follows
1) For all doors, check if the NPC can go through them, disable/enable as needed
2) Do the pathfind
The npcs will never reach a door they can't open unless they have their keys stolen mid-path
Also, the other npcs can't repath, that's a given
I still think a macro-level pathfind is needed, this is decided which rooms/streets/plazas the npcs can go through, not how they go through them. You could also add 'polite' links with it, to avoid NPCs going through shops to save time
bc8fa5 No.14552554
>>14552541
>hating on anime shit
>on an imageboard
bc8fa5 No.14552562
>>14552558
Maybe he just really likes her
af2d49 No.14552563
>>14552558
so?
The same whore is under development, and every time it was about a different part of her development
bc8fa5 No.14552575
>>14552574
are you angry because he's actually doing something with his work and he's proud to show it and meanwhile here you are, bitching about others having fun and advancing themselves?
af2d49 No.14552577
>>14552574
>posts progress
>on a amateour videogame development thread
0cf323 No.14552578
>>14552574
What the fuck do you think these threads are for, you double nigger?
bc8fa5 No.14552585
>>14552582
maybe you should grow a spine and stop letting other people having fun trigger you, bitter "anon". If i didn't know any better i'd say you are a shitposter who tries to discourage OC from happening
af2d49 No.14552586
>>14552582
>annoyed at the frequency
Maybe if you spent your time developing instead complaining, you could too
>almost entirely pointless updates
That's very subjective
>>14552582
>slightly changing the colors of socks
>minute change
Maybe you should consider killing yourself, you disgusting normalfag
ebc039 No.14552590
>>14552503
ultimately that doesn't work because i have areas that can be accessed from multiple doors
example being the current building - main entrance is a door, but you can also climb up on a ladder, run over the roof, onto the balcony and then climb down the stairs
even if the npc doesn't have access to the main entrance, he should still be able to go through the other entrances
also, i managed to get the navmeshlinks to not let an agent through, but if i reenable the links afterwards, the agent repaths back to them
apparently navmeshagents auto repath variable is only for no longer accessible paths, not for shorter/longer paths
i can't figure out how to get him to only do the pathfinding once
0cf323 No.14552592
>>14552582
>hey guys what color do you think I should give these socks
<try green/purple or rainbow
>okay, here's what that looks like, but I don't like them
<try blue white
>ooh that looks good, here's a pic
>now I made a shirt, how do you think it should work with big tits
<[more input]
And then you come in REEEEing.
2f224d No.14552595
>>14552582
>complains about pointless posts
>has posted more than the anon he's complaining about in the current thread
bc8fa5 No.14552617
>>14552600
>come into the thread
>keep sperging out about anon having fun learning skills
Sure is something a mewch shill wouldn't do
af2d49 No.14552618
>>14552590
The macrolevel pathfind is meant to decide where and how the npc can go to places, so in the example, if S->C->D->O is the shortest path, but C is closed, the NPC would go S->A->B->D->O.
The actual path orders would be:
1) Pathfind from S to A (Unity's)
2) Open door, if needed, and go through it
3) Pathfind from A to B (Unity's)
4) Open door, if needed, and go through it
3) Pathfind from B to D (Unity's)
4) Open door, if needed, and go through it
3) Pathfind from D to O (Unity's)
2476a9 No.14552626
>>14552621
Rotation is played out since the 2014 fad. Try translating it instead.
bc8fa5 No.14552629
>>14552621
>>14552625
have you tried killing yourself, faggot?
a847f3 No.14552632
Is there a way to make a game like Honey Select not boring?
1641f7 No.14552634
>>14552632
Using more varied puzzles might do it.
a847f3 No.14552639
>>14552621
Use blender to make porn
e9e27b No.14552642
2476a9 No.14552646
>>14552640
Looking triple AAA there.
69e2bd No.14552651
Everyone has different post rates, and while sock anon overdoes it a bit for my own tastes, if everyone posted as seldom as I did, the threads would be way too dead.
I always viewed these threads as ways for anons to keep themselves in check, and getting feedback in the process.
Anyway, I've finally figured out a general way to do hair that I'm pretty happy with. A lot of work left to make it look good, however.
>>14552632
Add chainsaws.
af2d49 No.14552660
>>14552640
>>14552625
>>14552621
filter and move on
8a1d9b No.14552666
>>14552621
>>14552625
>>14552640
Have you ever made anything or do you just get angry when other people do?
af2d49 No.14552671
>>14552666
no satan, don't feed, just filter and move on
plenty of arguments were already wasted on him
ebc039 No.14552674
>>14552618
really don't want to have to make whole new systems for something that was nearly working, but as far as i can tell, the navmeshagent ALWAYS repaths, so i can't just give him a path once and expect him to follow it
you'd think that this is something that should be doable by default
i can calculate a working path ignoring the door link, tell the agent to follow it, he'll start, but as soon as he reaches a corner, he'll go back to the door that's been reenabled for the rest of the agents
fucking unity
8bc775 No.14552678
>>14552184
>>14552247
do you mean like having a tool to help you with? why not just gimp layers?
8a1d9b No.14552694
>>14552671
Wise, but unfortunately the application I use doesn't support it. I guess I will do it manually.
af2d49 No.14552711
>>14552674
You would need the macro-level pathfind for going from City A to City B anyways, unless NPCs never migrate
8bc775 No.14552744
>>14552312
>>14552297
>>14552317
the answer is A or probably C for more aesthetics
reason is, girls will hear clothes that fit their chest size
and remember that real breasts aren't anti-gravity
have you ever seen a girl in real life anon?
I actually tried to find something of reference in my stash, it would be nice if that underboob thing had a proper term for it
128ee6 No.14552745
>>14552367
Sick, figured out how to get existing blocks with different metadata to be named accordingly, it's annoying to see logs, planks, saplings and leaves all just use a generic name instead of telling you what they are.
1a2bc6 No.14552753
>>14552744
is there a source for these?
8bc775 No.14552766
>>14552753
>>14552755
>"fake tits" in japanese?
no
7a70d3 No.14552769
>>14552753
This, they look very helpful for research…
3b2516 No.14552826
>>14552767
Turn the filter off.
ebc039 No.14552873
>>14552711
well the idea was for levels to be separated, so they probably won't migrate
anyways, here's an even dumber solution
https://answers.unity.com/questions/1103247/off-mesh-link-limiting-access-to-certain-agents.html
just have two areas - one for regular doors, and one for locked doors
depending on his inventory, an npc will have locked/unlocked doors assigned to his nav area mask
only problem with this is that you only need one key to unlock any door
af2d49 No.14552910
>>14552873
yeah, you would need one area for each key
af2d49 No.14552913
>>14552910
in the end, the amount of work is not dissimilar from making a macro-level pathfind system, it seems
ebc039 No.14552933
>>14552913
>>14552913
arguably
i mean, who needs every door to have an individual key?
03f04e No.14553065
>>14552554
Where'd all the facebook/disagreement niggers come from? We didn't use to communicate in stock emoticons.
b334fe No.14553092
>>14553065
>stock
It's not stock, though, it's an edit. Ironic usage and mutation of normalfag memes is common. You can mutate normalfag material until it's not normalfag material anymore, and vice versa.
03f04e No.14553108
>>14553092
It's worse than normalfag, they're aping fucking niggers. Besides that, I'd prefer we not ~ironically~ make them think this is a suitable place to settle down.
af2d49 No.14553117
>>14553065
>>14553108
The smart guy thinks he is not the newfag here
3e7eb4 No.14553124
What has been the most impressive finished /agdg/ game in the history of /agdg/?
7a70d3 No.14553130
>>14553124
If we're including 4chan, then Risk of Rain in terms of popularity. Speebot in terms of technicality (the entire 3D engine made from scratch).
f1fbaa No.14553135
>>14552744
>have you ever seen a girl in real life anon?
Wait… do they actually exist?
f1fbaa No.14553142
>>14553124
Speebot as far as i know
http://store.steampowered.com/search/?snr=1_4_4__12&term=speedbot
He is working on a new game too, looks pretty good so far
73e581 No.14553148
Just three more days of overtime and even more hours on-top of that because a co-worker got a concussion from falling down the stairs before I can finally start doing things for Animu Stalker that isn't just jotting down ideas in my notebook.
>>14553065
This place is dying and being taken over by cukchan and plebbitors. There's a thread where people are acting like faggots straight from the PC mustard race plebbit. There was also that kikebook tier thread of "Character from the last game you played is trying to kill you, how fucked are you?" and it didn't get shit all over for being obvious kikebook trash.
>>14553124
I guess it's a matter of personal opinion. But I think Speebot is the most impressive by far. Guy made his own 3D engine despite the bellyaching of those faggots who think you should always just use pre-existing engines. Then he made a content rich platformer with lots of charm that even has a map editor.
3e7eb4 No.14553150
>>14553130
>(the entire 3D engine made from scratch).
I didn't know that. That is pretty cool.
128ee6 No.14553157
>>14552745
Now one issue I have with this is, in order to give different names to the various blocks with meta is that I either have to change the class being called that adds the blocks to the itemslist array, because the original class is called ItemMetadata and sets 1 name, instead using something like ItemColored that has a method to set a list of names for each meta, or I have to modify the class it uses so that it has that same method.
For example I just changed ItemSapling so it has the method for appending the names in string[] to the registered name where it had none prior.
There shouldn't be any reason I can't just make another class for that method alone and use inheritance where necessary, right? Or I guess since ItemSapling is an extension of the class ItemBlock I could move those methods to ItemBlock since I see no reason why it shouldn't be a standard for all blocks, rather than modifying classes unique to certain blocks to contain the same method.
1a2bc6 No.14553163
>>14553148
>animu stalker
IDEA STOLEN!
>>14553142
What game is he working on?
f1fbaa No.14553168
>>14553163
im trying to find some of the webms he posted, looked like a bullet hell game
8a1d9b No.14553268
>>14553148
>>14553163
>aminay STALKER
Double stolen
03f04e No.14553285
>>14553117
>he googled "facebook meme thinking" and copied the first image result to call me a newfag
>>14553148
So once we've been replaced, where do we go?
223571 No.14553288
Am I the only one that thinks the wiki is a bit of a mess?
There are some projects still in the active category which I know have been given up or put on indefinite hiatus.
Problem is that some of these articles weren't made by the people who worked on these projects so they feel no desire to change them.
ebc039 No.14553293
>>14553288
pretty much
i already post progress here, i don't feel like bothering to also put it in the wiki
03f04e No.14553294
>>14553288
I don't think anyone really reads or cares about the wiki
223571 No.14553295
>>14553293
I'm also pretty sure your project is on the hiatus page.
ebc039 No.14553299
>>14553295
well if you think about it, every project is on hiatus until you finish it
>>14553294
i only use it for the thread template and for nostalgia
it tends to keep track of my dead projects better than i do
af2d49 No.14553301
>>14553285
>So once we've been replaced, where do we I go
trash is a fitting place
03f04e No.14553307
>>14553301
so, are you cuckchan or reddit?
af2d49 No.14553319
>>14553307
why make a question which the answer you refuse to believe unless it conforms to your bias?
are we supposed to compare dick sizes, which cannot be confirmed or denied?
fuck off newfag
03f04e No.14553321
>>14553319
I'm learning towards reddit.
7a70d3 No.14553326
>>14553288
There should be a general listing that lists all projects no matter what the status, that way it's less harmful for anyone to pull projects that haven't been seen in a while off from the active list.
8a1d9b No.14553334
03f04e No.14553337
>>14553334
In case af2d49(32) is having trouble understanding, it's like a personal downvote button
2476a9 No.14553354
>>14553321
I bet you lean towards men too.
03f04e No.14553369
>>14553354
We're quickly reaching the point where all jokes and content are completely ironic
af2d49 No.14553393
>>14552933
check this shit out
https://forum.unity.com/threads/k-pathfinder.447929/
since it's both free and seems to cover what unity's already does, maybe it's easier to hook some code into the navigation code
05f71c No.14553431
There was another thread here about a concept for a 6DOF dogfighting game involving flying magical girls using wands, machine guns/rifles, and swords in an alternate history WW2. The idea being you could do crazy manoeuvres like hovering, braking, etc. and do air jousting shit like in Ace Combat. It sounded pretty cool. One of you lads should steal that idea
03f04e No.14553439
>>14553431
Sounds like one of the graveyard projects
af2d49 No.14553448
>>14553431
>There was another thread here about a concept for a 6DOF dogfighting game involving flying magical girls using wands, machine guns/rifles, and swords in an alternate history WW2
That's totally not "Saga of Tanya the Evil" the videogame
05f71c No.14553478
>>14553448
Yeah but Tanya is fucking shite and so is Strike Witches
73e581 No.14553483
>>14553299
>every project is on hiatus until you finish it
If you're too retarded to understand what the word hiatus means, then you need to get out
ebc039 No.14553496
>>14553483
>A temporary gap, pause, break, or absence can be called a hiatus. When your favorite TV show is on hiatus, that means there are no new episodes — not forever, just for a little while
way i see it, if i'm not watching you make vidya 24/7, you may as well be on hiatus
262af8 No.14553504
>>14553496
>being a semantics shitter
you know god damn well what that term means you dumb fuck
ebc039 No.14553509
>>14553504
clearly i don't
05f71c No.14553547
>>14553496
If it's under active development it's not on hiatus you goof
ebc039 No.14553566
>>14553547
but how do you know it's under active development
do you spy on people to make sure
2476a9 No.14553587
>>14553566
>he doesn't embed nsaware in his games so he can spy on fellow nodevs
03f04e No.14553589
>>14553496
>kike-tier word raping
>on my agdg
05f71c No.14553596
>>14553566
> he thinks there aren't feds on 8ch
> he thinks I'm not a fed
> he thinks I'm going to believe he's not a fed
> he thinks everyone here isn't just a fed trying to fit in by making vidya
fd02ed No.14553600
>>14553596
Shit, we're onto us.
7b0fd3 No.14553611
WAIFU SHILLING TIME
also sign into my fucking mailinglist for updates never, because ill never be bothered to send anything.
www.shimapanzer.com
2f224d No.14553628
>>14553611
Can I jingle her bell?
c6ee45 No.14553631
05f71c No.14553652
>>14553611
That's really fucking good
03f04e No.14553658
>>14553611
how many copies do you think you'll sell? 50,000 minimum, right?
ae7e1e No.14553680
>>14553611
Is there a character creator? please include some light kemo stuff like mabinogi
7b0fd3 No.14553684
>>14553680
no, i need weebs to draw sleazy fanart of my waifus. fuck character creator.
223571 No.14553690
>>14553684
Character creator hasn't kept people from drawing Dragon's Dogma fanart.
ebc039 No.14553708
>>14553690
>>14553684
even butterlord has fanart
83215c No.14553722
>>14553611
>sleazy valkyria chronicles
doing god's work anon
7b0fd3 No.14553867
>>14553722
thanks anon, it's all for the greater good!!
also my good, obviously.
>>14553690
but i want to see fanart from MY waifus, not yours, your waifu a shit
cc70c6 No.14553880
>>14553611
>IMPROVE YOUR UNITS' ABILITIES THROUGH HEADPATS, HUGS, AND BATTLE
af2d49 No.14553906
>>14553880
please no, this gets old super fast, was the worse addition to pokemon ever made
83215c No.14553929
>>14553906
>not wanting a post-battle hugs/headpats RPG system to level your waifu's abilities
>hell depending on how autistic the devfag wants to get there could be social link levels, different kinds of affection level different abilities etc
it's like you don't want to fug your waifu until she learns how to fug female enemies to death or something
befe2c No.14554157
GUI a shit
Post progress faggots.
c6ee45 No.14554205
>>14554157
6 months of development for the title screen
Time for a break
f1fbaa No.14554404
Just noticed the deleted posts, what the fuck happened?
94ea04 No.14554412
>>14554404
we lost a bunch of shitposts
69e2bd No.14554444
>Announced last week at GDC, the Fair Play Alliance is an industry-led group that wants to foster develop more welcoming attitudes and atmospheres in online games. More than 30 companies have signed on, including the likes of Blizzard, CCP, Corillian, disagreement, Epic, Flaregames, Huuuge Games, Intel, Kabam, Kefir, Ker-Chunk Games, Mixer, Owlchemy Labs, Playrix, Radial Games, Riot Games, Roblox Corp, Rovio, Space Ape Games, Spirit AI, Supercell, Two Hat, Twitch, Unity and Xbox.
<Unity
<Epic
Reminder that if you use Unreal Engine or Unity, you support this.
https://archive.is/KRKi2
ebc039 No.14554456
>>14554444
>Roblox Corp
in any case they can't force us to do shit unless they put it in the eula
besides, isn't this for multiplayer shit only?
94ea04 No.14554459
>>14554456
I don't think any of this does anything at all, it's basically just companies agreeing to tell their bloggers and HR team to bitch about online games. It has less weight than the Accord de Paris
f0cf5e No.14554720
>>14554321
>>14554321
So according to this thread, a number of companies are "standing in solidarity" and making a consortium group to fight "online toxicity", eg being straight or white or posting on imageboards.
Specifically Unity Inc. and Epic Games are on this list, so if you use their engine, that means you support censorship. Incidentally, making your own engine for games means you're a bigot.
f0cf5e No.14554723
>>14554444
Wow I should have read the thread. /agdg/ was my first shot at seeing that. Glad another anon thought the same thing.
dba0d3 No.14554732
>>14554444
There's already a thread for this
f0cf5e No.14554739
>>14554732
It affects /agdg/'s usage of game engines.
dba0d3 No.14554750
>>14554739
How so? Is anyone going to change engine because of this? It's just PR
791dd8 No.14554778
>>14554444
Four fours confirm you need to dump SchlomoWare UE4 is already owned by the ricekikes of Tencent and Unity is getting worse by the day
94ea04 No.14554791
>>14554739
>>14554750
This is standard good goy behavior. If anyone here does use Unity, don't be dumb enough to buy any assets.
16793a No.14554802
>>14553288
Eh, it is what it is.
It's good for archiving and for getting information on what people are working on even if a lot of information is inaccurate or outdated, but personally, I'm more interested in making my game than working on a wikipage for it.
Still, it's good to know that there are people interested enough in the stuff I'm making. That pushes me forward.
dad414 No.14554894
>>14554444
As if I needed any more reasons to not want to continue to use Unreal in future.
Don't get me wrong. It's an amazing piece of technology and I enjoy working with it, but that using it means that I give money to Tencent already rubbed me the wrong way. I also don't need many of its state of the art features, because I'm not working on anything even remotely AAA. So I'm open to change, but CryTek is being run by idiots and Godot gets its fair share of complaints wherever I look. I also won't switch the engine in the current project again. That would most definitively kill it.
I question how much will actually come out of this initiative though. For all I know of could be nothing but a PR stunt, nothing but virtue signalling. Then again, it might not.
ebc039 No.14554960
>>14554894
is crytek even alive anymore? i thought amazon bought them
695943 No.14554972
>>14554444
>don’t support it
>only solution
>drop multiple years of work and start over!
Yeah, no… nice naive perspective though, gave me a laugh
dad414 No.14554979
>>14554960
Amazon bought their technology and rebranded it to Lumberyard for their own use. They didn't buy CryTek itself.
I've been paying attention to them for years now. It's downright incredible how many bad business decisions they made. Right now they should be a huge competitor to Epic. Instead, they're pretty much irrelevant.
695943 No.14554994
>>14554960
Presumably it was the stipen of money to save their asses from becoming bankrupt.
Lumberyard is the result of that deal in terms of what amazon gained
94ea04 No.14554996
>>14554972
he wasn't personally talking to you. This is a good example of why race mixers can never be valuable, though, they're far too invested in their degeneracy.
695943 No.14555005
>>14554996
Nice attempt to bait, step up your game anon-kun
94ea04 No.14555009
>>14555005
It's true, a white man with a cute Japanese wife would never give up his "relationship" for something such as a morality. He's too invested in it. In the exact same way, a unity-fag would never give up his current project because he's too invested in it.
fe246b No.14555015
>>14555009
Switching engines makes more sense than abandoning wives.
94ea04 No.14555060
>>14555015
If you have any sense of morality, and you're aware that creating happas is wrong, you won't do it. That's worse than just giving money to Jews.
695943 No.14555072
>>14555009
Now you’re just breaking rule 8, also see >>14555005
94ea04 No.14555102
>>14555072
You think that a plausible excuse is just as good as doing the right thing. Don't use Unity.
e28b6f No.14555118
>>14554444
>tfw intolerance is programmed directly into my game engine
ebc039 No.14555137
>>14555102
next you're gonna convince drug addicts to quit drugs by telling them that drugs are bad
94ea04 No.14555192
>>14555137
Well, if they knew drugs were bad, and had any self respect, they wouldn't do them
2ae76d No.14555396
>>14555192
It's not quite that simple. I would say this holds true for starting to do drugs. People who start doing drugs almost universally have no self respect. But those drugs fuck addicts head so much that self respect isn't what's going to get them out of it.
Take something like meth. Having listened to people give their experience on meth they feel like total and complete shit when they're off it, but when they're on meth they could be a skeleton covered in skin, scars, and bruises but they are totally convinced that they are the coolest person in the world. Meanwhile something like heroine people take to feel normal after they've built up a dependency. They take it because of a self preservation instinct, not only because of a lack of self respect.
I would say your sentiment holds more true for weed and LSD. But you can't really get addicted to LSD because your body builds up an immunity so fast, and the most addictive property of weed is only present if you're life is shit in the first place it. Weed makes everything feel alright. That isn't universal though.
Sage for off topic.
f1fbaa No.14555800
>>14555118
Sigmanon you should make your engine even more /pol/ themed, it will be funny to watch the (((MSM))) reports about it
>8chains hackers make game engine to develop school shooting simulators, now look at this exploding van
bf8abe No.14555825
>>14554444
>>14554996
yea i'm not to far into my dev cycle and i could walk away from unity, but….. i don't really see how it is any worse than giving 5% to the chinks or hoping that Godot works for me. while losing access to tutorials and the heard of fucktards that is their help forums* i think the latter may be a plus thew** and after all that shit its hopeing that the godot devs are not going to sign on. or whatever other engine you want to use. and the make your own engine dev cycle is a dead end. but all of this is mute to the question of
"is it ok to use cucked software to make red pill the game?"
i mean what the fuck can they do? if i ever make a big enough impact i will have to licence the engine from them and if i get my foot in the door they cant stop me. what the fuck they going to do? refuse service? soft ban my unity help questions/responses? C&D my ass? worst case i huff and puff and make ether free press for me or damage them. i have the free time. if i duck under the 100,000$ a year they don't get shit. and if i make more than that i can get help and use anything else for red pill 2, the happening. (now free for owners of red pill 1, unity devs suck donkey dicks)
e28b6f No.14555920
>>14555800
Really there are very few things I can do at this point besides use "racist numbers" as the default port, beyond making the logo of my project a swastika or something, which I don't want to do since turning the entire project into a /pol/ meme would kind of eclipse everything else about it. Since, it's not so much about the engine, but what kind of content you make on the engine. If I made a school shooting game, it would be pretty easy to get some entertaining press coverage about it, but i'm not at that kind of point where I can make any kind of real content.
It would be rather funny if, in the future my engine is used to make a popular multiplayer game, and all of the articles online about "1488 is a racist number" are buried under a million " hey guys, check out my sigmacraft server it's at 192.168.1.8:1488" posts online.
f1fbaa No.14556093
>>14555920
yeah, good point
2ae76d No.14556099
>>14555825
>i mean what the fuck can they do?
<Unity will have the right in its sole discretion, and without prior notice to you, to suspend or disable your Unity Account or terminate the Agreement and/or your right or ability to access or use any of the Services if: (a) you breach this Agreement; (b) your use of the Services poses a security risk to, or otherwise adversely impacts, the Services or any third party; (c) your use of the Services subjects Unity, our affiliates or any third party to liability; (d) your use of the Services may be fraudulent; (e) you have ceased to operate in the ordinary course, made an assignment for the benefit of creditors or similar disposition of your assets, or become the subject of any bankruptcy, reorganization, liquidation, dissolution or similar proceeding.
<if you are a Legal Entity, Unity or its authorized representatives may upon reasonable prior notice access and inspect your facilities and computer systems to review and verify your compliance with the Agreement. Any such inspection shall be conducted during regular business hours at your facilities or electronically via remote access. In the event you have impermissibly used Unity Personal (or other products) or have not paid the applicable fees for all Services you have deployed or used, you agree to immediately pay for such Services, as well as the reasonable inspection costs, upon Unity’s demand.
bf8abe No.14556146
>>14556099
i guess ill have to be quiet until i have a stable build then
f0cf5e No.14556185
>Engine/framework EULA/ToS doesn't matter to anons here
>Because nobody will ever finish a fucking game and if by chance someone does, it's because they had the autism to do so
>If they have the autism, guaranteed they make their own engine
dfd418 No.14556226
>>14556099
I'm not a lawyer, but, I doubt any of this would be enforceable in an American court, and since Unity updates so frequently you could easily have them attempt to use this against you for a project that wasn't created with agreeing to this ToS being a thing that you ever had to do.
Silently changing their ToS on their site without forewarning or headlines would also likely get it thrown out.
No person or company can ever be expected to forfeit constitutional rights to comply with a ToS or EULA that isn't an explicitly formed signed contract, and even then it's a gray area.
8bc775 No.14556301
>>14554404
looking good anon, breast shape is much better, the shirt was also nice
e28b6f No.14556310
>>14556099
You cant reasonably argue that making a game that they don't like falls into any of those categories beyond the vague "otherwise adversely impacts" clause which would allow them to revoke the unity licenses to any kind of game they don't want to be associated with, which has no precedent of being invoked in such a way from my knowledge.
50495b No.14556339
Just build your own engine guys, it is that simple.
128ee6 No.14556355
While I was out and about today, I suddenly remembered an old mod that I thought was pretty cool. I looked it up to see if it ever updated, and this is what I find
>forum post of somebody who wasn't the original dev saying "they're taking hold of the reigns to update it themselves"
>they've only implemented one block and a few items
>posted 2013
>find original dev's thread
>all links removed
>Dev: "No, I'd prefer nobody update any of these, and I don't use this forum anymore so don't spam my inbox with requests to do so."
>last edited 2013
Why are these mod developers such cunts?
d38fcf No.14556424
Thoughts?
For a very small area, only meant to play once or twice in the game.
http://picosong.com/wY7UR/
2ae76d No.14556466
>>14556310
>>14556226
I will admit that the Unity Police stuff is unlikely to the point that it's basically never going to happen, fourth amendment and all that. Which is why at the bottom of the EULA they have "If any provision of the Agreement is held to be unenforceable or invalid that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect."
But the question is what they could do and I took that as a worst case scenario. The stuff like cutting off access to services is more likely especially when using a free version of the engine.
For something with precedent there is what Epic did with Hatred, they asked for their logo to be removed from the final product. However that's not possible, or at least very heavily discouraged, with the free version of Unity. So I'm not sure how Unity would deal with that. If you were to create "Hatred 2: School Shooter Boogaloo" in Unity I'm not sure how they would react to the controversy that would surround it. But something like "The Jewish Problem: The Game" would likely receive a stronger reaction.
695943 No.14556595
>>14556099
I’ve got a bit of experience with lawyer talk, I’ll give a brief overview in layman.
First, there’s been precedences set via the release of previous unity games, where they didn’t violate “the agreement”, and thus there’s a very large degree of wiggle room here in terms of what they deem worth enforcing their EULA (f.e. the literally who beat up sim was made in unity, no case was levied against them).
The first point is there to protect them, in terms of liability, and gives them the ability to disassociate their legal entity from anything that could otherwise harm them (reputation wise, etc). It’s standard, and is pragmatic from a legal point of view; to not understand this point is to be legally naive to the implications of a corporation’s reputation, and associated guilt even through non-direct means such as providing access to commercial software (which they give you, in legal terms, as a privilege; not a right). To legally disassociate, and revoke access; to say a person using their software for creating a “game” that is intentionally carrying a zero-day ransomware, or something like a bitcoin miner; which causes damage to property, is legally disassociating themselves.
The second point is basically, “don’t pirate shit”, and is protection of their assets; again, legally pragmatic.
Say a large game company pirates the pro version for a large set of employees.
Now, normally one would just report it if they had tangential proof, but, with this clause they can get real proof; and press charges for the full worth that they lost in revenue with proof. It’s protecting themselves, plain and simple.
Also
>The Agreement is governed by and construed in accordance with the laws of Denmark
If shit goes down in the US, then the case would be held up in US courts with US laws; in some cases EULAs are thrown out entirely due to the incompability of the legal systems.
>>14556466
The thing about EULAs and who they’re enforced against is generallly corporations (legal entities), and are entities that matter (large losses of income, big business presence that they’re associated with); I.e. they’ve got bigger fish to fry than some nobody anon on a mongolian basket weaving imageboard.
Though I guess it makes sense that ‘’anons’’ would be a bit more paranoid than most, kek
695943 No.14556607
>>14556466
Also intellectual property laws, anything you make is yours, and only the software/services that was provided initially can be “revoked”.
So, if you’re really worried; best to make a game framework with heavy inversion of control so it’s easy to port to another engine.
fe246b No.14556650
I have a set of three Music Theory folders I downloaded from a link on 8chan years ago, but my upload speed is too shit to reupload it and send it to another anon. Does anyone have the original upload?
The first folder is around ~200 megabytes large and has 52 items, the second is ~179mb with three books, and the third is ~92mb with two books.
f0cf5e No.14556744
>>14556595
>To legally disassociate, and revoke access; to say a person using their software for creating a “game” that is intentionally carrying a zero-day ransomware, or something like a bitcoin miner; which causes damage to property, is legally disassociating themselves.
If they disassociate themselves from you (freeing themselves from what you create), does that same thing allow them to revoke your access to their product? Or is it just a way for them to say "sorry, we're not involved here"?>>14556595
f0cf5e No.14556745
Also have a document about marching cubes.
99cfee No.14556770
>>14554972
Your game is already shit if its using Unity or UE4.
695943 No.14556845
>>14556744
So there’s a few factors here: the jurisdiction it’s being enforced in, the compability of the legal system with the EULA, and the degree at which the legal entity itself decides to enforce their EULA (or other rights like trademark copyright, etc); I.e. it depends.
So in this case it’s mostly untread waters… so we need to use examples.
Take UE and Hatred as an example, they just gave a gentle “warning” alluding to the possible legal enforcement that was within their legal rights, and did so by publicly giving notice (so from a corporations perspective they were “reputationally distancing” themselves, without actually revoking access to services or being legally threatening; while saving face by saying “we explicitly don’t exert any sort of creative control or censorship over projects.”). In the end all it took was saying, “the video is using the trademarked Unreal Engine 4 logo without permission from Epic, and we’ve asked for the removal of our logo from all marketing associated with this product,” and that’s all that was pragmatically necessary to disassociate themselves.
In essence, EULAs are for big fish + pragmatic legal/reputation protections, and gentle coaxing words to an “underdog” developer are much better for their reputation than say threatening legal action via being serving the devs court documents and essentially by-proxy censorship/disproval of a creative work made using their software.
In the real world, especially for corporations that depend on the trust of their consumers (as there’s competing alternatives); has to be very pragmatic with these sorts of decisions. So, consumer/developer trust is huge; ruining that with a stupid move like attacking an underdog is reputation suicide, and completely unnecessary.
791dd8 No.14557057
>>14556424
I'm guessing you're going for a silent hill type atmosphere? That first synth instrument is irritating as hell but I like the rest
4ef815 No.14557494
I thought I could make several cutscenes per day (I have 20 to do), but I hardly manage to make two of them. Still, I like the result.
>>>14475215
>Oh hey, you're back. How's progress on your game, you past the DNA part yet?
I put more years than intended in this first game, hoping to make it a true success.
Those last years, I started to design several games which could act as a sequel in the serie, including strange ideas. Pic related.
4ef815 No.14557518
>>14557494
I would like to make a flash-looping video with a music, the same kind of stuff you can get on /f/.
Is there any good tool to make those looping swf?
Yeah, I also intend to finally use webms, so I'm looking for a good tool (even in line command) to convert a folder full of pictures into a good quality webm (due to the recording process, I have to use pictures). What should I use to convert pictures into a webm?
e28b6f No.14557548
>>14557518
I made this in webm for retards, but for converting a series of pictures into a video I would look into how it's done with a more powerful video editor like ffmpeg
9f62b3 No.14557967
Is there a point in deleting the unnecessary keyframes? For example in pic related, While using only X axis for animation, keyframes for Y and Z still were created, but there's no change in their value through out the whole animation. Does this have any practical effect on the way the animation is exported into fbx?
a24562 No.14558081
>>14557967
They will replace whatever other value y and z will have at that point in the animation.
Keeping them ensures the animation plays corretly regardless of the object state
If you are playing two animations at once, one of them might replace those y and z values and make your animation play wrong
Although, it's unlikely to happen
94ea04 No.14558246
I've been seeing a lot of shit going around urging everyone to learn to code, and literal calls to "democratize coding". Has democracy already ruined gamdev? There's not much money in it, so far I think it's kept most people out.
309833 No.14558255
>>14558246
The only people who want more programmers are business owners.
More programmers = less money for the average programmers = better for business owners
As always it's the jews fault
128ee6 No.14558262
>>14556745
Even though my math sucks and I probably wont understand this, I'm saving it anyway.
94ea04 No.14558277
>>14558255
That would make cents. I've seen gamedev companies whose owners spread terrible ideas.
>be thankful we're letting you work 60 hours a week for peanuts
>do you know how many people would love to work in game development?
>they'd gladly replace you
>by the way, we're always looking to be more inclusive and democratic so more people get into game development :)
94ea04 No.14558283
>>14558281
please enable AA
69e2bd No.14558291
>>14558281
Looks a bit blank. You could try looking at the final boss of Kirby Star Allies, it pulled off space pretty fucking beautifully. and it's fresh on my mind.
ebc039 No.14558298
>>14558291
>Looks a bit blank.
well it is space
a20510 No.14558305
>>14558246
A large percentage of the population is in fact, on average, too incompetent/low-IQ to ever properly understand even design patterns; none the less programming. Programming is a set of skills that, at minimum, requires the faculties to abstract thought from a low to high level, and inversely; as to fully grasp what is it you’re doing.
Not to mention it requires dedication, and consistency; which is what a lot of people lack for what is considered a meritocratic driven craft.
>teaching the general populous basic logic
>through something that can make even math, which is boring to most, fun
Not a bad idea tbh, but as mentioned most will not pursue it as a career or hobby; nor will they possess the drive/faculties to do so.
94ea04 No.14558314
>>14558305
>Not a bad idea tbh, but as mentioned most will not pursue it as a career or hobby; nor will they possess the drive/faculties to do so.
I hope you're right, but I've the masses of horribly low quality programming books (particularly gamedev, webdev, or javadev) makes me think that billions of pajeets are out there, waiting, for the moment when they can create an entire game by gluing unity assets together.
>not developing your web game as a java applet
a20510 No.14558315
>>14558305
For what is considered an essential skill set in a meritocratically driven craft*
69e2bd No.14558316
>>14558298
I suppose I didn't explain it clearly enough. It's not really bad, some will probably prefer your version, but personally, I really like the contrasting bright colors in pics related. makes up for a pretty underwhelming final boss, too.
309833 No.14558331
>>14558314
how young are you that you have never seen the countless amounts of java applet games when the internet came about?
94ea04 No.14558341
>>14558331
anon, I obviously know they exist, I mentioned them by name
787a55 No.14558452
YouTube embed. Click thumbnail to play.
Yo, MoM anon here, its been awhile since I posted. Heres a video of that Dragon summon from the official trailer I posted awhile back. All the dragons in MoM serve as optional bosses, who, when defeated, can be used as summons.
I tweaked his design a bit a tad too, to make his apparel more dapper looking!
2f224d No.14558474
>>14558452
Looking fun. What's your plan for the next demo?
787a55 No.14558477
>>14558474
>Looking fun. What's your plan for the next demo?
my plan for my next demo is to Finish the game this year
94ea04 No.14558486
>>14558477
>actually finishing a game
I thought this thread was an elaborate joke like KOTH online
787a55 No.14558497
>>14558486
Actually, I am not far off from finishing. I have finished 9 maps in the last 2 months, and if I continue with the rate I am going at, I SHOULD be able to be done relatively soon, since they is only 25-30ish maps left!
94ea04 No.14558505
>>14558497
You're going to gross $750,000 minimum, right?
787a55 No.14558511
>>14558505
>Selling this game
>The game I spent roughly 3-4 years on
HAH~!
94ea04 No.14558516
>>14558511
hey, I'm sorry you don't believe in your own project :^)
73e581 No.14558519
>>14558486
These threads are the only thing on this board that isn't a joke
>>14558497
>Soon
>Only 25-30ish maps left
>Only
787a55 No.14558546
>>14558516
Its more so I just want my first project not to be sold, is all. Plus, the sounds of a selling a TC mod, no matter how much you changed, sounds iffy to me. I rather just go the cave story route with my first game, and then go up from there!
I am not sure why people want to insist me to sell my game though despite me saying it should be free for the last 3 years
>>14558519
this does include boss arenas, which are circular in nature. Not all of the maps are big and sprawling, and even the bigger maps are Ocarina of Time styled, so they are not as complex as your typical doom map. Unlike a map pack, the emphasis is more so on the whole package then the individual maps. The demo I posted awhile back should give you a pretty good idea of such things, where some of the maps are the shops/bank/gallery, etc.
8bc775 No.14558567
>>14558316
> playing kirby whatever
> I like the contrasting bright colors
you need to over 18 to post here
>>14558281
it looks pretty fucking good, but more like a mystical environment kinda thing
whats your goal there?
73e581 No.14558611
>>14558567
Anon, I hate to be the one to break it to you. But that kid you bullied back in the day for liking Kirby. He's gonna be like 21-25 now.
Feel old yet?
8bc775 No.14558659
>>14558611
>Feel old yet?
yeah
5aa591 No.14558751
>>14558314
Pajeets are a special exception as their entire culture is non-creative, and they’re entirely stagnant (due to various factors like religion (~89% of the population of India follows Hinduism, a religion that promotes a stagnant way of life if utilized in a culture driven manner), way of life, teaching style, and overpopulation/resource distribution.
So, they can use it, but nothing of value is produced from their own creativity; so they do not create, they follow instructions, and emulate.
Also, programming is massive in terms of impact on society, culture, and way of life all across the world; it makes sense that there’s so much garbage, and opportunists. However, the cream always rises to the top.
I’d go into it further, but gotta get back to stuff.
f1fbaa No.14558756
>>14556301
Thanks, gonna work on the sandals now
94ea04 No.14559221
>>14558751
tell us more, anon
ebc039 No.14559317
AAAAAAAAAAAAAAAAAAAAAAAAAAAA
f1fbaa No.14559326
Base clothes done, now for details
In the end i gave up on the stockings, i think they don't fit Sasha
Now im trying to find a flower that would match her and use it as adornments on the red circles other than sunflowers, i don't like sunflowers, even if it would match her personality i think
I don't want my characters to end up as Atelier characters with so many elements in their clothing that it becomes a clown suit, but she is way too simple like this
69e2bd No.14559337
>>14559317
The effect at the beginning was pretty cool, actually.
2ae76d No.14559397
>>14559380
Aurora Borealis
f0cf5e No.14559404
If I'm generating Perlin noise, how much data do the vertices need? For 2D noise, I think I need just the XY component, and for 3D, I believe it's the XYZ component. Or do I need the Z for both 2d and 3d noise?
8bc775 No.14559433
>>14559326
yeah, the sunflower would go pretty well on her hair, tbqh
but I agree with atelier thing, doing so much manually can be a drag,
looking for references should help though, just keep it simple
128ee6 No.14559512
I need an opinion, since I'm moving blocks of similarity into shared IDs, what would be a better way to handle things here?
>create a block constructor class based on functionality
>static block, fluid block, moving block, ticking block
>create a block constructor class based on type
>rock (stone/cobble/mossy/end/netherrack), ore (gold/iron/coal/diamond), ground (sand/gravel/dirt), log (whatever type of tree), planks (etc)
94ea04 No.14559607
>>14559512
I wouldn't make it OO in the first place
8b21ed No.14559608
>>14559317
Make a spell that encompasses an area around you and does heavy damage, call it "Reality Warp" or some shit. Don't forget that you made that, little effects and "mistakes" you make can be the draw of your game.
Also that fucking great skybox is fucking great m8
0cf323 No.14559621
>>14559607
Yes anon, he'll just rewrite minecraft to not be made in java just to mod it.
94ea04 No.14559624
>>14559621
that would honestly be a better use of your time
e7d178 No.14559631
>>14559621
But Minetest already exists.
8b21ed No.14559638
>>14556424
Lower the volume on the opening synth, let the drums and base beat loud. You tried hard to make the synth the loudest thing there, but you should fade it out at points to let the backing shine.
If you're going for a continuous drone in your music, it's best to keep it in the back and let the melody take the forefront. Also try to muffle the synth a bit and keep the melody in the low tones, there's a bit in the middle where it goes just a little too high, at around 0:55-1:05
94ea04 No.14559683
I can only find a single decent looking book on .net's IL. I might have to settle for a generic book on virtual machines, or delve into pajeetland
f0cf5e No.14559715
>>14559683
Who's the author?
128ee6 No.14559721
>>14559607
Well I'm trying to reduce the object oriented bullshit as is. I suppose I could shove fucking everything into one class but then I don't know how that would impact everything else. I mean, how would performance be impacted if every block had the same constructor and just different variables passed to it? I would assume performance to tank because there would be more data per block held in memory, but I'm dumb so what do I know?
This isn't to say I wasn't considering doing that.
>>14559631
Yeah and it's shit because practically no functionality was put into the engine, it's easier just to put an API into vanilla minecraft.
f0cf5e No.14559733
>>14559721
>I mean, how would performance be impacted if every block had the same constructor and just different variables passed to it? I would assume performance to tank because there would be more data per block held in memory, but I'm dumb so what do I know?
Constructors are just functions, there's no overhead in calling them in that regard. However, note that it allocates a new object, which is expensive. So try to minimize constructor calls. Ideally, you should just have to initialize the data structure that holds the blocks in a chunk, then perform SetBlock() style operators, and never call any constructors.
94ea04 No.14559738
>>14559715
I'll just send you the book itself. I'm not endorsing it, I've only skimmed the first few chapters, but the preface basically says "I only wrote this book because there weren't any"
It's also horribly outdated.
791dd8 No.14559758
>>14559738
If you have questions I'd suggest hitting up the Rimworld modding community's pardeike. The guy is an expert in IL.
f0cf5e No.14559764
>>14559738
>.Net 2.0
Wew
While I come from a C# background, any books by Jon Skeet or Eric Lippert in particular are worth reading. They'll mostly be focused on the C# implementation of things and how they work under the hood, but these guys probably have 3 decades of experience between them, and Eric worked on the MS compiler team, so he knows his shit. Jon is just an autist.
So your mileage may vary depending on what they write, but generally IL should be cross compatible between .Net languages, right? Like that's the whole point of it
128ee6 No.14559781
>>14559733
>try to minimize constructor calls
well, there's some 124 blocks (not including those that are just subtypes of others), and most of those 124 all have their own constructor class
but those constructors extend a base Block constructor class
so I have no idea how many calls are made, but surely it's excessive to have so many constructors
bf8abe No.14559892
so what options are there for terrain? just random heightmap with warped as fuck triangles for cliffs or minecraft cubes? iv'e looked into marching cubes but does that really cut it? for terrain? a nested else if statement with 128 solutions. sounds shitty as fuck to code.
f0cf5e No.14559904
>>14559892
>Marching cubes
>128 nested ifs
You don't understand what the fuck it does, then.
Given a block, you look at adjacency and set a byte value which has each of the 8 bits act as a flag for a particular corner. There are only 15 unique cases (33 if extended) and many are mirrors and translations of each other.
So basically, you take a byte, and transform it through a lookup table to find which geometry to use. Almost no if's involved
94ea04 No.14559912
>>14559758
>>14559764
I'm not too interested in modding, I just wanted to learn a high level assembly language for fun. I might be stuck with the implementation documents, but that sounds too boring even for me.
>>14559781
The constructors are part of the bad design, but I don't think they're a problem in themselves. I don't know how JVMs typically lays it out in memory, but I wouldn't worry about the actual block creation code. More that it's creating a shitload of objects.
>each block array just has a list of pointers
>each block's data could be placed anywhere in memory
>have to call a function for every block
>all this is wrapped in a shitty virtual machine
The fact that MC even runs at a playable framerate amazes me.
dad414 No.14559927
>>14559892
The best option depends on the nature of your terrain.
For most types of terrains heightmaps are great. If you're dealing with steep cliffs (think grand canyon for example), then you use separate 3d models on top of the heightmap. You hide the seam between the two with bushes, rocks, etc. (or you use a special shader that uses world position for texture mapping).
If you have overhangs and/or caves, you'll run into the problem that Unity's terrain system doesn't support cutting holes through the surface of the heightmaps (at least it didn't back when I switched to UE4). In this case you'll have to rely on standard meshes for everything. Marching cubes would be one really simple algorithm with which you could generate the mesh. The resulting mesh will be far from optimal though, even if you do use a MC implementation that uses an index buffer. MC is something you'd want to use to either give you the base terrain for further editing in Blender or whichever tool you use, or if your terrain changes dynamically.
bf8abe No.14559975
>>14559927
what if i wanted to make a randomly generated open world meme game? poaching simulator 2019
dad414 No.14560071
>>14559975
I would probably go with a hybrid approach. Use a heightmap to generate your terrain itself (there are many tutorials for this online).
Caves can be made as lazily as Bethesda does them in Fallout: A couple of pre-made cave entrance models which let you press F to enter. Their insides can be generated similarly to the outside world, although you would need a different algorithm than using Perlin noise to generate a 2d heightmap. You also wouldn't use displacement mapping to generate the mesh as you did with the heightmap, but marching cubes (or something similar). I think that would be the most straightforward approach.
Sorry that I can't be more helpful. Procedural generation isn't my strong point and I'm tired as hell right now.
57338a No.14560453
>>14559975
>>14560071
You could also use portals for caves. Almost as lazy, and a lot better looking for the player. Just make sure to compare the cave area to the surface so you don't end up with non-Euclidean geography. Unless you're into that sort of thing.
bf8abe No.14560573
>>14560453
i really just want pretty cliffs and didn't want it to look like skyrim. currently looking at some marching cube code off of the web, but i don't get any of it. i might just use mincraft cubes for now considering i got that to work, kind of. laggs hella lot more than the example project that makes some silky smooth meshes.
f1fbaa No.14560783
>>14559621
what? modding through javassist is the easiest thing in the world, I've made a couple of cheats for Wurm Online with that, like painting black in the minimap the tiles that the horse can't climb and Xray vision for mobs/players
And never going to share with you faggots because I lost and/or forgot where I put/how to install
128ee6 No.14561087
>>14559912
Not a problem in and of themselves, but since I want to at some point get rid of these hard coded blocks and load them through a config, boiling everything down to a smaller set of constructors should simplify that process
eventually I'll get to how it stores world data, but that's pretty far off for now
>>14560783
I've never heard of javassist
94ea04 No.14561122
>>14561087
>Not a problem in and of themselves, but since I want to at some point get rid of these hard coded blocks and load them through a config
Since you're stuck with objects, you should express blocks as a set of behaviors rather than form.
>destructable (x hits)
>spawns item (x ID)
>gravity
>emits light
So a (Lua?) file would have something that just defines everything on startup.
{
name = "SmoothStone"
attributes = {
destructible {health = 5},
drops = {CobbleStone},
texture = {xPos = 0.2, yPos = 0.2} -- Fuck I don't know I assume it uses a texture atlas
}
c6ee45 No.14561123
>>14561087
>>14560783
>javassist
Sounds like a japanese porn site featuring office ladies.
94ea04 No.14561208
>>14561122
I'm not sure how you would do this without gang raping your cache, but going off of what you're working with, I'd set up a component based system.
>individual minecraft blocks still exist as objects
>initialize all block behaviors in the config file as their corresponding behavior objects (along with their data)
>a block notifies its behaviors on update, tick, etc
The main issue is that this is a lot slower and creates a lot more garbage.
There's a way to more or less completely mitigate this, but it's a lot of extra pain. Basically, having a static array of blocks for every type's data, and a block would just keep track of its references to its data types and its position in that array. It'd be incredibly fast because you'd be able to update all blocks based on their type, and the block objects would have almost no data in them, aside from a pointer and an integer. You'd have to deal with allocating, cleanup, etc.
>player hits a block
>find the block's health component
>reduce its health by one
>only one layer of indirection for infrequent updates
and the very frequent updates, like game ticks
>update all sand at once
>all sand data is tightly packed in memory, because you have a single array
>behavior loop goes through them, no extra function calls, just operating on data
0cf323 No.14561689
>>14560783
Learn to read, I didn't imply that it's hard to mod java or anything else along those lines.
511508 No.14561764
posting some references I found, maybe they'll come in handy for artist anons
sorry about the gookspeak
>>14561184
that ain't how CRTs work
20b95e No.14561790
>>14561764
>gookspeak
>no korean in the image
Anon, you are getting the Asians mixed up.
128ee6 No.14562213
>>14561122
I'm hoping to get a working file handler written with the json library already included, which handles player statistics, but that layout is pretty similar to how I imagine it being setup.
>texture
the 'texture atlas' is a 16x16 grid of 16x16 pixel textures, where position is set by one number where 0 starts at the upper left corner and increments horizontally to 15, then the next row at 16 from the left, etc.
I have to change that at some point too because hitting that texture limit will be a pain in the ass.
>>14561208
>gang raping your cache
It already rapes your disk with it's stupid stat tracking. With every stat it tracks, whether it be how many blocks you mined, the distance you traveled, how many times you died, etc, it reads your stat file to check and see if it needs to update, then updates it it needs to or creates appends the new stat to be updated to the file. I can't find anything that suggests the stat is just held in an array and written out on a timed thread, nope it seems like the stat page is updated every time the player does a thing tracked by stats.
RIP disk I/O
57338a No.14562231
>>14562213
Are you going to try to change the way it handles chunk generation and saving? The method used last time I played was "generate chunk from seed and immediately save to disk, and overwrite it whenever a change is made". It seems far kinder to the disk to just store the changes made and apply them to regenerated chunks on the fly.
ca2420 No.14562445
>>14553496
Holy shit nigger read a fucking dictionary as you clearly don't know what the fuck hiatus mean!
ebc039 No.14562454
>>14562445
it means whatever i want it to mean, and you can't do a damn thing about it
9f62b3 No.14562466
>meet a programmer
>he has a deviantart full of mlp art
>meet another programmer
>starts talking to me about making some lewd anime game within 5 minutes since I met him
>at least he doesn't seem to have a deviantart account
>meet yet another programmer
>he has a deviantart full of mlp AND furry art
Three times in a row can't be a coincidence. Are all programmers either bronies, anime autists or furries or is it just the ones interested in gamedev?
d1ead9 No.14562468
>>14562466
>anime autists
guilty as charged
94ea04 No.14562477
>>14562213
>the 'texture atlas' is a 16x16 grid of 16x16 pixel textures, where position is set by one number where 0 starts at the upper left corner and increments horizontally to 15, then the next row at 16 from the left, etc.
That's still a texture atlas.
>It seems far kinder to the disk to just store the changes made and apply them to regenerated chunks on the fly.
That's what word used to do before they realized it was a massive security vulnerability. He'd have to create an optimized structure to actually store the individual block changes, and I'm not really sure what would be suitable. At some point, the player would make so many changes you'd want to revert that chunk back to the old system.
>>14562466
gamedev is the most degenerate act known to mankind
0cf323 No.14562543
>>14562466
I watch various /co/ and /a/ things including the first season or so of MLP and some titty animay stuff, but at least I don't tell others about it unless I know them well enough and they care about those things too.
Funnily enough though, the biggest "open" degenerate I've met was a designer, he even used a Marie Rose tiny oppai mousepad at work.
877bff No.14562545
>>14562466
>question manga girl
>girl
>he doesn't know
That said you seem to be dealing with people that don't have the inhibitions to keep their power levels hidden IRL. How the fuck do you even know these people have a dA? Did they link it in their social media profiles or some shit?
t. animu autist programmer
5ebdc3 No.14562564
Time to start on my new project
Stalker - Call of Blyat
2476a9 No.14562577
>>14562466
If he's got a deviantart he's obviously an artist larping as a programmer.
8bc775 No.14562656
>>14561790
young fags these days don't understand
>>14561764
gook is for koreans
chink is for chinese
nips is for japanese
moonspeak for the written language
good thing I've even found this https://en.wikipedia.org/wiki/List_of_ethnic_slurs_by_ethnicity
and dat some good drawings
5ebdc3 No.14562668
>>14562466
real programmers don't produce art and don't own any art related faggy social media accounts.
look for github accounts instead
511508 No.14562792
>>14562656
they are all slanted-eyed vermin anyway
still, sorry for the mistake
bf8abe No.14562841
>>14562792
well clearly japs are honorary aryans, with the biggest gripe laid against them being that they sided with evil old hitler.and their biggest flaw, "how hard they got fucked threw the marshal plan"
c23703 No.14562847
511508 No.14562862
>>14562841
I'm more fond of Koreans myself, at least the non-thot ones that embraced christianity (30% of the population is pretty good for far east Asia), something that won't happen in Japan
089f69 No.14562879
>Have a dream to make a particular game of the sort that hasn't really been properly made before, that I'm fucking bursting to make
>Start making it and work day after day, pumping out walls of code
>Burn out and need to recharge
<ohshit.png
>I cannot fucking enjoy anything that isn't the game that I'm dreaming of
>Keep working on the game until my brain is mush
>Literally losing grip on my sanity because I've not done anything but code and browse the internet for the past 3 days
>restless mind, relentless desire and drive to work on my game, and yet complete and utter mental exhaustion bordering on actual fucking dissociation
>cannot relax because I need my mind occupied with shit
>still bursting to play the game I'm making and unable to quench the thirst for autistic gameplay the likes of which have not yet graced this putrid earth
>tfw I'm actually on the verge of nervous breakdown because I cannot seem to snap out of this vicious circle and when I'm trying to do something else I keep coming back to my game and now I feel like I'm losing the grip on the concept because I'm knee-deep in low-level gameplay framework
>tfw my mind is so fucking rekt I can think of nothing else but post a wall of blogposting on /agdg/
im actually losing it this time, i think
bf8abe No.14562887
>>14562862
hey the Tibetans seem cool too but this is getting off topic, but the idea of the group of X that abandoned their culture seems like a shitty group to judge a people buy especially considering how well the Talmud sold in worst Korea
bd3dc4 No.14562907
>>14562477
There is one act more degenerate than gamedev, it is– and may Allah forgive me for saying this word– game journalism
2e2d43 No.14563063
>>14562879
So what kind of game is it?
089f69 No.14563101
>>14563063
glorified Minecraft but not shit i guess
69e2bd No.14563180
>>14562879
I don't think I'm quite there, but I do get far more enjoyment from working on my game than playing other games. It's so much more rewarding, even when I make miniscule progress.
089f69 No.14563214
>>14563180
I always had the problem of not enjoying the process but the product. I just beat myself up when I'm not making progress fast enough but when I do accomplish something, I feel like it's the way things are supposed to be as opposed to some sort of achievement. Not a good trait for a programmer, especially not when dealing with shit like networking.
9f62b3 No.14563408
>>14562477
Most of the people interested in gamedev I met, that have talents in other fields were your average normalfag Joe. This is clearly programming related thing.
>>14562545
>How the fuck do you even know these people have a dA?
The first guy was a special case. He told me he likes to draw so I asked him to show me some of his art He opened his dA and started showing off his pony stuff. He just didn't give a fuck. To his credit, the art was pretty good.
For most cases though, when I meet someone new I try to look for any emails or nicknames they might have written on their belongings. Simply paying attention during regular interactions is enough. For example some people use the same email for all accounts so that's easy if they send anything to you. Some sign their drawings with a nickname or write it when scribbling, they might use that particular nickname in an online game or write it in a filename. That's how I found the dA of the third guy, he was showing me something on his computer and one of the filesnames on his desktop caught my eye because it sounded like an edgy MMO name. Later when I searched for "[filename] deviantart" I found his dA with furry and mlp art. Some people do post their dA on social media, but those don't contain anything interesting, usually.
2e2d43 No.14563432
>>14563101
If what you just purposefully dodged saying was "Rust but with lovecraft" then fuck off and take your blogposts with you redditor
089f69 No.14563445
>>14563432
the fuck are you on about?
f1fbaa No.14563611
>>14562879
Sorry Anon, but gamedev is sacrifice, even if you complete your dream game, by the time you release it you will have more playtime through testing than most players will have in years after launch, also there will be no surprise or exploration because you already know everything about the game
Your only hope is that it becomes so popular someone makes a decent clone of your game
1b5182 No.14563624
>>14562466
>Are all programmers either bronies, anime autists or furries or is it just the ones interested in gamedev?
What? No, get out of here, man. There would never be people like that on this Vietnamese finger painting bulletin.
>>14562454
>it means whatever i want it to mean
Oh okay, you're a fucking goon who believes in the meme of post-modernism
69e2bd No.14563653
>>14563611
I know where you're coming from, but my favorite games are ones that I can go back to time and time again. While some of the lore won't be impactful to me, and the closest I could get to that is if I see others play it one day and see their reactions, but the game itself, the core gameplay should be something I could come back to and have fun. And if it's not, that's how I know that my game is a failure.
a98846 No.14563674
>>14563445
I see rottenredditors in my sleep
9f62b3 No.14563749
>>14563624
I was talking about people I met in person, not online, Anon. I guess I could've mention that at the start for the sake of clarity.
>>14562879
Do you even have any responsibilities, like a job or chores? Sounds like you're making your game all day everyday.
089f69 No.14563854
>>14563749
I finished HS two years ago and haven't done anything since. I'm a hermit and will remain a hermit for about a year until I move out and have to be a normal human being from there on out. My day consists pretty much entirely of working on my game at the moment though.
bae8df No.14563920
>slow progress is not zero progress
Hoping everyone is more productive than me today.
8bc775 No.14563940
>>14562841
>>14562862
>>14562887
why is it, that no one gets upset when thread is derailed by /pol/ bullshit, when the ones posting are the retarded ones
but anyway, let me clarify
both koreans and japs are pretty strong culturally, in fact they are very similar ethnicity evident by the fact that japan nearly dominated korea before splitting up after WW2
and in fact it was then and there where begin to weaken, being heavily influenced by western culture, censoring their at-that-time lewd standards and turning young japs into literal cucks
and in fact, north korea is the only thing reminiscent of strong asian facism of olde ages
but it all began with grand old chine, which was the birth of civilization in the east, even before the western world, which spread through all corners of asia,
and they're are pretty strong today, in relativity, even though they are now chinks, which had less to do with communism, but more to do with the sheer overpopulation and western influence
> Christianity
< areyougay.gif
Zen4life
76a9f2 No.14563945
>>14563854
Use the time wisely.
I’m luckily getting a similar deal in a few days (final day of work soon) for about a month, but it took some planning. I took a term off uni, worked for a few months, saved up, and now I’m going back to uni after that month of pure dev time; as I took a term off as to be able to have at least of month of pure game dev while having extra saving to deal with other IRL money bs (as I’m a fully independent adult, unfortunately).
a98846 No.14563954
>>14563945
>>14563854
Good luck to both of you
8bc775 No.14563972
>>14563920
me too, I had awfully slow couple of weeks in terms of development,
I blame it on interesting games such as KCD, procrastinating watching vidya and others things, and chilling out with a demanding gf
9f62b3 No.14564105
>>14563854
Thought so based on your post. Honestly, how much time per day do you spend actually working on your game and how much of that is lurking or shitposting here? It sounds to me like you can't handle having this much freetime and you got completely bored of your typical time killing activities but keep doing them because you can't or are to lazy to find anything else to do. Cut off the power from your computer for about a week to make your brain think of some gratifying activities other than the lowest hanging fruit.
03f04e No.14564143
>>14563940
"pol bullshit" is just regular /v/ posting, you'd know that if you didn't spend so much crossposting between here and reddit
089f69 No.14564271
>>14563945
I spend a lot of my time practicing things related to gamedev, I think I'm using the time well.
>>14564105
A lot of the day I spend on gamedev, and if I'm not doing that, I'm generally spending the free time learning artistic things like animation, sound, art, music, etc. or watching game critiques like the kind of stuff Joseph Anderson makes. I have a bit of a fixation on how much time I've got overall until I die so I tend to spend most of my time productively if I'm able to. Videogames are productive because what better way is there to learn about videogames but play them? :^)
>>14564143
/pol/ bullshit is /pol/ bullshit
03f04e No.14564285
>>14564271
we're constantly being barraged by cancer, we need the /pol/ to detect and repel reddit. They see racism and out themselves pretty quickly because their conditioning instructs them screech until the evil race realists go away.
7b0fd3 No.14564329
>>14563940
listen, we can all live well with the number of words in this sentence.
have a waifu for your post, dont be lewd!!
56c892 No.14564369
>>14562466
Where and how do you meet them? This could be sampling bias.
>>14562879
show game and vagene
a98846 No.14564439
>>14564285
you're replying to the redditor
8bc775 No.14564442
>>14564285
>until the evil race realists go away
ok dude
2476a9 No.14564462
>>14564439
What if both are redditors
a98846 No.14564493
>>14564462
>I was the redditor the whole time
089f69 No.14564545
>>14564285
>we need /pol/
Speak for yourself. /pol/ exhibits the same kind of zealotry that you see in sites like Tumblr, just pretends it's not. We've warded off newfags with gore chemo for years and we can continue to do so without contaminating the place with politics
>>14564369
maybe sometime soon
94ea04 No.14564629
>>14564545
>Speak for yourself. /pol/ exhibits the same kind of zealotry that you see in sites like Tumblr, just pretends it's not.
No one here accused /pol/ of compromising.
>>14564439
>you're replying to the redditor
Yeah, I know. They've already outed himself by screeching about /pol/. They just can't help it.
a98846 No.14564699
>>14564545
>we've warded off newfags
Except you are the newfag
9f62b3 No.14564813
>>14564493
>you're writing a reply to some redditor
>suddenly you notice reddit opened in one your tabs
>but you've never gone to reddit before
>there's also Overwatch and Rust on the desktop
>you chuckle as this reminds you of that fag, Rotte-
>no
>it can't be
>but inside you already know
>suddenly you're flooded with memories
>memories of RR using Youtube hypnosis videos to separate piece of his mind to create a sub-personality
>personality of an Anon
>personality so life-like the VPN makes it impossible to tell it's using the body and computer of RR
>personality conditioned to do one task - reply to redditors
>your personality
>you were that redditor all along
>RR relinquishes his control only for a few minutes at a time, just enough to give you time to write a reply before you're shut down again
>only 1 minute left before the main ego returns
>when that happens, RR will erase you and start over, this time creating a more docile alter-ego
>30 seconds
>even though you're only a figment of imagination, a mere psychological construct, in that moment you're real and your convictions are true
>and your choices will be your own
>you open the window
>you expected to see gray commie blocks outside but instead it's some American city
>you don't care at this point, at least it's high enough
>suddenly you feel RR's ego starting to overpower your senses
>Overwatch is crazy fun. It's the clos- NO!
>with the last burst of mental energy you push this body of the windowsill
>and just as you feel the gravity taking over you slip into nothingness
a98846 No.14564906
>>14564813
I didn't know I could feel fear this deep
f1fbaa No.14564989
Sasha done, now time for the Succubus
f1fbaa No.14564996
>>14563653
Well if you add great modding support and it gets popular you could get a lot of fun from mods when you go back to it
69e2bd No.14565075
>>14564996
I've thought about this, actually. not in much detail, since I need to have some functionality first but, since it's a Mario 64/Spyro-esque platformer, complete with world map and everything, would custom stages just have to be relegated to a menu of some kind? Seems a bit detached from the rest of the game.
My biggest worry is someone screwing around and putting some malicious code in their mods. I know it's the user's responsibility at the end of the day, but it'd still be unfortunate.
94ea04 No.14565082
>>14565075
>malicious code in their mods
If you trust mods you're doing something wrong
b61547 No.14565150
>>14564813
Quality post
RR can’t hide behind anonymity because he’s too predictable. His posts always end up in the same pattern; self-pity, and self-loathing.
a98846 No.14565207
I cannot believe SFML has no built-in sprite batching options
2f224d No.14565237
>>14564813
What a horrifying idea.
>>14565207
The devs' attitude of 'one batching method wouldn't be ideal for every situation so we won't bother at all' is pretty shit.
a98846 No.14565362
>>14565237
Guess I'll be using someone else's solution, I guess I'm receptive to the reasoning but at the same time I sort of expect animation and batching in a 2D API.
0cf323 No.14565412
>>14565207
>>14565237
>>14565362
It may come as a surprise to you, but the purpose of the Simple and Fast Multimedia Library is to be simple. It provides the most basic building blocks necessary to make multimedia stuff. Simple is the opposite of complex, where complex means made up of multiple simple things interwoven to create a new thing. In this case an example of something complex could be a program such as your game, or a system such as sprite batching or animation.
dad414 No.14565415
>>14563940
>why is it, that no one gets upset when thread is derailed by /pol/ bullshit
I like to think that the reason for this is that the average /agdg/ poster is smart enough to realize that "getting upset" is nothing but taking the bait, which will result in the thread getting derailed.
>>14563920
I'm sure you'll get back on track, Anon.
2f224d No.14565485
>>14565412
That's nice and all but I was criticizing the actual reason they gave for not including batching. Which wasn't that it was too complex to be appropriate.
a98846 No.14565495
>>14565412
Yeah, that's why I stated I'm receptive to their argument. I understand it has broader uses than sprite based videogames. If I implied it's defficient I meant to imply it's defficient for my use case, though really only marginally so.
a98846 No.14565524
>>14565412
Although SFML easily fits into your broad definition of complex
3c5afb No.14565690
Anyone know much about Singletons? I want to use them to store things like the player's inventory, but I don't really know what are good practices with them and such.
dad414 No.14565795
>>14565690
The only good practices I can think of when it comes to singletons are these:
>only use them when necessary (that's a given, use the right tool for the right job)
>enforce them properly (only access through the getter function/property, private constructor, private instance)
>choose a naming convention and stick to it (I like to call the access function/property "Instance", so I get the object with class.Instance)
There isn't much to say about them, because they're really simple.
3c5afb No.14565952
>>14565795
I see. Well I'll start implementing my inventory with it and see if it's a decent way to do it.
128ee6 No.14566106
Just implemented a new block that's just named 'ore', gave it 4 subtypes, so the base block is gold, but subtype 1-4 goes Iron, Coal, Lapis, Diamond
I didn't add redstone because that has a lot of special constructors to make it tick and glow and sparkle shit. Since the client version I'm modifying is so ancient it lacks the ability to swap from creative to survival mode, so it's a bit cumbersome to test if these blocks will drop the right items.
94ea04 No.14566131
>>14566106
>Just implemented a new block that's just named 'ore'
You're doing it wrong
128ee6 No.14566217
>>14566131
Oh yeah? well how would you do it then?
94ea04 No.14566235
>>14566217
I went over that earlier. It's a level of abstractness that's completely pointless. Those objects don't have "being an ore" in common, they have several behaviors in common; They have a certain amount of health, they drop an item when destroyed, and a texture. Some only drop items when mined. Some ores have an entirely different(!) behavior, like emitting light. You'd be able to represent any block in the game as just a list of behaviors, rather than a giant web of constructors.
f0cf5e No.14566249
>>14565690
What if you have multiple players?
What if you have multiple player-like objects/characters? What if you have to swap eg inventories or similar objects around?
Singletons should be reserved for system/manager-level things. Look at it this way: since OOP forces you to instantiate everything, why not make the object work in such a way it shouldn't care about how many copies of it are floating around? At the very least, it's not static, right?
f0cf5e No.14566251
>>14565362
>>14565207
What language are you using SFML with?
94ea04 No.14566252
>>14566235
Write a tool to automatically convert all these definition files to java source files when you compile. Modders can work on a much higher level of abstractness and combine any base behaviors, there's no runtime speed loss, and it's a million times easier to manage. Defining the code for new behaviors becomes a lot easier and you can add them to existing classes without having to actually touch any individual block, just their high level definitions.
94ea04 No.14566258
3c5afb No.14566323
>>14566249
>What if you have multiple player-like objects/characters? What if you have to swap eg inventories or similar objects around?
Good point. I think I need to do some more planning for my inventory system then. I'm aiming to develop an RPG that relies heavily on inventory being the main mechanic for world interaction and combat.
128ee6 No.14566351
>>14566252
>write a tool to automatically convert all these definition files to java source files when you compile
uh, why though? I mean the goal is to have minecraft parse some json files that contain block definitions and load those into memory on startup, having a tool to convert external files into java source during compile seems wrong
and also would be trying to run before I can crawl
a98846 No.14566353
>>14566251
Ceeplusplus, I've found a lot of options for sprite batching and animated sprites in the short time since I posted so I'm back to the game logic before I worry too much about rendering
695943 No.14567055
If anyone didn't realize yet, Unity recently made a public beta release of the ECS API/Job system, and it looks amazing from the vids I've seen + docs I've read; though it's very much still in beta (docs are o.k. so far, but a bit sparse).
LINK:
https://forum.unity.com/threads/welcome.522627/
I just noticed recently bcs it's in their beta-build, and also the ECS/job system wasn't included upon the original release of the beta. So it was added post-release to the original launch of the beta build (snuck in there, basically).
To give some basic info, except of course the pattern itself (look at the git wiki for unity's ECS for that info), the Unity ECS framework provides implicit DoD style data packing, access, and such functionality on the backend; which significantly improves data cache coherency/efficiency as compared to unity's traditional EC-OOP method where it's basically promoting one to utilize bad data practices and have cache-misses enmasse; so unity's new approach is more of a ECS-DoD style.
So, with a data architecture in the DoD style we're going for consistent cache hits, and thus the implicit utilization of cache pre-fetching (which is magnitudes faster than a naive approach). A naive approach being to fetching data in a non-packed/non-sequential manner in random memory, thus heavy cache misses, rendering pre-fetching nearly moot, and having to wait for the few hundred cycles it takes to go from random memory to the cpu's L1 cache; which would otherwise be unnecessary if one properly utilized cache prefetching via the patterns mentioned previously.
In essence, the idea is to avoid the idle state implicit to the misuage of one's data cache, and to get orders of magnitude faster usage of one's data; which is heavily promoted by the intrinsic pattern of ECS, and implicitly occurs on the backend of Unity's ECS framework if one properly utilizes the ECS framework.
Not to mention this makes multithreading quite efficient, and easy to manage. So, it's nice to also include that this is also utilized via their job system (sandboxed multithreaded code); so it's magnitudes faster utilization of one's data, but on multiple threads with an easy to use API… now then, that's tantalizing.
I'm honestly glad they decided to slip this into the current beta as I decided to move away from Unity's current 1st-class design pattern a bit ago; i.e. abandoning their entity-component model with a heavy tinge of OOP (mostly for reasons stated above, and also being better for designing a game's mechanics and systems in general).
Luckily I've been messing with the open source entitas ECS framework for a few weeks; since of course Unity's ECS hadn't been released yet when I originally started.
I built a few basic prototypes, and tested out different ECS approaches; which was worthwhile practice as I wanted to get that implicit time of building that muscle-like memory for conceptualizing functionality utilizing a design pattern.
So far in my comparison between entitas ECS framework and Unity's ECS it appears there's only really the implicit API changes, plus heavy use of injection, and a few features that entitas has and unity's ECS lacks (still beta though, and those features are planned); overall it seems pretty solid in terms of functionality for an ECS framework.
The job system seems to have amazing potential, and really resembles compute shaders with a neat "dependency injection" system so multi-threaded jobs can build a tree of dependencies for starting/finishing to execute; which is extremely convenient for multi-threaded code as compared to say a naive approach of manually doing so.
Though, I'm stoked for the updates as atm the ECS is a second-class citizen in terms of user-friendliness for the editor, compared to the EC-OOP (GO + monobehaviour components) approach. Honestly, the planned feature of being able to choose to not using Unity's EC-OOP design approach at all is extremely tantalizing (as atm you need to use a hybrid approach of using unity's GOs to fully utilize the editor).
Honestly some massive performance changes are happening in Unity this beta (also the performance oriented changes on the rendering backend are amazing too), pretty amazing stuff, and I hope anyone who got through this at least looks at the official Unity ECS vid as it'll give u better idea of what it looks like to design code using the API/design pattern.
ebc039 No.14567244
>>14567055
i'm confused, didn't unity already support multithreading?
i could swear i used it ages ago when i was trying to figure out A* with my rts
how are the jobs different?
695943 No.14567362
>>14567244
So since Unity uses .net we have always had access to the (now ancient) multithreading API from .net 2.0/3.5 and 4.0 with ported multithreading libraries.
So stuff like like threads, threadpools, and the like.
Actually, heh, I was one of the anons giving u walls of text of advice on why threadpool were better than your initial single threads approach, and how to optimize your AI with this.
However, that multithreading API is .net specific code which you have to wrangle yourself or find a library to wrangle for u; I.e. a manual, and generally tedious process requiring the construction of a multithreading framework to make it easy to maintain/use/keep bug-free/rapidly prototype while at the same time preventing race-conditions, deadlocks, and other issues like dealing with cache coherence on multiple cores (headache with shitty GOs/monobehaviours).
So, the difference here being it’s a fully multithreading framework provided by Unity, built in a very performant oriented manner, while exposing low-level operations for data, and it also auto-magically solves all the issues I mentioned.
However, it also comes with the requirement of using the ECS API (which is far superior anyways), and makes perfect sense as you can’t have the current job system functionality without the foundational ECS-DoD API/architecture.
Basically, it’s a new paradigm for unity in terms of performance, and the ECS/Job system go hand in hand; I.e. u can’t use one without the other as they’re mutually dependent in terms of functionality that arises due to the functionality one exposes which can then be utilized by the other.
695943 No.14567381
>>14567362
Last part of mutual dependent became a word salad… I’ll clarify.
So u can use the ECS api alone, that’s fine, u get a performance boost over unity’s EC-OOP API.
However, this provides the needed functionality for the job system to do what it does, and can’t be formalized without the ECS API.
Furthermore, the total potential benefit of the ECS API can’t be fully harness without utilizing the resulting multithreaded systems offered by the job system; so there’s mutual dependencies in terms of fully harnessing the new feature’s functionality here.
3f07f5 No.14567399
>>14567362
>>14567055
>>14567381
Ok mr unity shill and now explain how the average hipster using unity is gonna benefit from this?
unity games will still be known for piss poor performance because no one can program for shit
ebc039 No.14567416
>>14567362
>>14567381
yeah, i think i'll just wait for them to release a video tutorial on it
i'm not even sure i have any complicated algorithms that need multithreading right now
695943 No.14567450
>>14567416
There’s already a vid out covering the basics of it, which is plenty imo; though each their own.
May be best for u to wait until official release though if you don’t need-need a pure ECS or the multithreading.
>>14567399
Your Freudian slip is showing
3f07f5 No.14567461
>>14567450
>Freudian slip
I don't think you know what that means.
If you shill for this shit at least have some arguments other than "omg its so great guise"
69e2bd No.14567563
So how's your programmer art looking, gentlemen?
3f07f5 No.14567573
>>14567563
>hows your art
shitty, i absolutely hate dealing with art and graphics
7a70d3 No.14567576
>>14567563
>tfw autistic artist who became a programmer
ebc039 No.14567578
>>14567563
i avoid using my own assets because of how piss poor they are
i also use gachimuchi sounds for all my sound effects
3f07f5 No.14567581
>>14567578
oh its the european refugee sim dev
1b5182 No.14567801
>>14567563
[Laughs in artfag who can code]
69e2bd No.14567849
>>14567801
>ywn optimize a game so hard that you can fit most of a previous game into the same amount of space
be20df No.14567868
>>14566249
>What if you have multiple players?
>What if you have multiple player-like objects/characters? What if you have to swap eg inventories or similar objects around?
These are good questions to ask, but not at the coding stage. Stop, answer these questions, and document them in a simple text file. Name the text file "design doc - rough draft". These decisions will directly affect the type and the complexity of the implementation you will need. Do not write a single line of code that is unnecessary or "nice to have". Take it from me. You will never finish otherwise.
Ogre3D has massive amounts of singletons in it's codebase. Check it out. Singletons are essentially global variables with a bit more sanity and initialization control.
> Look at it this way: since OOP forces you to instantiate everything, why not…
No. Do not look at it that way. OOP should not be _forcing_ you to do anything. You may be trapped in the OOP methodology. I suggest 1 week of assembly coding to break you of this dangerous mental trap. Write a recursive, parametric generator for trees or a easing animation core in assembler.
f0cf5e No.14568208
>>14567868
Nah. I've thought about counting bits and reusing variables for multiple purposes, and it just fucking kills the readability. Not worth it for my projects.
f0cf5e No.14568214
>>14566353
What's a good approach you've seen? I'm in the same boat for C#. Worst case, I'll just poach XNAs source and make it better
dba0d3 No.14568251
>>14567868
I concur, premature genericization can be just as much a trap as premature optimization.
1b5182 No.14568253
>>14567849
>Modern coders are such shit that they somehow manage to bloat games when they re-release them(even if the only noticeable change in the game is that it supports modern resolutions)
ebc039 No.14568284
npcs can use consumable items in their inventory now
again, linked to their behaviour scripts
example:
wait 3 seconds
if your health is 75 or less, use a minor healing potion (restores 25 health)
otherwise use a fireball
if you want to use a minor healing potion but don't have any in your inventory, wait 3 seconds and then do a fireball
really wish i had some way of taking screenshots of the whole editor window even when it's not entirely visible
f0cf5e No.14568326
>>14568284
The last few gamenights we've had, we played some D&D 5e-based boardgame where you explore a dungeon by flipping over tiles. Every tile fits together, and you orient them with an arrow pointing towards the previous one, towards the entrance (tree-like) and monsters are placed, and their cards have specific AI, like:
>If ~ adjacent to a hero, use [attack 1] twice
>If ~ is within 1 tile of a hero, it uses [attack 2] on each hero in the tile
>Otherwise, ~ moves 2 tiles towards the hero with the least HP
I thought it was kinda neat
ebc039 No.14568343
>>14568284
also you can choose which inventory to trade with - if null, use the one on you
94ea04 No.14568372
>>14566351
>Your Freudian slip is showing
What the fuck do you think that word means?
f1fbaa No.14568448
>>14567399
>how the average hipster using unity is gonna benefit from this?
they won't, and that's how you get your cream to rise above the crop
f1fbaa No.14568462
Is there any ready-made solution for texture atlas in unity? Or at least in c# so that I only need to make the Editor classes for it?
Or should I just make my own from scratch?
f0cf5e No.14568477
>Do a (((google))) search for "agdg logo" for the next thread OP
>Lazily scroll down to see if there's any interesting images
>Somehow my game's thumb on the wiki made it into Google
G-guys
69e2bd No.14568488
>>14568477
You're famous now, congrats.
>Switch
Has anyone on /agdg/ even tried to put their game on the damn thing?
f0cf5e No.14568514
PS, does anyone use the irc still?
Kinda thought about dropping it from the OP since nobody talks about it, but I don't think it's doing any harm.
e28b6f No.14568529
>>14568514
I use the IRC even though it doesn't have a lot of activity. There are also a few other anons who go on the IRC. I think that it has it's place even though the thread is good enough most of the time.
94ea04 No.14568672
I want my children to live in a future where people have the self respect not to broadcast image macros to hundreds of people
dba0d3 No.14568774
>>14568672
Don't worry anon, I'm sure in several decades they'll be way past image macros and broadcasting something way more cancerous
0cf323 No.14568822
>>14568774
>programming tutorials given during interracial porn
f0cf5e No.14568846
>>14568822
>When you introduce a new bull into the relationship – like Tyrone here – that's like declaring another variable!
~~
NEW BREAD
>>14568842
>>14568842
>>14568842
>>14568842
>>14568842
ebc039 No.14569729
94ea04 No.14569732
>>14569729
say a little prayer for it
f0cf5e No.14569744
>>14569732
Say a big prayer, when /v/ can't fucking appreciate an anime image on a board that has roots in anime
f1fbaa No.14569747
ebc039 No.14569752