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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 2638106755175d2⋯.png (1.5 MB, 1920x1080, 16:9, agdg 3d logo.png)

File: b5d50ad47170e9e⋯.jpg (43.56 KB, 484x484, 1:1, brogress.jpg)

912a2d No.14595695

BROGRESS edition

Show us them sick gains games, anon

Resources

>>>/agdg/

>>>/vm/

>#8/agdg/ via irc.rizon.net

Links

>Wiki: http://8agdg.wikidot.com/

>Beginner's guide: >>>/agdg/29080

>Previous thread: >>14581585

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)

1ce39f No.14595716

Reminder not to give up.

If you feel stuck and about to give up, take a break. Play vidya or watch some anime, come back tomorrow and start over from scratch with the problem.


fa7fb6 No.14595739

File: ec73d7a516087fb⋯.jpg (53.95 KB, 484x484, 1:1, sgip1.jpg)

File: fdd991307f978e4⋯.jpg (53.58 KB, 484x484, 1:1, sgip2.jpg)

Official /agdg/™ merch coming soon.


1e9ff9 No.14595747

File: aff4d5d2249a2fe⋯.jpg (14.6 KB, 253x262, 253:262, st hand.jpg)

>want to make some 3d models

>work only for 2h and wrist already getting tense and palm is starting to feel numb

>but still want to work

How do I prolong my ability to work?

Normally I would just ignore it and keep going but my dominant hand is tiring quickly since the time when my wrist started to hurt really bad and I had to lay off using it for about a week until it was ok again and I assume I'd just fuck up my hand again if I force my self too much.


2d6110 No.14595753

>>14595747

Take breaks. Breaks are good and often good for ideas.


0d538a No.14595754

>>14595716

>anime

>>14595747

jack off at least three times a day for a month to build strength


c288d7 No.14595757

>>14595754

This, just make sure to jack off with your dominant hand.


fa7fb6 No.14595761

>>14595747

Look into proper computer wrist posture. It sounds like yours is wrong. Don't continue working, or you'll risk fucking up your arm with potentially permanent nerve damage. What angle is your wrist at when on the mouse?


1ce39f No.14595782

>>14595754

>triggered about anime in an imageboard

Please tell me I misunderstood


1e9ff9 No.14595847

File: 03959eeb885f5d8⋯.png (109.4 KB, 1016x616, 127:77, ClipboardImage.png)

>>14595761

It looks like this. I think it's how it's supposed to be. And it seems like there's already some damage done, since I could do these things for much longer in the past.

>>14595753

The obvious yet I somehow can never come up with it myself.

>>14595754

But I'd be exercising biceps and triceps this way. Do those muscles somehow help with the wrist and fingers movement?


d6ed2e No.14595877

>>14595847

place something under your wrist, like a rolled up towel etc.

you probably cutting of circulation by pressing against the desk

i had the same problem and thats how i fixed it


b72c1a No.14595896

File: bf1330e40aeec5b⋯.png (134.08 KB, 500x523, 500:523, bf1330e40aeec5b96ed5f8ad3c….png)

>>14595754

>anime

the funposting begins


fa7fb6 No.14595918

>>14595847

Your wrist is resting on the desk, which is probably putting pressure on nerves, tendons, and blood veins, which is probably what's causing the problems. Keep your wrists off the desk and as neutral as possible. Put your chair and armrests in a position where both your palms and wrists are slightly above your keyboard and mouse. If you're having trouble keeping yourself to it, get a soft wrist support.


3ae1df No.14596463

File: cf6685eb3df7b00⋯.mp4 (11.41 MB, 1280x720, 16:9, infininet_demo.mp4)

I'm new to posting on the /agdg/ threads, started working on a godot game a few months ago part time.

progress report:

working on the visuals so it's visually buggy right now.

needs balancing but once I finish tidying up the visual bugs I'm going to add a basic finite state machine for the "ai" and that should help speed up balancing it and testing.

It looks slow because it's running on a craptop with extra ram and it's running from the editor which is a third or fourth of the speed as when it's compiled

Also learning music theory and practicing with fl studio.

>>14595747

Keep wrists neutral straight, and lift weights. I used to have problems too. Also, anything good for nerves and muscles, do it. Take magnesium not magnesium oxide or plain magnesium and preferably a powder for water or magnesium water, it's nature's calm and good electrolyte for your nervous system. Drink lots of water. Do yoga and/or swimming. Stretch everything, aim for once a day or as much as you can. Or don't, that's what works for me.


6be505 No.14596742

First for C++ as "C with lambda expressions"


53437b No.14596774

>>14596742

That's C#


baf9d2 No.14596807

File: 077fa1fe0338284⋯.jpg (30.69 KB, 447x380, 447:380, 125285384581.jpg)

>>14596774

>C with lambda expressions

>C#

No.


912a2d No.14596814

>>14596774

C# is java with slightly less pajeets


53437b No.14596820

>>14596814

Java has all the pajeets, notice how no one using C# is clamoring to remove primitive types


6be505 No.14596828

>>14596774

C# is "Java but nicer syntax"


d6ed2e No.14596833

c# and java are both shit


53437b No.14596834

>>14596828

>C++ can compile to a virtual machine language

>C++ is Java but nicer syntax


6be505 No.14596838

>>14596834

Reread my post…


53437b No.14596841

>>14596838

>C++ can compile to a virtual machine language

>C++ is Java but nicer syntax


a4117d No.14596843

>>14596833

Your favorite language is shit


6be505 No.14596850

>>14596841

I'm not sure what you're trying to tell me


faa659 No.14596853

Reminder to stop optimizing prematurely.

Use a profiler if you want to know what takes too long in your code and optimize that first.

Stop fussing over shit like "if-else or ternary operator" or "++i or i++".

The compiler is a LOT cleverer than you when it comes to optimizing low level shit.

I do this shit for a living


6be505 No.14596869

>>14596853

But muh switch statements


d6ed2e No.14596875

>>14596853

what are you? a freelance code optimizer?


53437b No.14596881

>>14596853

Having actual self worth is the biggest factor that distinguishes whether you publish a quality game or unpolished dogshit. This is why lefitst games are always such garbage, not just because they inject their pathetic ideas into them. If you willingly publish shit, you have no self-respect or worth.

You can't do anything novel without knowing precisely what your code is doing, and if you try to do so you'll produce shit (and again, have no self respect)

Understanding what your code is actually translating to is an important part of actually producing something good. You're repeating dogma. Compilers are retarded, they miss trivial optimizations unless you specifically phrase something in a way you know the compiler will translate to something else.


6be505 No.14596894

>>14596881

This guy's smarter than a compiler


baf9d2 No.14596898

>>14596853

Reminder that this is generic dogma that you tell faggot newbie programmers that get bogged down in low-level optimizations. Always consider high-level optimizations when designing your code and set target platforms/performance to know when enough is enough.


2d4792 No.14596903

File: 6e4fbc6f790cad9⋯.jpg (192.23 KB, 826x917, 118:131, 1519706765319.jpg)

>>14596881

Having the opposite is just as bad, where you think nothing you do is good enough so you constantly start over, and get depressed if you can't come up with a satisfying solution.


35b931 No.14596907

>>14596898

Perfectionism is a real danger in coding. He's saying to focus on getting results first and do optimizations later.


d6ed2e No.14596911

File: a2cd30539af1a4e⋯.webm (780.71 KB, 1280x720, 16:9, compilers.webm)

>>14596881

>he thinks hes smarter than a compiler

lmao


baf9d2 No.14596914

>>14596907

High-level optimizations are expensive to do after the fact, which is why it's important to always have in the back of your mind. Changing your architecture sometimes ends up impossible without rewriting the entire thing.


faa659 No.14596919

>>14596881

>Understanding what your code is actually translating to is an important part of actually producing something good. You're repeating dogma. Compilers are retarded, they miss trivial optimizations unless you specifically phrase something in a way you know the compiler will translate to something else.

Understanding what your code is actually translating to is important if you want to grow from a decent coder to a good one.

Many people here are just starting out. Telling them to look at assembly would be bullshit.

Optimize when there is need to, not before.

>>14596898

Exactly.

>>14596875

senior dev, automotive industry (think self-driving cars), the software has to cope with GB of data per second, so it has similar performance constraints like games. Also did VR engine development before.

>>14596914

True, but as >>14596907 said, one should aim for the middle ground.


53437b No.14596921

>>14596894

>>14596911

>write some code

>look at what it compiles to

>reorder it with the exact same functionality

>it compiles to better code

If all you can do is regurgitate dogma at me, then you're clearly operating at a level where cookie cutter advise meant for the masses applies to you.


baf9d2 No.14596942

>>14596919

>True, but as >>14596907 said, one should aim for the middle ground.

I'll be honest, all of the games in Aggydaggy could trade performance for productivity and be better off. My game for example really only uses object pooling and resource caching as 'optimizations' (being generous here), it doesn't need more and I doubt many other games here do either.


d6ed2e No.14596943

File: a3c6f37df1b9e41⋯.png (46 KB, 1870x564, 935:282, karli codes.png)

>>14596921

>compilers don't optimize

Are you a java/c# "programmer" by any chance?

>inb4 no i'm an embedded systems dev using c


faa659 No.14596957

>>14596921

>write some code

>look at what it compiles to

>reorder it with the exact same functionality

>it compiles to better code

The third step might also actually be

>reorder it and think it has the exact same functionality, but actually does something slightly different

in some cases.


3f6e53 No.14596974

File: e5dd239fc152337⋯.jpg (157.97 KB, 669x1000, 669:1000, dc9ead403da50a4a919aae292e….jpg)

>>14596921

>waaahhh why is he pointing me out for my retarded half-truths?


eac8f1 No.14596986

>>14596853

>Reminder to stop optimizing prematurely.

Platitude fam. "Prematurely" is too context sensitive. Besides, optimizing is fun


faa659 No.14596993

YouTube embed. Click thumbnail to play.

Here is a good talk about optimization.

Important part: 42:25


85b9e4 No.14597011

File: aed986bca441d1b⋯.png (2.4 KB, 249x157, 249:157, ClipboardImage.png)

File: 0ae6cacd328032b⋯.png (3.11 KB, 277x175, 277:175, ClipboardImage.png)

So my current meme project is to have a clock/mechanical themed game where you navigate dots as a clock hand, always spinning around one, while avoiding enemies and obstacles to get to the end (basically a shameless remake of Ultimate Spin Doctor)

Anyways, collisions. I feel that I can represent the rotation as a byte value, with 0 being no rotation, 64 being 1/4 rotation, etc. This means that I can avoid floating points during the updates, and get a "fresh" value every time, so there is no compounding of floating error.

Collisions seem tricky, however. I can represent each hand/wand as a point on a unit circle's edge, and after factoring in their velocity (angle speed per update) create an imaginary triangle for each one. Then, collision just becomes a matter of seeing if a point/line segment intersects that triangle.

However in the case of objects like walls, and interactive objects that you move over, I'm not sure how to handle it. Walls for example, clip onto a grid, and I can either have a whole bunch of rectangles to represent them, or else check the tile for a wall flag, and only collide the central part. Basically I don't want the wall's width to be a factor because it seems arbitrary? Meanwhile, objects you can touch have a larger range. Not sure.


09f074 No.14597017

>>14596943

The compiler can't optimize when it can't make assumptions. I've seen an example where adding a seemingly extraneous modulo made the difference between concise SIMD and a large amount of edge case handling. That said, >>14596881 comes off as an idiotic amateur who thinks he's an elite programmer because he found his mistakes with a disassembler when he could have found them thinking about his program a little harder.


e4af9a No.14597061

File: 572e6a991038938⋯.png (325.51 KB, 900x674, 450:337, optimization.png)

>>14596993

Just cut it out.


ff8228 No.14597199

Can you make actual games with Pixel Vision or is it just for fun?


53437b No.14597209

>>14596974

>m-maybe if I repeat it enough times people will start believing it's true!


e4af9a No.14597221

>>14597199

With what???

Link required.

There are too many things with this name.


a5e4cf No.14597227

I'm reporting all posts that are off topic or inflammatory


ff8228 No.14597242

>>14597221

https://pixelvision8.itch.io/game-creator

>A downloadable Fantasy Game Console for Windows, macOS, and Linux

It's for developing games with console specific restrictions (like Famicom, Gameboy and a few others) or custom settings. From the description I can't gather if it's just for simulation of developing games with those restrictions and the game is just playable on Pixel Vision or if you can make a product.

>Easily share games with others as .pv8 (.zip) files.

I'm not sure if this means, share the games with all people or just people with Pixel Vision.


3ae1df No.14597264

>>14597242

V0.7.9 Alpha

It's in alpha and look at the comments section, doesn't look great, what do you want to make?


3ae1df No.14597272

>>14597242

Sorry for double post, but this is probably indicative of how useful it is to you: https://itch.io/board/56840/bugs

It looks like it's in active development, so it's not all bad news.


ff8228 No.14597290

>>14597264

I don't really have any time or ideas but I was thinking of screwing around with it in the future when I do. I don't know, it just seemed interesting. I was wondering if anyone here used it before.

>>14597272

>game doesn't boot in linux

I suppose you can make games then. And yeah, I've found out about it from their recent twitter announcement. They seem active. Thanks for spoonfeeding by the way.


85b9e4 No.14597303

If there is a tangible difference between a sphere and a hypersphere, does that mean a non-axis aligned sphere is possible?


e4af9a No.14597362

>>14597242

>It enables designing games around limited resolutions, colors, sprites, sound and memory

sounds like hipstershit

>Pro Features (Paid Early Access)

>Paid

>Early Access

I wouldn't start making a game on an engine which calls itself unfinshed

>Lua

If you want to script in Lua: https://love2d.org/


fc0aea No.14597394

>>14596957

The other cases are defined to be undefined behavior in the language. The compiler is doing exactly what it should here, and complaining that it isn't optimizing undefined behavior in a way you intended shows that you clearly don't know the language you're writing in.


53437b No.14597402

>>14597394

Do you even understand what you've written?


93e6ec No.14597436

File: 108ce5b7176d8cd⋯.jpg (34.66 KB, 362x346, 181:173, c1902753aacfdce5e84782ddc5….jpg)

>>14597242

>fantasy consoles

Would developing a fantasy console on par with the N64 or early fifth gen consoles be a good idea? I feel like it would be a neat idea, but I don't know if anyone would actually dev on it. I'd have to make a simple 3D modeling and animation component for it as well, so the technical barrier of actually making a game with it would be a bit higher than 8bit consoles. The early 3D era didn't get enough love though; and devs quickly came to the conclusion that more polys = better, so hopefully others would also like the idea of revisiting the early 3D era and flesh out it's full potential.


53437b No.14597448

>>14597436

There's no one to use it, anyone who can make an art style work will make an actual game. Everyone else will just use "Free low poly asset packs for Unity"


e4af9a No.14597480

>>14597436

You could just make a low poly game in c with commonly used libs to make a game which runs on a raspbarry pi.

Consoles WERE ALWAYS SHIT!


ff8228 No.14597492

>>14597362

I've heard of Love but I've not looked into it. Will keep in mind.

>>14597436

Would be interesting as a shorthand. I always wanted to make a game with a jittering ps1 look.


85b9e4 No.14597499

>>14597436

The only reason Pico 8 is successful is because it has all the tools integrated into it, and games are easily distributed (as an embedded .png)

Basically if you can define a simple format, make a toolset for it, people will probably(?) go for it. But at that point, if it's so simple and extensible, why not just let them use a language of their choice like C# or Lua, and then at that point, it's not really a console


93e6ec No.14597500

>>14597448

>anyone who can make an art style work will make an actual game.

Yeah, but you could argue the same thing for many of the other fantasy consoles. PICO8, LIKO, and that Pixel Vision all have decent communities because people like working on platforms with strict limitations. You could make identical games with Love2D or any other graphics library, yet for some reason people opted to use the fantasy console for their games. The low-poly unity shitters on the other hand can't be helped; they'll be doomed to make low poly garbage games with the "unity look-and-feel™."

>>14597480

I do have a few pi's and that could be an option. But I've been writing a cpu emulator as a side project and would ultimately like to do something cool with it, like make a fantasy console. Or I could just make a game.


faa659 No.14597506

>>14597394

How on earth are you reading undefined behavior into this?

I meant shit like coding


if(complicatedFunction() || simpleFunction()){
foobar();
}

Then reordering it to


if(simpleFunction() || complicatedFunction()){
foobar();
}

and thinking it's the same code.


93e6ec No.14597512

>>14597499

>But at that point, if it's so simple and extensible, why not just let them use a language of their choice like C# or Lua, and then at that point, it's not really a console

I mean if you look at it that way, the PICO8 isn't really a console either. It's more like a Commodore64 with built-in dev tools to make games, but I see your point.


b25061 No.14597516

File: 9e017cf0ae466c5⋯.jpg (37.82 KB, 372x399, 124:133, 1338895958660.jpg)

>Want to make a multiplayer vs. Quake mod

>Quake C doesn't seem that hard to grasp, coming from a C background

>The ID spaghetti code written in 3 days makes calls to shit in different .qc files all over the place

>Can't for the life of me figure out where the code for multiplayer game modes is

>All tutorials I can find are either "hello world" tier stuff or for engine enhancements

Guess I'm a fuckin' brainlet.


85b9e4 No.14597518

>>14597506

For those of those that don't know, the binary || will evaluate the first function and only continue if it fails. If it succeeds, the second function is never called. Thus, it makes more sense to call a simple function/one that is likely to succeed, then || it against a slower or more complex function


faa659 No.14597528

>>14597518

Thanks for adding that, anon!


e4af9a No.14597530

>>14597492

Also, don't fall for pixelshit memes.

By restricting yourself to using less colors the amount of bytes actually used is the exact same as if you used the full color space available.

I wouldn't use or recommend pixelvision tbqh since I don't think the license allow to distribute the script with the engine which means that you can't make executable files like you probably envision.


faa659 No.14597535

>>14597516


float Q_rsqrt( float number )
{
long i;
float x2, y;
const float threehalfs = 1.5F;

x2 = number * 0.5F;
y = number;
i = * ( long * ) &y;
i = 0x5f3759df - ( i >> 1 );
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
//y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed

return y;
}


b25061 No.14597543

>>14597535

You should see how they set light values

//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//

// 0 normal
lightstyle(0, "m");

// 1 FLICKER (first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo");

// 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");

// 3 CANDLE (first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");

// 4 FAST STROBE
lightstyle(4, "mamamamamama");

// 5 GENTLE PULSE 1
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");

// 6 FLICKER (second variety)
lightstyle(6, "nmonqnmomnmomomno");

// 7 CANDLE (second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");

// 8 CANDLE (third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");

// 9 SLOW STROBE (fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz");

// 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma");

// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");

// styles 32-62 are assigned by the light program for switchable lights

// 63 testing
lightstyle(63, "a");


66f09c No.14597548

File: d74c73463828a37⋯.gif (94.62 KB, 450x504, 25:28, d74.gif)

>>14597543

>FLUORESCENT FLICKER

>mmamammmmammamamaaamammma


3826e7 No.14597560

>>14597548

Who was this guy again? I forgot his name, I only know that he is a piece of virtue signaling lefitst shit.


baf9d2 No.14597562

File: 1ab7b4e410018b4⋯.jpg (2.12 KB, 101x126, 101:126, 1ab7b4e410018b40e9d91dddb2….jpg)

>>14597543

What the fuck


41442a No.14597581

YouTube embed. Click thumbnail to play.

>>14597506

sometimes reordering an exclusive series of conditional branches to reflect the frequency of traces can yield performance gains, but only in a hotspot.

http://users.eecs.northwestern.edu/~stamourv/papers/profile-guided-meta-programming.pdf


d6ed2e No.14597584

File: c6e5b0eeb028160⋯.jpg (22.95 KB, 215x176, 215:176, scott meyers.jpg)

>>14597518

Guru question

What will this code print?


#include <cstdio>

bool check(bool v) {
printf("called with: %d\n", v);
return v;
}

int main() {
if (check(true) + check(true)) {}
}


fbea55 No.14597586

>>14597500

>Yeah, but you could argue the same thing for many of the other fantasy consoles. PICO8, LIKO, and that Pixel Vision

No, you couldn't, because any random idiot can make a shitty 2D game by copying and pasting Lua scripts into a fake console. I suppose Unity isn't any better in this regard, but you can always tell indieshit low poly "art" from a game made by an actual team of competent developers with self worth


fc0aea No.14597588

>>14597506

Wups. I was looking at >>14596911, don't mind me.


85b9e4 No.14597593

>>14597543

Actually when I tried to make a light flow thing for a roguelike, I researched a few different systems, and saw Source's approach which did the same thing.

The reasoning behind it was that using A-Z, you had 26 different values (A=0, Z=100%) to scale the lighting. This let you express complex light patterns in single characters as a string. Think of it as a helpful macro instead of creating a byte[] or a manually typing, eg 0x0, 0xF, etc


85b9e4 No.14597601

>>14597584

I don't know what the result of "bool+bool" is in C/++, but each component in the if statement will be evaluated. Each function call will call printf with "true" as the argument, therefore the output should be:

>called with: true

>called with: true

and do nothing otherwise, correct?


01b718 No.14597605

File: 5707d9394f6805f⋯.png (55.4 KB, 637x356, 637:356, wheee.png)

File: 0e53505934e7afa⋯.swf (210.61 KB, cherry2c-dragon.swf)

Started messing around with this little thing as an engine/animation test. Probably won't become a real game anytime in the near future, but I'm happy with the general feel/physics, and finally found a less bloated way to do scrolling.

Arrow Keys to move, Z to Jump, Down+Z to transform.


d6ed2e No.14597608

>>14597601

Now we modify the code thusly


#include <cstdio>

bool check(bool v) {
printf("called with: %d\n", v);
return v;
}

int main() {
if (check(true) or check(true)) {}
}

What does it print now?


fbea55 No.14597613

>>14597608

>thusly

this is ironic, right?


fc0aea No.14597615

>>14597608

Is "or" even a valid C++ operator?


85b9e4 No.14597622

>>14597608

Well it should only call printf() one time now, since the first call to check() returns true, and it will stop evaluating the condition because it found a true value

>>14597615

We'll assume it is for the sake of whatever argument he's making


fc0aea No.14597625

>>14597622

>We'll assume it is for the sake of whatever argument he's making

But what operator does he even mean? | and || are both "or" operators, yet their behavior around this case are different!


faa659 No.14597626


eac8f1 No.14597627

>>14597608

>or

Depends if its | or ||


01b718 No.14597635

>>14597625

or is ||, | would be bitor.


faa659 No.14597640

>>14597584

>>14597608

And what point are you making?


fbea55 No.14597645

>>14597640

I have no idea, Redditers are unable to make a clear or concise point and have to pretend that every statement is a question?


d6ed2e No.14597648

>>14597622

Most eggscellent

Last variation!


#include <cstdio>

bool check(bool v) {
printf("called with: %d\n", v);
return v;
}

int main() {
if (check(true) | check(true)) {}
}

What will the output be?


eac8f1 No.14597651

Quick, what does[code]int i = 5:

printf("%i", i++ * i++ * i++);[code]print?


fa7fb6 No.14597658

>>14597605

Very cute. I personally think the jump could stand to be slightly higher, but the controls are great overall. It has a good feel to it.


41442a No.14597661

>>14597615

these bitch niggas gotta learn evaluation rules, and what short circuit operators are, and how they evaluate compared to bitwise logic.

short circuiting sucks in C if you use it in a value context like lisp.


x || y
in
c semantics: (x ? 1 : (y ? 1 : 0))
lisp semantics: (x ? x : y) [roughly]


41442a No.14597664

>>14597651

15?

sequence points are after expressions.


9b3153 No.14597666

File: 1301ce780862a14⋯.webm (6.08 MB, 732x480, 61:40, grass.webm)

Made a grass shader. Need to find a better way to place the meshes in the world, right now it's just a hundred copies of the mesh and there's probably a more efficient way to do it.

>>14597562

You can use this in the source engine, too. You can even pass your own string to any light.

>abcdefghijihgfedcba

^gives you a fade from max brightness to mid brightness.

>>14597605

cute


85b9e4 No.14597693

>>14597648

Called twice because it needs to evaluate the function to compare two bool values (true bitwise-or true) to get a final value (true) to see if the if body is executed

>>14597651

Not sure offhand because this is the style of coding I usually avoid. Depends on the order of operations, but I assume (probably incorrectly) that it's 5*6*7=210


85b9e4 No.14597711

>>14597693

Oh shit I was right, good feels.


651f3a No.14597732


85b9e4 No.14597893

File: c492da7ba69a125⋯.mp4 (3.85 MB, 600x600, 1:1, 2018-04-05 16-33-50.mp4)

>1000 randomly placed buttons of varying sizes

>When mouse is moved, the window's mousemoved event is fired, which then iterates the list of buttons and sets a flag to either true or false if it's inside it

I feel like iterating the entire list every time I move the mouse a pixel feels wasteful, but I assume that can be improved with better bounds checking (quad trees), right?

Also, it's only one event but I don't want it to feel monolithic. Would I push the event into eg a UIEventHandler object or something like that, so that it's not a bunch of global handlers (letting me have two UI groups in theory) that sort of thing?


d6ed2e No.14597912

File: 1c116315d7a1e53⋯.jpg (10.04 KB, 226x224, 113:112, 1459536401998.jpg)


85b9e4 No.14597919

>>14597912

Yes, anon?


fbea55 No.14597922

>>14597893

if it's just buttons I would not bother with a more complex data structure like a quad tree It is just buttons, right?


baf9d2 No.14597923

File: c868f03031fdeef⋯.png (207.11 KB, 400x400, 1:1, ▄█▀_█▬█_█_▀█▀.png)


85b9e4 No.14597931

>>14597922

Yes. Really they don't need to be anything more than a boundary, but more specialized Control classes will probably add more stuff to them.

I'm trying to make a simple UI library on top of SFML that I can use for my games. Allowing for rendering is going to be the hard part, but the functionality should be more or less be straightforward.

One thing I have difficulties conceptualizing is something like a scroll bar or a spinner box. Would the control itself create two additional buttons for increase/decrease and parent them to itself, or would they just be additional pollable regions?


85b9e4 No.14597984

>>14597931

Oh actually, since UIs are tree based by default, I only have to step deeper and check the children if the parent element contains the XY position. That's great, even if I have a million controls, only a handful have a chance of being polled that way


fa7fb6 No.14598109

>>14596911

What's the context of this clip? Assuming x is a number, why wouldn't that if statement successfully evaluate to false?


85b9e4 No.14598132

>>14598109

It's a clip from a hacker expo. Despite being a shitty Las Vegas pozzed shit, they do know a fair bit of things

https://en.wikipedia.org/wiki/DEF_CON

I assume in this context, evaluating it when X is equal to the maximum value, X+1 will overflow into either 0 or -2147483648. Therefore, if as an end user can supply "2147483647" as an argument, it will roll over and evaluate true, and in all other cases will evaluate false


d6ed2e No.14598142

>>14598109

It was from a video about hacking MMOs.

The video has since been taken down after a copyright claim from one of the game publishers featured in the video.


eac8f1 No.14598148

>>14598109

>Assuming x is a number, why wouldn't that if statement successfully evaluate to false?

Suppose X is an 8 bit integer whose value is 255.


eac8f1 No.14598156

>>14598132

>I assume in this context, evaluating it when X is equal to the maximum value, X+1 will overflow into either 0 or -2147483648.

IIRC this is actually undefined behavior. There was some shitbreeze over it when one compiler actually treated it as such and optimized that kind of thing away.


fbea55 No.14598160

>>14598148

this problem is easily solved by removing primitives entirely and using rationals for everything; In this case, 'X' is a class that inherits from a rational integer, which is backed by either a fast numeric type (hidden to the user) and gracefully and robustly instantiates a proper rational if its out of the integer range. Alternatively, don't use bytes, this is 2018.


eac8f1 No.14598162

>>14598160

>this problem is easily solved by removing primitives entirely

Like most of america's problems.


d6ed2e No.14598164

>>14598109

>>14598142

This link might work if you want to check it out. It was quite interesting, much better than most videos on this topic.

https://archive.org/download/youtube-PfbMZJsb1cQ/DEF_CON_25_-_Manfred_-_Twenty_Years_of_MMORPG_Hacking_-_Better_Graphics_Same_Exploits-PfbMZJsb1cQ.ogv


85b9e4 No.14598199

>>14598142

>Copyright claim

Why? I would think showcasing it for educational purposes constitutes fair use. Oh well.

>>14598156

I can't remember but I think C# is unchecked by default and just rolls numbers over


fa7fb6 No.14598202

YouTube embed. Click thumbnail to play.

>>14598109

Oh fuck, I guess I'm blind, retarded, or both. It says "//Overflow!" right below. That's what I get for using GameMaker.


85b9e4 No.14598275

>>14598164

>That UO house riot


48b1f0 No.14598290

File: 19b5a7b66d4e188⋯.jpg (74.91 KB, 1000x500, 2:1, DQmQ51ZMiDBSka1cuDxPizKBjf….jpg)

File: 428c5a7da48719f⋯.png (384.43 KB, 640x360, 16:9, Privacy=Freedom.png)

File: c73103c826487d4⋯.jpeg (122.02 KB, 800x500, 8:5, PIVX.jpeg)

File: e3d10954d1633db⋯.jpg (137.39 KB, 1024x640, 8:5, HODL.jpg)

File: fcd5f0634d63abd⋯.jpg (96.16 KB, 700x634, 350:317, 3fe505cd97de287ad94d79a79b….jpg)

>Japan surrendered the MMO market to Korea

Proof:

http://us.ncsoft.com/en/

https://www.bluehole.net/en/main

https://www.pearlabyss.com/

Wouldn't it be awesome if the source code was leaked for games like Black Desert and TERA, so we could take their beautiful graphics, and then remake the games to be actually fun rather than boring do X quests that don't really make use of the Multiplayer nature of MMO's. MMO's need to be living dynamic worlds.

I have a dream anons, in it digital worlds meet free as in freedom, a million worlds blossom.

Libre Uber Alles!


1d5109 No.14598300

>>14598290

>MMOshit

Good luck, faggot.


82da56 No.14598313

YouTube embed. Click thumbnail to play.

>>14596853

>Reminder to stop optimizing prematurely.

Reminder that if you ignore performance and structure your program badly you will be plagued with issues that you can't fix without restructuring the entire thing.


e4af9a No.14598314

>>14598290

I think you wanted to say: Libre über alles!


82da56 No.14598322

>>14596881

>>14596921

All the data oriented design people are gone it seems.


912a2d No.14598329

>>14597492

>I always wanted to make a game with a jittering ps1 look

I think there was some lovecraftian horror game that used the PS1's non-perspective texture transforms, but sadly the environment looks like minecraft blocks so it still looked like shit.

>>14598313

That's the thing people seem to not get about "don't optimize prematurely"

Writing performant code straight away is not optimizing. Rewriting code because you assume it'll be too slow is.


85b9e4 No.14598352

>>14598199

>>14598164

>>14598142

Oh I see, it was ESO, he skipped it very fast


82da56 No.14598396

>>14598329

>Writing performant code straight away is not optimizing. Rewriting code because you assume it'll be too slow is.

Yeah. It's really annoying hearing that though since, like Mike Acton says in the vid, "It's the most abused quote ever". I remember running into this situation a lot:

>Starting a new system in my game

>Think of something (algorithm, container, etc) that will be used all over the system and could be done god knows how many times per frame

>Decide to research it just to make sure I don't structure an entire system on something that is slow

>Have to dig through "Don't prematurely optimize"


f40ab9 No.14598464

>>14598290

Assuming this actually happens: who will not only set all of it up to run on a pirate server, but also get a team to actually implement the stuff you want?


cc0b3c No.14598549

>>14598202

Don't feel bad. Microsoft programmers made numerous overflow errors in Windows Defender when they "borrowed" some open source code, closed the source, and then converted all integer variables to signed to get rid of annoying compiler warnings.

Happens to even the best of us, mate.


4d8f2c No.14598717

File: b1a01075bd81dcd⋯.mp4 (5.47 MB, 1152x720, 8:5, Recreation Practice - Part….mp4)

Halfway through making all the menus and stuff. Guess I'll work on the inventory next.


3cfafa No.14598729

>>14598717

What are you trying to do with this? Create a KH ripoff with a Neptunia bitch?


c89a90 No.14598854

Video games are such utter shit, why do you even want to contribute to the garbage pile? It's not like anyone in these threads ever made anything of note, but now that even the dumbest 11 year old on tumblr can get his turd shat onto steam or the app store, just what's the fucking point?


c520f2 No.14598884

>>14598854

>Things are bad, so why try to fix them?

Is this your first day on the job?


c89a90 No.14598889

>>14598884

It's fucked. There is nothing to be fixed. The 1000 new shit games every single day should be proof of this.


c89a90 No.14598939

>>14598928

Not the same person you autistic fuck.


96ccea No.14598941

File: 3cf42382343eb95⋯.jpg (77.69 KB, 574x675, 574:675, Sad German.jpg)

>working with several anons on a project

>live in Europe

>most others live in NA

>mfw I'm supposed to head to bed while they are still at work


e50150 No.14598951

is there a website or tool that lets me make a curve and returns a function to replicate it?


82da56 No.14598954

File: 6fc82b04bbdadcf⋯.png (183.96 KB, 1024x1024, 1:1, 1448228286930.png)

>>14598939

Oh, because he just as delusional. In that, he thinks the best way to fix things is to give up.


fbea55 No.14598958

>>14598396

>Have to dig through "Don't prematurely optimize"

Programmers are the most dogmatic group of people I've come across. They hear things that sound like they're true, repeat them, and then you've got so many people repeating them that it starts a never-ending cycle. As if you could actually become a decent programmer by reading a list of motivational quotes people like to spout off.


c89a90 No.14598989

>>14598954

Sometimes it is actually ok to give up on something that died over 10 years ago.

>>14598958

>As if you could actually become a decent programmer by reading a list of motivational quotes people like to spout off.

>implying that isn't exactly how normalfags do it


c520f2 No.14599063

File: c1731fad58d2885⋯.png (496.98 KB, 851x644, 37:28, ClipboardImage.png)

File: de2a26d5828887e⋯.png (49.86 KB, 256x256, 1:1, Even now.png)

>>14598989

>Something bad happened a long time ago, so we might as well just be sad about it until we die instead of learning from it and building bigger and better things ourselves.

>Using a blackpill this fucking weak.

I'd tell you to keep trying, but you're clearly not into that kind of thing.

Reminder to everyone that by choosing to make the game you want to make for its own sake, you're choosing to be the light in the darkness, even if that isn't your goal.

JUST LIKE MAKE THE FUTURE


82da56 No.14599067

File: 3f5f5ac2ef3403b⋯.jpg (86.99 KB, 479x600, 479:600, 1455588122754-0.jpg)

>>14598989

>The game industry turned into Hollywood

>This somehow makes it impossible for lone devs or a small ragtag team to make good games (like how they did in the 90s)

Yeah, yeah. Factorio doesn't exist and the wall isn't being built. Heard it all before.


b4d7c9 No.14599282

>>14599067

Hello r/The_Donald; where's your game?


85b9e4 No.14599825

>>14598549

>then converted all integer variables to signed to get rid of annoying compiler warnings.

Jesus christ. At least understand what you're doing before doing it


85b9e4 No.14599893

File: 98cd397b2e071ea⋯.png (17.26 KB, 716x223, 716:223, ClipboardImage.png)

>seems_legit.jpg

Anyways, since it's a .jar file, I thought I'd take a look at it. I cautiously downloaded it and uploaded it to a java decompiler from the internet, and got back a .zip file. They appear to be using obfuscated names for functions and classes. I am not sure where the entry point is.

For educational purposes, I am uploading the decompiled source code here. To be clear DO NOT EXECUTE THE CODE INSIDE AS IT IS A TROJAN FROM A PAJEET OR CHINK, but this might be interesting to see how they do things.

https://volafile.org/r/hr89982w


85b9e4 No.14599944

File: 2867563130dc7e7⋯.png (27.45 KB, 560x436, 140:109, ClipboardImage.png)

>>14599893

This somehow makes less sense than regular pajeet code.

Notepad++ can't seem to hit any actual strings though, so I wonder how the payload works


fbea55 No.14599979

>>14599893

>>14599944

package com.rebused;

import java.lang.reflect.Method;

public class Prudely
{
public static Method giggerUhs;
public static Method pissZira;
public static Method birkBree;

public Prudely() {}

public static Method getGiggerUhs()
{
return giggerUhs;
}

public static Method getPissZira()
{
return pissZira;
}

public static Method getBirkBree()
{
return birkBree;
}
}

I like how most of the code is gibberish that does literally nothing. What's the point? Anyone who is looking at the source code is too smart to run anything made by an indian


85b9e4 No.14599990

>>14599979

Oh you'll love this. After you write your shit you can run it through an obfuscator that basically renames symbols into gibberish to make it hard to reverse engineer.

But also, Java has import. It normally works on class references as a whole but a static import lets you pull individual functions


640b07 No.14600019

File: 59f84e1d839de88⋯.jpg (25.62 KB, 600x628, 150:157, 2db.jpg)

>>14599893

Who the fuck actually even has java installed anymore?


fbea55 No.14600025

File: 73d8304314731d1⋯.png (251.31 KB, 784x589, 784:589, image.png)

>>14599990

try running it through a deobfuscator, I want to see how it actually works


640b07 No.14600085

File: 2662a3fcea46f1e⋯.png (34.19 KB, 153x164, 153:164, heavy_duty_erection.png)


85b9e4 No.14600144

File: 37caec0dcc66873⋯.png (37.05 KB, 729x248, 729:248, ClipboardImage.png)

>>14600025

But if it's just token names it probably doesn't matter, no?

Since everything is static, I did a search for things like "=", or "public static". I found a few classes that store strings, a few that store Class[], or a javax script engine


fbea55 No.14600167

>>14600144

I think deobfuscators try to consolidate the millions of useless classes and getters/setters into the actual program, so it'd at least be handier than searching through 200 files


d7a8a1 No.14600207

File: bc6b06e7c9832a1⋯.png (783.09 KB, 1440x900, 8:5, Hell Divers progress.png)

File: 045eabf4deb9b82⋯.jpg (254.21 KB, 1080x760, 27:19, what I'm going for, but le….jpg)

Progress is progress. Fucking around with an extremely outdated, but fuck it modeling program.


85b9e4 No.14600243

>>14600167

Apparently Java doesn't have many solid tools for deobfuscating things. There's a renamer, but as far as consolidating structure? I don't know any off hand.

Might make a fun weekend project, though


fbea55 No.14600464

>>14600417

I'm sorry, anon, it's terminal


75097b No.14600465

File: 692b6555f44d91e⋯.png (184.48 KB, 1901x1036, 1901:1036, BlenderFix.png)

>>14600417


0d5ec6 No.14600485

>>14600465

>>14600464

brb hanging myself


0d5ec6 No.14600778

tried hanging didn't work,

once I've created a new actor in unreal engine 4. how do I start as that character now that I've given it a camera. It starts me as the default mannequin even though I've deleted that actor


72abf0 No.14600800

File: 90fa86fe77a6729⋯.png (533.97 KB, 733x462, 733:462, ClipboardImage.png)

File: bafbd79ecec34dc⋯.png (3.11 MB, 1848x2000, 231:250, ClipboardImage.png)

File: 6f4834f67f9ef5e⋯.png (1.44 MB, 1400x2693, 1400:2693, ClipboardImage.png)

File: 388edd96fa64e17⋯.png (1.32 MB, 986x1600, 493:800, ClipboardImage.png)

God fucking damnit

after seeing stalker bro's mindstorming I wanna make a fun, fast-paced tacticool waifu FPS but can't because I have a project to finish


c4a2d8 No.14601992

>>14599390

>>14601634

Remember to report and filter lads


9b3153 No.14602494

File: 823cff59b01e1f7⋯.png (559.5 KB, 960x960, 1:1, ClipboardImage.png)

File: 90dc87254c12423⋯.mp4 (11.51 MB, 946x490, 473:245, 2018-04-06_09-24-01.mp4)

Grass can now be affected by "wind" via a direction and a magnitude input.

>>14595747

>wrist already getting tense and palm is starting to feel numb

Try a vertical mouse. Anker is fairly cheap.

>>14596463

>Multiplayer hacking game

Cool. Are you using Godot 3.0? It dropped support for OpenGL ES 2.0 and caused serious performance problems for integrated and mobile graphics cards. There's a guy dedicated to re-implementing it for 3.1, which should return it to normal performance.


4361b3 No.14602568

YouTube embed. Click thumbnail to play.

>>14602494

The grass looks a bit off. I think you should add a second slider for turbulence. Unless you have something obstructing the wind and causing turbulence, it's far smoother even at high wind speeds. It almost looks like waves on water.


ba3247 No.14602642

File: 8045ab3b31581dd⋯.png (909.14 KB, 960x540, 16:9, Excuse of progress in Blen….png)

Is there an official term for "Investment Anxiety"? I'm heavily suffering from this. Sorry for the blogposting, but I think it's necessary to understand what I'm talking about: I want to make something, but I know that with low effort nobody will care about what I make, but with heavy effort and long time investment I fear not only eventually quitting but possibly dying (I live in a shithole) or being unable to finish it for "reasons". Then my mind starts to think crazy shit like "median" effort, the necessary to make something good but not too much effort to waste time in something that possibly nobody would want to play (think bob's game for example) but cashing in on it to have money to get resources to (get the fuck out here and) make more games. Or even worse: Early Access, Crowdsourcing, Pitching, Startup thinking. When I share this shit with other people they think I got pretty soulless and I'm turning into "CEO material".


1e4074 No.14602682

>>14602642

I might have misunderstood what you're talking about, but I know I couldn't handle something like a Patreon. Having to deliver X amount of content on a schedule is way too much for what is essentially a hobby to me.


9b3153 No.14602747

>>14602642

I feel the same way, but I don't have any advice.

>>14602568

Good suggestion, thanks.


ff150d No.14602810

>>14602642

Unless your game is strictly a free hobby project, you're going to have to worry about project management and things like marketing and funding eventually. If that's not part of your skill set then it's best to look for advice from someone who's done it successfully. So maybe agdg isn't the best place to ask.


fd8f84 No.14602880

File: 00092b0bc8d3a01⋯.png (61.16 KB, 1066x724, 533:362, subtypes.png)

Sometimes I feel like I learned something, but then right away I feel like I've regressed.

I put a public int named subType that returns a value based on par1, figuring that's the only way I'll get subtypes to work properly for altering the quantity dropped of certain ores.

It worked to a certain degree, now everything drops exactly the item it's supposed to, gold ore drops itself, iron ore drops itself, coal drops coal chunk, lapis and diamond etc.

subtype returns at least one unexpected value, but ultimately it works how it's supposed to…

but still cannot get quantity of items to change. I seemingly cannot utilize the subtype int within the method for setting quantityDropped because it always shows up as zero.


731dc1 No.14602912

>>14602642

I like the render but it feels off. Is it the jam or the lighting? I can't tell. It's a good start.


ba3247 No.14602927

File: 0b7e28ddbc86c9c⋯.png (10.5 KB, 184x131, 184:131, spring.png)

>>14602810

You know you are right, I couldn't be a hobbyist in this situation even if I wanted to, I guess I'll take my leave I don't belong here anymore although I'll keep lurking.

By the way, guys, 05/05 Demoday is coming along, you should update the gif on the wiki's homepage and start posting the picture in new threads to remember fresh nodevs and yourselves.

>>14602912

Probably the jam, it seems I fucked up the UV mapping somehow there by the handle.


055979 No.14602955

>>14597605

It's very easy to leave the map and confuse the camera. Cool demo tho.


9b3153 No.14603062

File: a310a3a59f38ef8⋯.mp4 (12.11 MB, 970x780, 97:78, 2018-04-06_11-38-26.mp4)

>>14602927

The cup looks too clean, add a roughness map.


1e9ff9 No.14603109

>>14602642

If you're hobby-tier dev then forget about money, monetization or profits. It's not gonna work. If you push yourself into a corner where your game has to fix your life or else you're doomed, you will drive yourself fucking nuts, see Tetradev. Creative endeavors almost always fail as means to make money, even more so when you have no previous experience at selling your art.


ba3247 No.14603110

>>14603062

Is that a Gondola?


606c7b No.14603114

>>14603062

>7,000 draw calls

Oh fug.


e50150 No.14603135

>>14603062

good work and please share the code once you finish it


66f09c No.14603157

File: 7d18c4f3726cf55⋯.jpg (30.95 KB, 339x254, 339:254, 7d18c4f3726cf5502a637d80e8….jpg)

>>14603135

>please share the code once you finish it

woah there, you fucking communist


66f09c No.14603175

File: cc285c00a60cd52⋯.jpg (42.43 KB, 300x316, 75:79, cc285c00a60cd52758cdcad5f1….jpg)

>>14603169

it was implied


1d5109 No.14603182

File: 238a160c42c36dd⋯.jpg (49.23 KB, 540x720, 3:4, 238a160c42c36ddb32363a2946….jpg)

>>14603157

>FOSS is communism


dd07b2 No.14603185

>>14598951

Not directly.

But you can view the function graph while writing here:

https://www.desmos.com/calculator


e50150 No.14603318

>>14603185

thanks, in the end i went with tiered multipliers because it will be easier to balance


9b3153 No.14603464

>>14603110

No, it's just a red capsule shape

>>14603135

It's Godot shading language, not GLSL, so some things are probably different. To use this in Godot, create a new ShaderMaterial on your grass model, and a new shader, and paste the code. It's heavily commented so it should be easy to understand.

https://pastebin.com/Nnkw5vpr


930519 No.14603511

File: d90a4616203e4fa⋯.jpg (41.49 KB, 345x287, 345:287, 1426195224777.jpg)

>>14602880

>eclipse

>default color theme


335df7 No.14603722

>>14602494

>Are you using Godot 3.0? It dropped support for OpenGL ES 2.0 and caused serious performance problems for integrated and mobile graphics cards. There's a guy dedicated to re-implementing it for 3.1, which should return it to normal performance.

Godot 3 yeah. It shouldn't be graphically intensive, 2 lights at most at a time and 1 particle effect and pretty streamlined otherwise, except for it using gdscript and when running in the editor.

I seem to be using OpenGL ES 3.1 on my laptop, but I would like it to run cleanly on crappier devices.

What are you working on?


b7a3d9 No.14603810

>>14603722

Turn off HDR and reduce the (4K default) shadow resolution in the project settings. These tend to be the biggest drains on the render for me.


2caac9 No.14603821

File: 549b2ece80e2b89⋯.png (215.16 KB, 506x662, 253:331, web development the correc….png)

>>14597543

This is clever programming but it's nothing outrageous. It's just using characters as keyframes for the light since (a < b) when the char inside the string is casted to a uint8_t.


335df7 No.14603959

>>14603810

Thanks, HDR was off, but I reduced shadow resolution an number. I've read the main bottleneck is running it in the editor: https://www.reddit.com/r/godot/comments/47j49k/gdscript_is_very_slow/ Please forgive the leddit link but it's the only place I found any discussion on this issue.


9b3153 No.14603996

File: 21f3c17249bdd49⋯.png (241.63 KB, 500x333, 500:333, ClipboardImage.png)

File: fc6e280659166f1⋯.png (84.85 KB, 300x168, 25:14, ClipboardImage.png)

File: a11e3b2262758bb⋯.png (75.07 KB, 300x161, 300:161, ClipboardImage.png)

>>14603722

Third-person platformer with multiple movement modes. You have some kind of device that can be transformed from a snowboard to a sailboard to a glider, giving you lots of ways to approach a level and interact with it. Obviously there's a bit of physics fuckery for such a thing to exist.

>>14603959

Those are two year old posts, those benchmarks may not be accurate.


0a7202 No.14604040

File: 539fd556ec3b341⋯.webm (8.26 MB, 1280x720, 16:9, trump_ten_steps_for_motiv….webm)

Not a zero day. Not a huge gainz kinda day, but fucking hell, it is not a zero day.

Hope you lads are doing well, I'm not getting caught up in the conversation, just a one and done to say hello and wish you all the best.


35b931 No.14604126

File: 6f23ec7a6133858⋯.jpg (100.82 KB, 640x640, 1:1, cbbea9c4bc879c6daf3231a059….jpg)

>>14604040

>it is not a zero day


335df7 No.14604138

>>14603996

Sounds very cool, games with exploration are my favorite.

>Those are two year old posts, those benchmarks may not be accurate.

Good point, I should run my own benchmark.


335df7 No.14604145

>>14604040

thanks trump, please don't ban my vidya


82da56 No.14604332

>>14604040

I was digging for this clip when the blackpill cucks where in here trying to demotivate everyone. Instead all I had where Trump picks. It's kinda hilarious how hard it Trump triggers the blackpills.


947e25 No.14604391

>>14603959

>Spoiler

Man, it drives me fucking crazy when people shit on you for linking to pertinent information on rival sites, no matter how shit that site as a whole may be. Reddit is mostly cancer, but they're large enough that it should be obvious that they'll inevitably have some decent users who know their field, and are posting useful information. If the information was on our site, I would have linked to where it was here. Sage for mostly off topic.


a77a7b No.14604463

File: 1585fae4a465c69⋯.jpg (184.97 KB, 1080x720, 3:2, comfystrelok.jpg)

>>14600800 (Nice digits)

It's okay, bro, we'll make it there in due time. I'm not able to work on Stalkan game right because of various school, work and social commitments.

I probably won't have a demo until the 11/11 demo day at the earliest.

But that's okay because in the meantime I can brainstorm with you guys and get a clear idea of where I'm taking this (Which will hopefully translate to a faster implementation process since the design part is mostly handled already).


82da56 No.14604497

>>14597666

>No one checked these trips

That game looks comfy as fuck already.


4acc0c No.14604511

File: fe84527c52b49e2⋯.png (809.1 KB, 678x1041, 226:347, realtime graphics project.PNG)

I have one semester to implement a graphics/physics effect using a simple C++ OpenGL library, optionally with Bullet Physics, pic related. Anyone got a cool idea?


75097b No.14604562

>>14604511

Rainbow Six Siege style bullet holes.


a77a7b No.14604577

>>14604511

Bullet impacts kicking up dust clouds(also known as blast clouds). Tired of games that claim to be realistic but someone unloading an AK into a concrete column doesn't kick up a ton of dust and obscure sight.


047490 No.14604601

File: c21c12d5c1d1662⋯.jpg (15.83 KB, 216x278, 108:139, mappy1.jpg)

Anyone know any good books for modern C++?


82da56 No.14604610

File: c2786b423056719⋯.png (49.9 KB, 517x800, 517:800, cache-study.png)

>A vector does not store its data in a continuous chunk of memory. Pointers to the start and end of the vector will be stored in a different location from the data itself.

>An STL vector always allocates memory for its data on the heap. Heap allocation is slower than stack allocation.

http://assoc.tumblr.com/post/411601680/performance-of-stl-vector-vs-plain-c-arrays


047490 No.14604616

>>14604610

but muh iterators


4acc0c No.14604622

File: dae33e488e31aeb⋯.jpg (71.22 KB, 500x656, 125:164, lrg.jpg)

>>14604562

Sounds pretty interesting but i would have no idea where to start, it's just a specific form of mesh deformation, right?

>>14604577

Got a real life video of that?

>>14604601

Yes, pic related, i own since a couple of months it's pretty good, opinionated and specific.

>>14604610

>STL is slow

Use EASTL :^)


047490 No.14604631

>>14604622

Thanks, looks good


4361b3 No.14604657

>>14604511

You could have a look at rendering a dynamic skydome using physically accurate models, starting with an accurate atmospheric model. People did shit like dynamic day and night cycles where the way the sun and moon appear on the sky at any given time is actually astronomically correct. Some even show the actual night sky with the star formations in the right places depending on where you are on earth and at what time. Then there's rendering photorealistic volumetric clouds, which looks super cool, especially when you can fast forward and have dynamic lighting.

I don't know how involved all of that is though. Rendering a realistic atmosphere isn't that difficult from what I heard.

Here are some examples:

https://youtube.com/watch?v=aRdN682V7ZU

https://youtube.com/watch?v=EULG6ZrBghk

https://youtube.com/watch?v=oFjM2AcAhls


fbea55 No.14604666

>>14604391

>Reddit is mostly cancer, but they're large enough that it should be obvious that they'll inevitably have some decent users who know their field, and are posting useful information

Just fucking rehost the information if it's that valuable. We already have several active redditers, reddit already links to us, we don't need to help the cancer spread by having redditers feel at home here.


82da56 No.14604690

>>14604391

>>14604666

The main issue with reddit right now is RottenReditor aka RustFag constantly shilling it here. If it becomes accepted then the cancerous part, such as himself, will bleed in.


75097b No.14604691

YouTube embed. Click thumbnail to play.

>>14604622

Here's one of the people who worked on Rainbow Six Siege destruction talking about how they did it.

Long story short, the wall is an extruded plane

>Bullet impacts the wall

>A "decoration" (a textured planar mesh that sticks to the surface) is placed where the bullet impacted

>A hole is made in the decoration and the plane

>If many bullet holes are close together, then cut out a larger hole

>Ear clipping is used for triangulation

>The plane is extruded into a wall


82da56 No.14604800

File: b47e123aec4db4f⋯.jpg (98.77 KB, 600x800, 3:4, stl.jpg)


fbea55 No.14604884

>>14604691

It's worth watching, but the guy constantly butchering English is hard to stomach.


85b9e4 No.14604946

>>14603114

>>14603062

That grass should be batched into only a handful of calls


82da56 No.14605099

>>14602494

Fortunately for me my hands are so huge that I have to hold a mouse like a vertical mouse anyway.


4acc0c No.14605169

>>14604657

Looks very photo realistic, the clouds especially are a good idea

>>14604691

Thanks anon


fbea55 No.14605182

I was thinking of taking a job where the only real downside is that I'd have to work with a lot of Asians. I already they're genetically predisposed to writing bad code (particularly indians), but most of them are pretty good at following orders. Aside from the Chinese, obviously, who will backstab you and then tell you why you deserved it. Do you think it'd be acceptable to work with them, or would I regret it for the rest of my life?

sage for blog post


75097b No.14605234

>>14605169

You're welcome. Good luck with whatever you end up doing.


d3ef00 No.14605283

YouTube embed. Click thumbnail to play.

>>14597492

>I always wanted to make a game with a jittering ps1 look

How about this one made with GameMaker?


fbea55 No.14605295

>>14605283

That's not PS1 styled, that's just gamemaker styled


f98022 No.14605318

>>14604622

>opinionated

I swear to g-d this is one of the most useless buzzwords in existence.


6fdee6 No.14605323

>>14605283

>>14605295

Someone made a PS1 style jitter vertex shader for unity, making your own wouldn't be hard, just round vertex positions down to some grid


fbea55 No.14605331

>>14605323

Yeah, it'd be easy, just lock all the vertex positions to a grid


82da56 No.14605407

File: 09f67b0460cfbf3⋯.jpg (42.78 KB, 640x480, 4:3, 98109-DungeonKeeperGold.jpg)

File: 6405bdb1095c673⋯.jpg (134.2 KB, 600x325, 24:13, Dungeon-keeper-delayed-rea….jpg)

Speaking of retro graphics. I noticed older games look 100x better at low resolution. I remember ages ago seeing some edge rounding methods (Not bumpmaps, corners of polygons sticking out) but can't seem to dig it up again. Anyone know what I'm talking about? It'd be awesome to have retro graphics without seeing the jagged edges.


82da56 No.14605419

>>14605407

It wasn't tessellation either. I forgot exactly what it essentially would fake rounding off corners that you'd see on the edge of the silhouette of a model.


85b9e4 No.14605429

>>14605419

Truncation?


9b3153 No.14605453

>>14604946

Yeah that webm is literally just a few thousand MeshInstances. I'll use MultiMeshInstances once they fix them (and they fix LOD)


a77a7b No.14605492

YouTube embed. Click thumbnail to play.

>>14604622

https://www.youtube.com/watch?v=kqRNe_qTx7Y

These two videos give a fairly good example. Obviously the effect would linger more in an indoor environment. It even builds up and can create a partial smokescreen effect. I'm tired and wouldn't know what to search to find a video of this effect indoors. I see an anon talking about Siege's procedural destruction stuff, I think R6 has a slight version of this effect.


8d47b7 No.14605564

File: 57fb35e5b5a73ce⋯.png (167.96 KB, 800x1745, 160:349, ClipboardImage.png)

>>14604666 (Checked)

>Just fucking rehost the information if it's that valuable.

That'd be fine, but it's still super gay to not say where you found something, especially if it's unique in any way.


1742f6 No.14605656

File: d6904bd2e7b50d3⋯.png (176.72 KB, 500x495, 100:99, stressed animu.png)

>make game in java

>realize it's a nigger-tier language a quarter through development

>try cpp

>can't get the compiler to load the opengl libraries

Am I retarded, anons?


fbea55 No.14605657

>>14605564

No, it's okay, if redditers find something cool here I'm perfectly fine with them being "super gay" and not hotlinking back to us.


fd8f84 No.14605707

>>14605656

I've spent two days trying to figure out how to pass the subtype of a block harvested to the method that handles quantity. Personally I'd rather blame java than think I'm mentally deficient.


1742f6 No.14605728

>>14605707

What are you doing a minecraft mod? Or your own minecraft clone?


fd8f84 No.14605735

>>14605728

I'm basically rewriting minecraft's deobfuscated code.


1742f6 No.14605744

>>14605735

If you're hardcoding it just do a switch statement or a series of if then else statements. Similar thing if you're loading in block data


fd8f84 No.14605768

>>14605744

It's not that easy, or at least it would be if I was using multiple blockID's.

quantityDroppedWithBonus checks if par1 is greater than 0 and if blockID != idDropped(0, par1, par1Random) before doing anything, then it calls quantityDropped, which checks if blockID is equal to lapis ore, and if yes it drops 4 + random.nextInt(5)

else it drops 1

I can't figure out how to apply this to a block's damage value because that itself is not hard set anywhere, there's no variable to call, I thought I could cheat by calling blockIndexInTexture but it always returns the default texture value, despite it having to use a different texture based on the block metadata


724bbd No.14605770

File: 1876f68ac79993b⋯.webm (1.39 MB, 1280x720, 16:9, Terry_Davis_-_Where_It_Al….webm)


8b7e69 No.14605775

What are your ways of getting motivated?


1fffbb No.14605779

>>14605775

Try to hear your code crying.


1742f6 No.14605797

>>14605768

Wouldn't you be able to add a class field (int) for block metadata?


1742f6 No.14605798

>>14605775

Look at this anon's post >>14604040

But I like to look at cut content from other games to get inspired.

Sage for doublepost


fd8f84 No.14605825

>>14605797

Beats me, there's a method for returning the metadata (damage value) of the block when harvested. Actually maybe it would be doable to add subtype as an int to the protected block constructor, and assign the metadata instead of a blockID. I'd have to try that out since that seems better than doing all this within the block class.


755d5c No.14605839

File: 178f7dad5f7ff54⋯.mp4 (11.27 MB, 454x280, 227:140, output_compressed.mp4)

Felt like making some music last night, came up with some sort of a car chase synthwave track.

I most likely won't use it in my game, but I think I'll experiment some more with these 80's synthesizers.


1742f6 No.14605872

>>14605825

So I just saw your OP, it provides some context.

Rename those method variables anon! It'll help you out in the long run.

By the looks of it, you have no return value for par1 == 2, which I assume is the anomaly you're getting


335df7 No.14606413

>>14605839

Sounds really cool, saved. What daw are you using, it has a nice aesthetic?


baf9d2 No.14606460

File: b4c58bc1c616035⋯.png (1.02 MB, 1064x895, 1064:895, ClipboardImage.png)

Who here /whitebox/?


755d5c No.14606580

File: 856b11c0cec9cac⋯.mp4 (7.27 MB, 688x444, 172:111, fantasy_forest.mp4)

Here's a fantasy forest village-ish theme I made just now. This one I will most likely put to use.

>>14606413

Sunvox. It's more of a mod tracker + modular synth than a DAW.


111069 No.14606626

>>14606580

Feels runescape tier. Love it.


faa659 No.14606655

>>14604610

>>A vector does not store its data in a continuous chunk of memory.

No.

C++0x upwards states:

n2798:

"23.2.6 Class template vector [vector]

1 A vector is a sequence container that supports random access iterators. In addition, it supports (amortized) constant time insert and erase operations at the end; insert and erase in the middle take linear time. Storage management is handled automatically, though hints can be given to improve efficiency. The elements of a vector are stored contiguously, meaning that if v is a vector where T is some type other than bool, then it obeys the identity &v[n] == &v[0] + n for all 0 <= n < v.size()."

ISO 14882, 2nd Edition: Section 23.2.4 [lib.vector]:

"The elements of a vector are stored contiguously, meaning that if v is a vector<T, Allocator> where T is some type other than bool, then it obeys the identity &v[n] == &v[0] + n for all 0 <= n < v.size()."

>>An STL vector always allocates memory for its data on the heap. Heap allocation is slower than stack allocation.

Well no shit, stack memory is precious and small, you don't pack a vector with possibly millions of elements into there.


111069 No.14606661

File: 9ba73ecec03b272⋯.jpg (44.46 KB, 698x524, 349:262, 152100706598.jpg)

>>14606580

I got a request for you. I don't even make games, but I challenge you to make a song for playing Yu-Gi-Oh or any trading card game for that matter duels. Bonus points for synth sounds and intensity.


fbea55 No.14606664

>>14606661

can the bonus points be exchanged for food?


faa659 No.14606672

>>14606655

Oh, I think he meant the vector data and the begin/end are saved at different positions in memory.

Well, who cares about that?

Also his point seems to boil down to that you have a certain overhead due to the heap allocation, which could be bad if you keep allocating vectors inside of a loop.

Well, how about you don't fucking do that?

Create it outside the loop, resize appropriately and fill/refill the data each iteration, like a normal human being.

>Now I have taken the plunge and become a professionally iOS developer and loving it :)

That explains it. :^)


755d5c No.14606683

File: 77e0721469097b4⋯.mp4 (5.63 MB, 602x368, 301:184, fantasy_lake.mp4)

>>14606661

I'll make dynamic battle songs later, but right now I'm feeling inspired to make some relaxing dungeon synth.


1be9f5 No.14606685

>>14605775

Getting shit done. Just dig in, motivation will come along the way.


b0e7a3 No.14606697

>>14606580

>>14606683

Sounds very relaxing and beautiful. What kind of game are you making?


335df7 No.14606707

File: f0692bc28204671⋯.mp4 (2.08 MB, 1280x720, 16:9, menumusic.mp4)

>>14606580

>>14606683

Both sound great

>Sunvox

Thanks, I'll check it out, I'm just started trying to make background music with FL studio I'm basic bitch tier and learning some music theory as I go, circle of fifths is a really cool.


695213 No.14606797

File: 79c9e88c9742de1⋯.png (1.23 MB, 1960x1113, 280:159, ClipboardImage.png)

File: a4bf2082fd4f638⋯.png (65.12 KB, 731x537, 731:537, ClipboardImage.png)

>>14604463

>>14600800

blog incoming:

I got some kind of a flu and my brain turned to mush. When sitting at work, I used what little strength I had left to work out my options for the future waifu project instead of working on Beelzebox because of my illness, my wife went to her mom's place so now I have the weekend for working on Beelze, so that's good

Before falling on my face yesterday, I I installed Live2D SDK to see if it would run okay with Unity. The documentation is in nipponese so it was a bit of a hassle to get it to run but here is a project with their default model working:

https://mega.nz/#!Z8tgyKrD!QS2ATE7ZcJ_m76vkwJCi0qDaPGPrmXmzHtA2Qb4Wphk

My advice? Stay away from that shit.

Yes, it looks cute and awesome but it can ONLY HANDLE ONE ANIMU FACE AT A TIME.

The thing they provide is not really an SDK, the japs have everything handled in their library, which I have no access to unless you dudes can help me with that and the thing is inefficient as hell, just look at that framerate and inspector.

>>14604511

>>14604562

The waifu thing would have destruction, these are things I looked at briefly, I have no idea if they would be useful:

https://www.youtube.com/watch?v=xgoUmrhXyYE

https://github.com/BLINDED-AM-ME/UnityAssets

https://www.youtube.com/watch?v=z1r7VjgufJ8

Now time to implement that armour.& polearms


cc0b3c No.14606818

>>14604332

Closed-minded assholes don't like having their preconceived ideas challenged. You know, it's very difficult for dogmatic thinkers to fit trump into their Disneyworld-tier worldview. If you're a "liberal" parrot and you are faced with something so large and noisy as Trump that doesn't slot into your fictitious understanding of the world, it makes life difficult. Of course you cannot re-think your model of the world because you didn't think of it to begin with. It was handed down to you by your Dear Leaders of the Left. So updating your ideas based on new data is not an option. No, unfortunately, you are left with screeching incoherently and demanding the fast-train to tyranny for everyone.


cc0b3c No.14606830

>>14606672

Cut him some slack. This is typical thinking of someone coming from one of the "managed" languages. Dealing with memory allocation efficiently just isn't a skill they have yet.

But yes. No memory allocations should be happening inside loops. Or on a per-frame basis. This is what ring buffers and container resizing are for.

I made pretty good headway with these concepts when I wrote a particle effects system in C. You don't need to write your own custom malloc() for everything, but you should at least be re-using arrays with custom offset pointers/index if needed.


cc0b3c No.14606847

>>14605323

Game Developer magazine, April/May 1995, page 16: "Perspective Texture Mapping Part I: Foundations". References to how the various hardware coming out at the time had implemented the algorithms in hardware, and how 1 or 2 did it "wrong", but slightly faster. Basically making a dirty, dirty hack on the division by z coordinate.

http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_AprMay_1995.pdf

I think locking the vertices to a grid may work. It might be cool to see a more elaborate solution based on the hacks actually used in the PS1 to speed up the texture mapping hardware.


fbea55 No.14606879

The PS1 was an atrocious looking console, and nothing good came out of it.


755d5c No.14606972

File: 4113d3c7b4b0136⋯.mp4 (1.13 MB, 402x296, 201:148, fantasy_fight.mp4)

Made my first battle theme… Not very happy with it but I might come back and rework it later.


2d4792 No.14607043

>>14606972

Got stuck in my head/10

Sounds like it'll fit in some decisive battle rather than a general battle theme. Has a hint of desperation/melancholy in it.


82da56 No.14607064

>>14606655

>>14606672

>>14606830

>In C, if I have a line of code like this:


a = func(b,c);

>I can take a rough guess at the cost of the function by the name of it. The only other part I need to have a mental model of the performance is the overhead involved. And in C, the cost of a function call is pretty fixed. The only ‘surprise’ that can happen is that it’s inline and thus faster than you expected.

>Not so in C++. Is it a function call, a member function call, or is it an anonymous constructor? Are b and c implicitly invoking copy constructors for other classes as part of type coercion? Is that a normal assignment, or an assignment operator? Is there a cast operator involved?

>And once I have answered those questions, I have to look at all the classes involved. If they have a non-empty destructor, cost is added. Should those destructors be virtual, more cost is added. Virtual cast operators? Add some more.

>As the end result, your overhead can grow dramatically. Especially those virtual calls are quite costly. The total runtime of a loop can easily vary by 10x or more based on those parameters.

http://www.rachelslabnotes.com/2009/10/the-hidden-cost-of-c/


111069 No.14607069

YouTube embed. Click thumbnail to play.

>>14606972

Feels like a boss fight rather than a regular fight. If I where you I would try to use a different kind of organ, one that sounds mightier and holier.

Also, try to change the harp with an acoustic or Spaniard guitar if you want it to feel more intense.

This kind of organ is what I mean. Yours feels a bit "odd".


aa465f No.14607077

>>14606879

No, it looks very nice and you have shit taste. The only outright ugly platform that generation was the n64.


111069 No.14607080

>>14607077

But the N64 had better resolution and graphics because it came later. What do you exactly mean?


aa465f No.14607087

>>14607080

Image composition. When a US Saturn launch title, easily the least 3D capable system of the generation, has a more pleasing image at the same target framerate of 99% of your systems games you know you fucked up. The final product of every image produced by the N64, even under the most generous of circumstances is disgusting looking.


82da56 No.14607106

>>14607080

>N64 had better resolution

But high rest looks like shit for older games >>14605407


66f09c No.14607144

File: afc2e4882f8e871⋯.png (79.3 KB, 1366x768, 683:384, storagetriggersfight.png)

File: d9ddeacbbe3cb89⋯.mp4 (8.96 MB, 1092x614, 546:307, 2018-04-07 17-04-34.mp4)

trying out minor behaviour for non-characters

i really need to rework the speech bubbles, doesn't make sense for me to not be able to have subtitles on every bit of dialogue


a77a7b No.14607177

File: 7e8bfd1b4cf696a⋯.png (878.53 KB, 1280x720, 16:9, miya_never_happy.png)

>>14606797

Live2D seems like a massive gimmick to me. Like something only used for Kizuna Ai or VN shit. I'd rather make a model that simulates the anime look like Everyday Life anon is working on. Although less chibi, more traditional proportions. Wish there was more information of how P-Studio built Persona 5's rendering tech


faa659 No.14607283

>>14607064

>hidden costs

There are three possible angles here.

1) If you use STL code, the costs in big O are known.

You shouldn't be surprised the lookup in a map is slower than in an array.

But this is tied to the algorithms and also not inherent to the language, so I wouldn't call that hidden cost.

2) If you have foreign code (from dependencies/libs/other people), well shit of course, I have to look at their code (or preferably documentation) to find out if its costly or not.

This is the same for every language, so this is also not a hidden cost, that only C++ has.

3) Remains the third case: Your own code.

If you code


ExpensiveObject doSomething(ExpensiveObject obj) {
ExpensiveObject ret;
ret = ExpensiveObject();
ret.foobar = 1;
return ret;
}

instead of


ExpensiveObject* doSomething(ExpensiveObject& obj) {
obj.foobar = 1;
return &obj;
}

Then, yes, there are "hidden costs" in the sense of "fuck up and everything might be more expensive than you think."

But I would call that "not knowing the language (that well yet)" and not make it C++'s fault.

Yes, it is harder to see what is going on, performance-wise, since there are a lot more possibilities of what can happen.

But I would argue that this is a small price to pay for much more robust code, that abstracts a lot better.

The more complicated your program gets, the more you want to have that level of abstraction.

The author writes it herself:

>>That is the hidden cost. The mental model for a simple function call became incredibly large and complex, and every function call is potentially as complex. Which makes reasoning about performance a rather hard thing to do.

>>Worse, it makes profiling harder than necessary. All the type coercions that happen at the API level will show up as separate functions, not attributed to the callee, but the caller.

I don't think it's that much of a problem she makes it out to be.

And it does certainly not mean the language is inherently slower, just that optimizing might be harder.

But hey, if you fucked up your C pointer arithmetic you will waste days finding a bug/memory leak you might never have had in C++, since you would use RAII there constantly.

Ease of optimization is bought with less robust code.

Depends on you what is more important for you. I'd take robust code every day.

I rather have a slightly harder time at optimizing than my program suffering under some hard-to-find bug I missed, because I have to keep working at a super low abstraction level.


755d5c No.14607344

File: aa673b445848bd2⋯.mp4 (4.37 MB, 464x284, 116:71, fantasy_boss.mp4)

>>14606697

An unnamed action adventure game, need to come up with a name for it soon.

>>14607043

>>14607069

You're right, it is more of a boss fight theme. I've extended it and will use it as such.

For regular battle themes I was thinking of doing calm/dynamic versions of the same motif for each area, kind of like what Nier Automata does.


111069 No.14607353

YouTube embed. Click thumbnail to play.

>>14605839

Anon, I would like to use your song for a Stepmania simfile. Can you give me the mp3 file so I can? I'll post the simfile in the thread when I'm finished with it. It's about damn time someone from /rgg/ makes a bit of content.


82da56 No.14607375

>>14607283

>1) If you use STL code, the costs in big O are known.

>You shouldn't be surprised the lookup in a map is slower than in an array.

>But this is tied to the algorithms and also not inherent to the language, so I wouldn't call that hidden cost.

If I'm correct:

Big-O in complexity/time is amount of operations used, relative to n

Big-O in space is amount of memory used, relative to n

So right away, you don't know how many memory allocation calls it makes, when it makes them, how cache-friendly it is, etc. Considering the fact every object in the STL has a constructor/destructor this is a pretty significant lack of information. Unless you want to spend countless hours studying every single detail of every single class.

>2) If you have foreign code (from dependencies/libs/other people), well shit of course, I have to look at their code (or preferably documentation) to find out if its costly or not.

>This is the same for every language, so this is also not a hidden cost, that only C++ has.

By far the best feature in C++ is that it can use C libraries like OpenGL and header libraries like GLM. Because most C++ libraries are unreadable garbage. The most popular one that gets shilled all the time is fucking boost. FUCKING BOOST

<But hey, if you fucked up your C pointer arithmetic you will waste days finding a bug/memory leak you might never have had in C++, since you would use RAII there constantly.

>C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do, it blows away your whole leg. – Bjarne Stroustrup (the creator of C++

The ability to write code that wont leak is much more valuable than memorizing every structure in a language, because it can actually transfer to other language. What does memorizing the big-O of every container in C++ teach you, other than locking you into the language more.

Everything you said in Part 3 is the same rhetoric Java and high level developers use.


13f5f2 No.14607382

>>14607344

>For regular battle themes I was thinking of doing calm/dynamic versions of the same motif for each area, kind of like what Nier Automata does.

Sounds neat.

I imagine what a game that only uses one song/melody for everything but changes how it's played (tempo, instruments, etc) to set the mood would be like.


695213 No.14607387

>>14607177

It does produce best quality qt faces but the dreadful performance makes it a gimmick. I can't even fathom how they managed to fuck up so badly. I was expecting its footprint to be marginal and it runs like babbies first script.

Also, the faces do not use any lighting so the scene needs to be always colorful and well-lit. Most postprocessing effects don't work either.

And Persona 5 seems to be using something like Unity's built-in lit toon shader with nicer outlines and the usual stylized textures, doesn't seem to fancy, unless I missed something.

That waifu provided by Live2D is a 3D model in addition to their proprietary face. I think its level of quality is something I'd be aiming for. Some AO does make it look better too.


695213 No.14607389

File: f95bb310bdf24ec⋯.png (1.47 MB, 2427x945, 809:315, ClipboardImage.png)


755d5c No.14607397

>>14607353

Sure, why not. https://my.mixtape.moe/cjhyax.mp3

>>14607382

Serious Sam also did something similar with its soundtrack - the dynamic version gradually faded in when there were enemies nearby.


a9f005 No.14607610

File: 12fad72c5c1ff73⋯.png (499.34 KB, 994x839, 994:839, ClipboardImage.png)

Hello people, I am trying to re-make a character I got commissioned long ago with some decent topology this time, what do you think? I hope the head is really the hard part because I am trying to do the model from scratch, no pre-made bases or anything.


111069 No.14607621

>wdi I used is offbeat compared to the song.

What do?


faa659 No.14607634

File: affde33326aaae6⋯.png (48.68 KB, 835x579, 835:579, jIGhf.png)

>>14607375

>If I'm correct:

>Big-O in complexity/time is amount of operations used, relative to n

>Big-O in space is amount of memory used, relative to n

>So right away, you don't know how many memory allocation calls it makes, when it makes them, how cache-friendly it is, etc. Considering the fact every object in the STL has a constructor/destructor this is a pretty significant lack of information. Unless you want to spend countless hours studying every single detail of every single class.

Every of those objects has an underlying implementation.

In the case of std::map for example, it's Red-Black trees.

Wikipedia tells us:

Algorithm Average Worst case

Space O(n) O(n)

Search O(log n) O(log n)

Insert O(log n) O(log n)

Delete O(log n) O(log n)

So for n elements of size x you need at worst n*x+c memory. c is an constant that can be disregarded, since it is <<n*x

All other operations are log n - which means, the more elements, the longer it takes, but it grows slower than linear (see image).

It won't get any better than log n, since there is no better base algorithms for what the map is doing.

Specific implementations like eastl can optimize since they can make better assumptions about the use of the containers or their environment (scarce global heap in eastl's case) and are faster than the default implementation in those cases, but still not faster than log n.

It would be a major breakthrough in computer science to find a better algorithm that doesn't have other major drawbacks.

In many cases (std::array, for most parts std::vector, …) the generated assembly is even identical to the C solution, due to many containers being zero-overhead abstractions.

This means you gain robuster code at no expense.

You don't even have to know the details if you don't want to, since C++ gives you a runtime cost guarantee.

http://www.cs.northwestern.edu/~riesbeck/programming/c++/stl-summary.html

C++ guarantees you in its standard, that a std::map will never perform be worse than log n when searching, inserting or deleting.

There are smaller differences between implementations, which can mean quite a few fps more or less, this is true.

But you will always have an algorithm as implementation that belongs to the best available class.

You don't have to worry that C++ uses Selection sort as a sorting algorithm, for example.

Again: I argue in favor of abstractions in genreal, not a specific implementation.

>>2) If you have foreign code (from dependencies/libs/other people), well shit of course, I have to look at their code (or preferably documentation) to find out if its costly or not.

>>This is the same for every language, so this is also not a hidden cost, that only C++ has.

>By far the best feature in C++ is that it can use C libraries like OpenGL and header libraries like GLM. Because most C++ libraries are unreadable garbage. The most popular one that gets shilled all the time is fucking boost. FUCKING BOOST

Boost is a big boy, I don't like to use it either.

I really like units: https://github.com/nholthaus/units

>>The ability to write code that wont leak is much more valuable than memorizing every structure in a language, because it can actually transfer to other language. What does memorizing the big-O of every container in C++ teach you, other than locking you into the language more.

You know that the big-O is not dependent on the language, but on the base algorithm?

And most languages use the same (class of) algorithms to do things like lists, maps, etc, since there are no better ones (as in "O(n) instead of O(n log n)", not "better in general")?

At least those languages that give runtime cost guarantees.

Some, like Java can't do that because of their virtual machine.

>Everything you said in Part 3 is the same rhetoric Java and high level developers use.

I am a low level dev. I coded "C with classes" when I was starting and I code with templates and high abstraction levels now, over 10 years later.

Java is bullshit (VM!), but the Java devs have a point - a high abstraction level can save so much time.

Had to code a piece of software at work that detects certain things in a video stream.

I implemented it as generic filters you can daisy-chain together.

Saved me a lot of trouble when we were refining the detection process.

Oh, you need a blur filter between that? Just let me write a generic blur function, pop it into the generic filter class and jam it between two other filters - voila!

Maintenance costs are often disregarded, but are so important when projects get bigger.


faa659 No.14607639

>>14607610

That's a really great improvement, anon! Nice job!


197630 No.14607662

>>14607639

I think that's his new model on the left and a reference on the right, anon.


4acc0c No.14607947

>>14605318

I don't know, it has a clear meaning to me. Non-opinionated is

>there is option A, B, and C and they look like this

for example

>The major anti-aliasing techniques are FXAA, MSAA, SSAA and TAA, plus there are vendor-specific techniques like CSAA

and the opposite of that

>FXAA is the fastest option but blurs the image and does not fix specular aliasing, MSAA delivers a high quality image but does generally not work in a deferred pipeline. TAA is the new industry standard.

In many cases there are a shit ton of options with most of them just being inferior, and C++ is such a gigantic clusterfuck that an unopinionated guide would just be almost useless to someone who already knows the syntax.


66f09c No.14607971

File: f5b81077eaf7fee⋯.jpg (30.07 KB, 540x547, 540:547, f5b81077eaf7feeb123c73d56e….jpg)

>class with generic list doesn't get serialized

>class with list with specific class gets serialized

>have to write the same code 4 times because unity is shit

god fucking damn it


66f09c No.14608087

>>14607971

wait nevermind, i forgot to use SerializeField, i'm retarded


82da56 No.14608157

File: 710fb597672cfa6⋯.jpg (54.15 KB, 358x480, 179:240, 3c5dc71cdc9e67a7ef623e8180….jpg)

>>14607634

After I wrote this entire response I realized OOP actively limits your scope of thinking. Something I find disturbing

I decided to check out that link and go to the map section and right away I see

>Warning: map[key] creates a dummy entry for key if one wasn't in the map before. Use map.find(key) if you don't want this to happen.

This is the shit I'm talking about, but even then you can make minor tweaks to the algorithm to compensate for things that big-O doesn't consider. Like allocating memory. This is probably why you see gamedevs flat out ignore the STL all together. And map is one of the worst cases you could have picked, because games do things +60x per frame. If you use a map (something most devs avoid), you NEED to specifically tailor that map to your uses and there are 100s of algorithms for different cases.

>In many cases (std::array, for most parts std::vector, …) the generated assembly is even identical to the C solution, due to many containers being zero-overhead abstractions.

>This means you gain robuster code at no expense.

But you still have to work around that containers implementation. If you know the context for the situation and can code accordingly. Containers and the compiler have no such luxury.

>You know that the big-O is not dependent on the language, but on the base algorithm?

I'm not worried about the algorithm. But like I said, big-O doesn't account for memory allocation. And what about the bullshit surrounding the algorithm? I did a quick search for iterator size, just to compare with a pointer (I assume this machine is 64 bits). Look at how inconsistent the sizes are.


https://stackoverflow.com/questions/32173911/is-the-size-of-an-iterator-positive-correlation-with-the-size-of-its-container
Results: (VC++ 2015):

vector<vector<int>>::iterator: 8
vector<int>::iterator: 8
vector<bool>:iterator: 16
deque<int>::iterator: 24
list<int>::iterator: 8
list<list<int>>::iterator: 8
deque<list<int>>::iterator: 24

...and with g++ 5.1:

vector<vector<int>>::iterator: 8
vector<int>::iterator: 8
vector<bool>:iterator: 16
deque<int>::iterator: 32
list<int>::iterator: 8
list<list<int>>::iterator: 8
deque<list<int>>::iterator: 32

>Maintenance costs are often disregarded, but are so important when projects get bigger.

How does C++ improve maintenance costs? It's fine for projects where minimal performance is need but for games? That's not the case. I've been noticing a lot of performance C++ driven programs avoid half of what C++ has to offer. Templates, Exceptions, the STL, operator overloading. Why? Confusion, bloated code, weird errors, compile-time rape, performance loss, etc. There are tons of examples of projects becoming unmanageable because of OOP abuse, just look at the entirety of Java.

Something I noticed is Mike Acton said he never used the STL, because it didn't solve any of the problems he had. They don't use dynamic memory allocation (like you would get form an STL container), they allocate it all at the start and have custom made memory allocators use the data. This is something you cannot do if you rely on the STL, but it also gives a glimpse into how these guys think. These guys don't think in terms of containers. John Carmack also doesn't use the STL. It makes me wonder why they even chose C++ in the first place


2d4792 No.14608168

File: 2f2faca5707fdd6⋯.jpg (173.1 KB, 601x665, 601:665, 1511041222631.jpg)

>>14608157

>look at the link

>std::cout << "deque<list<int>>::iterator: " << sizeof(std::deque<std::list<int>>::iterator) << "\n";

C++ is ugly as mother fucker


acfd30 No.14608189

Why are game UIs so fast but the UIs on desktops slow? What is the difference between the two that would account for this?


1d5109 No.14608198

HookTube embed. Click on thumbnail to play.

>>14608157

>It makes me wonder why they even chose C++ in the first place

Towards the end of vid related someone asks Mike Acton the same question, and he admits it's because finding C++ game programmers is easier.


866dfb No.14608201

File: 8c093cb4a0ab63f⋯.png (144.11 KB, 900x900, 1:1, Slav Goblin.png)

>>14607387

I remember there was some article or video that was only in Japanese that some redditors translated where the developers talked about how they used 3 or 4 custom shaders on top of regular cell shading to achieve the look. Maybe if I can do some digging I can find it. Because I like the way the outlines are drawn on the models in Persona 5 at lot.

Sorry tank anime anon, the lines on your models are too thicc for my tastes


9b3153 No.14608210

File: e1eee38d80771ca⋯.png (495.76 KB, 838x348, 419:174, ClipboardImage.png)

File: 15cf4062ce6fa67⋯.png (320 KB, 386x501, 386:501, ClipboardImage.png)

File: 3d449fb3ded01d2⋯.png (472.59 KB, 785x403, 785:403, ClipboardImage.png)

Not really sure about the game's artstyle right now, experimenting with a low-poly, texture unfiltered mushroom. Also included a texture filtered screen for comparison's sake.


4acc0c No.14608221

>>14608189

Memory latency, Windows doesn't load everything it uses, as in the entire content of all hard drives, into RAM before allowing any access. A game has everything it needs right there.


866dfb No.14608414

>>14608210

The unfiltered textures look better by a country mile


1742f6 No.14608449

File: b45bf1b3cc1fa8d⋯.jpg (42.83 KB, 460x397, 460:397, 5615615.jpg)

Moving from Java to CPP.

What should I expect anons?


4361b3 No.14608472

>>14608449

Lots of bad advice on the Internet.


82da56 No.14608485

>>14608449

Stay away from boost at all costs.


75097b No.14608506

>>14608449

Less verbose code. Pointers. Fewer objects.


faa659 No.14608511

>>14608157

I am well aware of the pro and cons of a std::map.

>>In many cases (std::array, for most parts std::vector, …) the generated assembly is even identical to the C solution, due to many containers being zero-overhead abstractions.

>>This means you gain robuster code at no expense.

>But you still have to work around that containers implementation. If you know the context for the situation and can code accordingly. Containers and the compiler have no such luxury.

Not when it is a true zero-overhead abstraction.

std::array generates IDENTICAL assembly afaik.

https://godbolt.org/g/9MnTLs (not my code btw, haven't looked into it that hard, but you see the identical assembly.)

zero-overhead abstractions means the compiler sees you're using a std::array and optimized it into the same assembly a C array would have resulted in.

>I've been noticing a lot of performance C++ driven programs avoid half of what C++ has to offer.

Guess why they use the other half.

You don't have to use every single feature all the time.

Being a good programmer means you know when to apply what.

>Something I noticed is Mike Acton said he never used the STL, because it didn't solve any of the problems he had. They don't use dynamic memory allocation (like you would get form an STL container), they allocate it all at the start and have custom made memory allocators use the data. This is something you cannot do if you rely on the STL, but it also gives a glimpse into how these guys think.

I watched some of his talks, interesting stuff for sure.

Yet the main point is

>because it didn't solve any of the problems he had

I am sure most people here don't have the problem he has and will not benefit from thinking about L2 cache misses.

Of course, one could argue that skipping OOP and going straight to data driven design might be a better approach to learn game development.

I am not sure about that, but I can see the reasoning behind it.

>How does C++ improve maintenance costs? It's fine for projects where minimal performance is need but for games?

This might be just my experience up until now.

The stuff I have to code consists of both "this process takes 10 seconds anyway, since it talks to the hardware" and "this function has to run a trillion times on 250GB data, so make it FAST".

For the first stuff OOP principles for stuff like file handling, using RAII, creation of a data processing pipeline and similar stuff make for robust code, save a lot of time and are easily explainable to newly hired personell.

The latter stuff has to be very optimized, that's when you use data driven design, SIMD, trigonometric lookup tables, etc…

In the first part C++ features like using User-defined literals to convert units or make it impossible to add meters to seconds ( or stuff like auto length = 1_m + 1_cm //length = 1.01 m) saved a LOT of time for bug fixing for our department, just as an example.

And in this case it's free! Compile-time only (adds an extra second or so, not a problem in our case).

That's why I think "C only, never use OOP" is as wrong as "OOP for everything".


faa659 No.14608523

>>14608449

No garbage collection. Have fun with that one.


4acc0c No.14608605

>>14608449

The need to use only a specific subset of the language or else. Get a good book and use the modern features and you'll be fine.


1742f6 No.14608654

Can somebody give a quick rd of how headers work?


1742f6 No.14608669

>>14608654

So I know headers are supposed to contain the method declarations and not definitions, but should all methods from the implementation be declared in the header?

Sage for doublepost


82da56 No.14608696

>>14608511

>Not when it is a true zero-overhead abstraction.

>std::array generates IDENTICAL assembly afaik.

You missed the point, but in std::vector the other container I mentioned, which is basically 1 step above std::array (which is a cherry picked example, considering it's literally a static array in a class that adds longer compile time). You ignored the issue I brought up that the iterators never have a consistent size unlike pointers.

vector<int>::iterator: 8
vector<bool>:iterator: 16

The original point though was the fact that thinking in containers like std::vector and std::array limits what you can do. Context matters What if I want to do what Mike Acton does, where he allocates all the memory on startup, then does dynamic memory by pulling from that memory space he allocated. Right away I cant use std::vector or std::array for dynamic memory, because they do not utilize the correct allocator.

>Guess why they use the other half.

>You don't have to use every single feature all the time.

>Being a good programmer means you know when to apply what.

They use the other half because 95% of it's C and 5% is C++. Even then I'm not sure what parts of C++ they use, because as >>14608198 said. In Acton's case he went for C++ to find dev's easier. I know Carmack used templates but regretted it later. This is why people say C++ is bloated out the ass. The language is full of landmines.

>I am sure most people here don't have the problem he has and will not benefit from thinking about L2 cache misses.

Are we not making games? This type of thinking leads to things like Dwarf Fortress, which is laggy as fuck despite having no graphical requirements.

>This might be just my experience up until now.

>The stuff I have to code consists of both "this process takes 10 seconds anyway, since it talks to the hardware" and "this function has to run a trillion times on 250GB data, so make it FAST".

>For the first stuff OOP principles for stuff like file handling, using RAII, creation of a data processing pipeline and similar stuff make for robust code, save a lot of time and are easily explainable to newly hired personell.

>The latter stuff has to be very optimized, that's when you use data driven design, SIMD, trigonometric lookup tables, etc…

>In the first part C++ features like using User-defined literals to convert units or make it impossible to add meters to seconds ( or stuff like auto length = 1_m + 1_cm //length = 1.01 m) saved a LOT of time for bug fixing for our department, just as an example.

>And in this case it's free! Compile-time only (adds an extra second or so, not a problem in our case).

Like I said, smart implementation can be done in both C and C++. Likewise bad implementation can be done to both C and C++. More tools does not immediately mean easier to maintain. C just requires you to be smarter with what you do, likewise C++ requires you to be smarter than Java.

>That's why I think "C only, never use OOP" is as wrong as "OOP for everything".

OOP is too heavily abused to be trusted and it warps your way of thinking.

<I invented the term Object-Oriented, and I can tell you I did not have C++ in mind. – Alan Kay


1d5109 No.14608732

>>14608696

>I invented the term Object-Oriented, and I can tell you I did not have C++ in mind. – Alan Kay

From what I've heard, Alan Kay's original OOP definition was basically an awkward description of the actor model which everyone misinterpreted.


82da56 No.14608829

>>14608732

The same thing is going on with agile right now.


85b9e4 No.14608873

>>14607283

>>14607375

Big O only defines complexity. It's useful to look at an algorithm at a glance, and that's all.

Assuming a perfectly optimized code, it's possible to have O(log2) be slower or take more memory than O(n^2). It's just a measure of how many elements need to be compared.


fbea55 No.14608913

>>14607106

>mistaking "high res" for "higher resolution"

nevermind, you're a retard, that explains why you thought the PS1 didn't look like absolute shit


43f551 No.14608923

>All these anons have the time and patience to argue about programming concepts and theory that I don't even know about, and I'm struggling just to get my shitty GameMaker project out the door.

Did you guys go to college for CompSci? At least tell me you're making progress on your game.


85b9e4 No.14608931

>>14608923

My problem is that an engine feels too limiting, or handles things a certain way that I dislike, or tries to be a general case that ends up bloated adding base features I simply do not need.

>Started with GM (engine)

>Went to XNA (framework)

>Went to SFML (general library)

>Went to make my own math library (why)


4acc0c No.14608939

>>14608931

>>Went to make my own math library (why)

I have written three separate vector math libraries in C++ at this point without any good reason, and they all do almost the same things. I think this is just a manifestation of autism.


fbea55 No.14608944

>>14607106

>It makes me wonder why they even chose C++ in the first place

I can answer that question, Acton has outright stated at cppcon that he only uses it because it's the industry standard/


82da56 No.14608950

HookTube embed. Click on thumbnail to play.

>>14608913

Damn this looks good.


fbea55 No.14608958

>>14608157

>>14608198 is probably a kike, I've never seen someone lie so blatantly here

https://youtu.be/rX0ItVEVjHc?t=5119

>What benefits are you getting out of C++ vs C or assembly?

>shrugs

>um

>again, culturally, people are accustomed to it, um, uh, you know. Yeah.

<anon somehow took this to mean "he admits it's because finding C++ game programmers is easier"

I guarantee that anon will be back some other time repeating the exact same lie. That's how they are. They lie to your face, and disappear for a bit after being completely disproved, but then show back up later and act like the conversation never took place.


fbea55 No.14608962

>>14608950

>links to a video rendered on an emulator at a higher resolution

>of a PS1 game using N64 textures

>as proof of the PS1 looking good

I know you're smarter than the last anon, but you literally could not have picked a worst example


82da56 No.14608973

>>14608958

It's kinda easy to jump to conclusions with that answer. You even said it's the industry standard, which implies more people in the industry are using it, which implies that it's easier to find people who know how to use it.

>>14608962

I was just fucking with him, because that dude is literally just hurling insults at people who disagree with him.


82da56 No.14608991

Just realized I lost track of who is talking about what between the multiple topics going on.


fbea55 No.14608995

>>14608991

And I just realized I misread something a while back so it's all pointless!


cc0b3c No.14609014

>>14608485

Fucking tier-1 advice. Avoid Boost. It's bad and is poor coding philosophy taken to the extreme.

>>14608605

More good advice. Let's list out the useful subsets for him though.

GOOD parts of C++:

classes are OK. Use them like C structs with functions and overloaded constructors.

vector, map, multimap, array, random are all decent parts of standard C++ lib and STL. But STL is generally BAD. There are better container implementations out there. EA's library is actually not too terrible.

Sony's SIMD math library is actually pretty good.

BAD C++:

Templates. Really. Unless you are writing a library avoid at all costs.

STL

Boost

Operator overloading

Class inheritance

Friend classes (or use very sparingly)

std::string. Just use the C functions, particularly the newer ones with character count protections.

streams, fstreams, iostreams, all that shit. dumbest shit ever.

delete and delete []. wait, this is actually the dumbest shit ever. Obviously you will have to use new and delete though. watch your ass.

Congrats on moving away from Java. I think you will generally find C++ pretty comfortable and useful. It's big draw is the many C++ libraries that are high-performance and well-written in general, especially for common game tasks.


1742f6 No.14609042

>>14609014

Thanks for the advice, I'm the anon that said I was moving away from Java.

I had one quick question about header use. Should I always be using them to declare my methods? Or would some methods be better off having both the declaration and definition inside the implementation file? Do all of my implementations need a header file?


b2f41d No.14609067

File: 33dfe3ce6098ae4⋯.jpg (264.2 KB, 1280x720, 16:9, serveimage.jpg)

Anyone have good examples of FPS movement source code? There's the Quake source code obviously (and various Unity implementations), but what if I want to make movement that has nice acceleration and inertia but DOESN'T allow bunny hopping? What's the formula for that? I am shit at physics, I just want to use someone else's movement.


fbea55 No.14609080

>adblock dies

>a million ads for the "infinity masturbator" show up

disgraceful


85b9e4 No.14609087

>>14608939

On that note, I'm using C# and looking over FNA (open source XNA)'s source code as a model. Here's what I have so far, but I think I need to redo a chunk of it for style and shit.

https://hastebin.com/vokotusoke.cs

Anyways, my concern is the redundancy for methods.

>public static Vector3 operator +(Vector3 value, Vector3 other) { }

>public static Vector3 Add(Vector3 value, Vector3 other) { }

>public static void Add(ref Vector3 value, ref Vector3 other, out Vector3 reuslt) { }

There's 3 different addition methods depending on how you approach it (eg, calling A+B, or doing a static method to add them, or doing said static method but by reference so you avoid copying the values and just basically use it as a pointer to the arguments). But then there's variants between V3 and float, that sort of shit. I feel like it's overkill but for vectors it seems like a good idea.

Also, what sort of shit did you put in your libraries?


b2f41d No.14609095

File: 412607a89edf3d0⋯.jpg (165.52 KB, 1500x1500, 1:1, 71kZnmOPS4L._SL1500_.jpg)

>>14595747

Get a desk with a keyboard tray. You could find a decent cheap one at goodwill or habitat for humanity.

Get a mechanical keyboard with BLUE keyswitches, these are by far the most ergonomic keyswitches. People focus on the shape and layout of keyboards a lot, but in my experience the type of switches is more important. Blues cured my carpal tunnel. No excuse not to get one, the Chinese knockoffs do the job and they're like $30 online.

Get an ergonomic mouse.


85b9e4 No.14609156

>>14609095

Also, a generic office keyboard and mouse will go a long way.

They last forever and they're supposed to be easily purchased in bulk so companies usually make them well


fbea55 No.14609258

https://stackoverflow.com/questions/4102547/i-want-to-allocate-an-object-on-the-stack-with-c-sharp

>hey guys I don't want a million cache misses just to access a struct, what can I do?

>a dozen C# chimps start sperging out about how you're using the language wrong

I was wrong, they ARE nearly as bad as pajeets


16391b No.14609295

>>14609156

>Also, a generic office keyboard and mouse will go a long way.

a generic mouse can be OK, but if anon has carpal tunnel or hand pain, I heavily warn him against using a keyboard with rubber dome switches. Low key travel and unpredictable actuation are a recipe for disaster on your hands. It makes your muscles and nerves do more work and have less muscle memory, and it means more physical impact for each keypress.


fbea55 No.14609310

I don't understand how people use phones and touch screens, I think my hands are pretty good but it just hurts to type on them for more than a few sentences it's also infuriating


16391b No.14609325

>>14603182

>>14603157

FOSS is communism and thats good


16391b No.14609338

>>14609310

imo part of it is almost a deliberate design decision, like making cigarettes less efficient at delivering nicotine. the longer it takes you to type things, the more the phones train you to focus on the phones.


16391b No.14609349

>>14609258

>>a dozen C# chimps start sperging out about how you're using the language wrong

all they're pointing out is that it's extremely inconvenient and basically impossible to keep stuff on stack in c# unless it's just a plain data struct. turns out muh everything is a reference is bad for perf. he should go back to a real language like c/c++ or rust.


82da56 No.14609404

File: 28a1f262993d61a⋯.jpg (Spoiler Image, 40.28 KB, 540x720, 3:4, 1455923202719-1.jpg)

>>14609325

>and thats good


1d5109 No.14609425

File: 6c727892a2351ad⋯.jpg (63.78 KB, 680x680, 1:1, 1468341521728.jpg)


75097b No.14609429

>>14609067

Bunny hopping comes from the fact that the character accelerates as they turn. Aside from entirely removing that feature, there are a number of ways to prevent this.

Valve has a hard cap on the top speed, sets the player speed to the running cap when the player touches the ground, and makes it so that the player can't hold jump to repeatedly jump. Bunny hopping is still possible but it's much more difficult.

>I am shit at physics,

Git Gud.

You don't need more than Newtonian physics for something like this and that stuff is really easy, especially if you know calculus but even if you don't.

It helps if you think about speed in terms of an ADSR envelope, but without the decay. It takes some time to reach top speed, then that top speed is sustained, then it takes some time to stop. With a very short Attack and Release you get mega-man movement. Longer and you get Mario movement. Figure out which feel the best by creating a test level and experimenting.


1d5109 No.14609440

>>14609429

A quirk in Valve's solutions means you can actually go much faster by jumping backwards than through regular bunny hopping.


fbea55 No.14609445

>>14609441

>Bernie supported a measure that killed millions of Ahmeds

I hate him slightly less, but he's still shit


85b9e4 No.14609456

>>14609258

>>14609349

C# is a perfectly valid language. You're right in that he should accept the paradigms of the language he's using. If he prefers to manage the stack/heap and memory himself, he should stick to C++.

>Everything is a reference is bad for perf

C# does not work that way. Value types (namely structs and most .NET-specified language primitives) are in fact, pass-by-value and behave as you'd expect. Prior to generics, if you had to use the "object" namespace and cast objects to different types (eg, a List which is a collection of object) and you wanted to add eg, a byte to it, then it would be boxed into a new reference instance and added to the collection. Nowadays with generics, you have a List<int> or what not that just does stuff automatically and avoids boxing/unboxing conversions.


fbea55 No.14609462

>>14609450

The main issue is that the founding fathers were smart enough to recognize rich Brits trying to influence our country, but not smart enough to put any measures in place to stop Jewish rats from doing so. Everything else is a symptom. The true end is wiping out all non-European races, and Muslims dying is not orthogonal to that.


1d5109 No.14609465

File: 74cfbe8c2b899fc⋯.gif (1.09 MB, 800x667, 800:667, not real socialism.gif)

>>14609441

I have Das Kapital but haven't read it yet. No point in wasting time on Marx's retarded theories when I can study something actually useful for gamedev.


fbea55 No.14609473

>>14609467

Rephrase your points a way that doesn't make you sound like a passive aggressive teenage girl.


82da56 No.14609474

>>14609467

Why you hopin' IP's bro?


82da56 No.14609497

>>14609490

>Reading Marx will make you a better gamedev

Is that why all the games mad by San Francisco communists are shit.


82da56 No.14609510

File: 03f66f3c9cc666e⋯.png (223.59 KB, 720x576, 5:4, 2f25e9d4f59e755cefa685d49d….png)

>>14609504

You don't need to read marx to see how many times his ideology failed.


fbea55 No.14609516

>>14609490

In the long run, we're either looking at the extinction of some races or complete extinction where all that's left is some mulatto sludge. Indirectly killing a few million non-whites is, at worst, a necessary evil.


1d5109 No.14609520

File: f1220452a4cf61d⋯.jpg (50.27 KB, 822x594, 137:99, floor is food.jpg)

>>14609490

>Reading Marx will make you a better gamedev

I've seen enough crappy devs and artists with marxist beliefs to know you're full of shit.


fbea55 No.14609527

>>14609524

>they weren't real communists

wew


fab46b No.14609528

>>14609490

>Next time we'll kill more reactionaries.

Not before you end up killing your own out of sheer incompetence.


4acc0c No.14609535

File: 44d9208914a8a7f⋯.jpg (36.16 KB, 750x793, 750:793, 44d9208914a8a7f6d8351bc2c5….jpg)

>leave thread for an hour

>/leftypol/ attacks

On topic, man, having to use a wrapper around GLFW with zero documentation whatsoever and barely any percievable features sure is fun.


1d5109 No.14609552

File: 53de6c2649437ce⋯.jpg (71.47 KB, 750x523, 750:523, 9de76e47574c14f2d3c50336e0….jpg)

>>14609524

>>14609517

>>14609549

Either this is really sad bait or you're just here to shill your failed ideology. Either way, get out.


75097b No.14609562

>>14609446

I obviously need to look into this more.


fbea55 No.14609573

>communist fag derails agdg

>posts get deleted

>no ban

If it's worth deleting posts, then it's worth a ban, you cake eating kikes


43f551 No.14609580

File: 05dcee71163318e⋯.png (8.35 KB, 808x106, 404:53, 2018-04-07 22_11_40.png)

>>14609573

>no ban

There was.


1d5109 No.14609585

>>14609573

The real redpill is that you and Mark are the only two posters on /agdg/, everyone else is Mark's sockpuppet.


332e6a No.14609926

>>14609585

>Mark

>Marx

holy fuk


1d5109 No.14609949

File: ff432cbeca5f80a⋯.png (714.85 KB, 810x810, 1:1, lava.png)

>>14609926

Is this what eternal damnation feels like?


508266 No.14609959

File: b797f6dfe012b0e⋯.png (14.21 MB, 2728x3669, 2728:3669, ClipboardImage.png)

Other anons advised that my music was very repetitive and some ways of trying to fix it; I am continuing to work on it.

http://picosong.com/we6Q9/


a77a7b No.14610113

File: 78e2a5404af7a83⋯.jpg (113.58 KB, 812x531, 812:531, DY2WuY-WAAE2v-v.jpg)

>Missed a commie getting btfo

Shame, pic related none-the-less

>>14609095

Brown switches are okay too. I had seriously bad carpal tunnel when using an Amazon Basics membrane keyboard (I had to wear a wrist brace every day, almost bought a typing/carpal tunnel brace, too). But then I got a brown switch keyboard after determining that it'd be best for my needs, haven't had any issues related to typing since (Still get the occasional cramp in my right hand from my mouse though).


1e9ff9 No.14610312

>>14609959

Wouldn't it sound better if you pushed that repetitive instrument to the back and bring forth the rest? To me it sounds like all the interesting parts are dominated by that tambourine (?) sound.


9b3153 No.14610401

File: 89fd0f04d6aa51e⋯.webm (7.83 MB, 1034x632, 517:316, skatemovement.webm)

Got the basics of the "snowboarding" movement working. Needs tweaking, but I think the logic is sound. It's pretty fun to play around with, which is a good sign. The "board" itself has no collision, I use the same capsule collider used in normal movement, and simply snap the player to the collision normal. Eventually I'll add things like wipeouts when landing at bad angles.


6af32f No.14610413

>>14609959

I don't mind the repetitiveness, it's the kind of thing where it feels better to have a long repetitive song than a short song when you are playing a game, I very much like this song though. It reminds me of your Kowloon FPS a lot.


01db77 No.14610493

>>14610113

>Brown switches are okay too.

They can be bearable for a short period of time, but ultimately they are too mushy.


6af32f No.14610635

File: 794be669b7b265a⋯.png (29.29 KB, 806x625, 806:625, sigma2_2018-04-08_03-27-07.png)

I adjusted the polygon splitter score to prioritize splits more, so that maps generated can crash letting me find a test case that breaks. Right now I have confirmed that a splitter works and it is not broken in and of itself, it's an issue inherent to the splitter exception list generation which is not being done correctly


a77a7b No.14611424

File: cf96402be53b842⋯.jpg (99.62 KB, 1280x1280, 1:1, 7acb19ccd2e7247b67e3d961ae….jpg)

>>14610401

Looking smooth

>>14610493

They definitely don't spring back up like other switch types but what appealed to me was that brown switches were a compromise between responsiveness and noise. They're one of the quieter keyswitch types and blog post: I live in a house with two people who work morning jobs while I work an evening job. So I'm up till 2-3am most nights playing games after work. This house has thin walls and I don't want to wake anyone


197630 No.14611583

>>14610413

Wait, so Die Totenmaske is the new joint project by Kowloon-anon and !Sena-anon? I thought DTM v1 was already in development while Kowloon was still being posted?


e69368 No.14611655

File: 94860865537a6cb⋯.webm (6.61 MB, 754x667, 26:23, ASSassin.webm)


a77a7b No.14611669

File: a95756b4cd1786b⋯.jpg (68.75 KB, 520x678, 260:339, [worried_laughter].jpg)

>>14611655

>That loincloth


e69368 No.14611683

>>14611655

Fanartfag here, beetledev doesn't seem to appreciate the gender sliders iv'e been adding to the models that iv'e been sending him although i have heard a roomer that he is actual getting armor equipping to work, beyond a simple texture swap. hopefully we will have something more substantial for the next demo day.


e69368 No.14611689

File: f55d5e9ae110235⋯.jpg (49.62 KB, 500x954, 250:477, Nika-the-Chain-Diablo-2-As….jpg)

>>14611669

what you didn't like d2?


b0e7a3 No.14611936

File: 044a6c68fce81aa⋯.jpg (21.92 KB, 326x302, 163:151, notices bulge.jpg)

>>14611689

I don't think that was what he was concerned about


1d5109 No.14612083

>>14611583

Kowloon anon, Sena anon, that guy who drew muscular mothgirls, a /bane/ anon, possibly a couple other anons, and myself.


1d5109 No.14612283

>>14612083

I've been informed the moth was thick, not muscular.


d7a8a1 No.14612413

I spent all day yesterday fucking about with the physics in godot, but it just won't behave how I want. Fuck it, I guess I'll just do things manually through kinematics.

I just wanted to apply custom forces (thrust, drag, lift, etc.) to an object through the custom_integrator, but Bullet doesn't support that modules\bullet\bullet_physics_server.cpp:796 - Not supported by bullet and despite GodotPhysics being a separate available option, it's odd and it doesn't have much in the docs explaining itself. Unless I'm blind and missed something obvious, which is also a likely possibility.


cc0b3c No.14612768

>>14609042

Use header files for your class and struct definitions (declaring your methods), including declarations of any global functions. All implementations should be in a CPP file, not in the header files. I've found this is a much less frustrating way of doing things. Even for very simple class member functions.

For an excellent base of examples and clean, non-rage-inducing coding standards please read the Qt project coding standards and look through some of their source.

https://wiki.qt.io/Coding_Conventions

also, of course,

http://www.stroustrup.com/C++.html

Good luck. It's a ridiculously power language that gives full access to the hardware. Flexible, and dangerous. I probably only use 20% of the language features for typical OpenGL games and data analysis utilities. C++11 stuff is really good, overall.


eac8f1 No.14612838

>>14609926

Could Marx still be alive?


fbea55 No.14612964

I had a horrible dream where I was using Godot instead of Unity


66f09c No.14612987

File: ccbadd9bd1e98c5⋯.jpg (42.13 KB, 640x469, 640:469, ccbadd9bd1e98c55c2a12db552….jpg)

>>14612964

wow, rude


eac8f1 No.14612991

>>14612964

Game dev dreams are the worst shit. A few years back I had a fewer nightmare that I was reading an AGDG thread and everyone was changing their games to be flappy bird clones.


4361b3 No.14613019

>>14612964

>>14612991

>Game dev dreams are the worst shit

I had a nice one a week or so ago. In it I went for a nice walk. Where? Through the beginning of my game. After spending the days before thinking up what the environment should look like, I literally had a dream where I was there. I felt really good about it when I woke up, because it meant that I spent the last hours sleeping and working on my game at the same time.

Imagine you could induce that reliably. That would be a a couple of hours more gamedev per day.


1742f6 No.14613525

>>14612768

Thanks for the advice anon!


197630 No.14613536

File: 47dc4cad02ee1a3⋯.jpg (22.16 KB, 292x292, 1:1, 47dc4cad02ee1a3a286613980c….jpg)

>>14612991

>stuck on bug

>dream you figure out a solution

>wake up

>dream solution was bogus dream logic

Truly one of the worst feels


0e2b2f No.14613868

>>14613019

don't do it, i tried lucid dreaming to gamedev while sleeping for a few months then i had to see sleep doctors because it turns out that sleep time is important and not to fuck around with.

here are some of my consequences:

>made "real" memories of events that didn't happen

>forgot things that did happen

ever happened something too good to be true to you? now imagine your brain decides that it was part of a dream and deleting the associated memories

>if I'm sleepy my brain shuts me down and tries to organize memories while still awake

this feels like speed reading except with memories, it is not even annoying in itself but it is disorienting and I'm never sure of how much time has happened since it started

>awaking unnaturally makes me feel in the dream until next wake up

>sometimes i remember stuff that happened on autopilot

ever went somewhere and you don't remember how you got there? now imagine being awake during those times and being completely unable to move your body down to the breathing, the comforting part about this is that we are pretty competent while on auto pilot and i get connected again as soon things go off script.

some stuff i have seen me do on autopilot:

<avoiding multiple obstacles and handling complicated terrain

we do this mostly on automatic already but catching yourself actually doing it makes you appreciate it, specially when driving

<looking at ass and boobs

<reading

<simple non verbal greetings

<wait for conscious decisions then executing them

first time i noticed it was with a coin in the ground, auto me keep watching it until i tried to grab it then he did it and continued going on on automatic, then i keep noticing it on other parts like while playing videogames and some of the more complicated crossroads

>fetishes like sleeping girls, real dolls and hypnotism get me rock hard now


1d5109 No.14613949

File: 752358302ff3416⋯.jpg (117.36 KB, 1172x1200, 293:300, 752358302ff3416aca1d49c41f….jpg)


93e6ec No.14613962

>>14613868

>first time i noticed it was with a coin in the ground, auto me keep watching it until i tried to grab it then he did it

>he did it

Damn anon, that's some serious depersonalization. I've dabbled in lucid dreaming before but I've never had my waking life impacted like that. What the hell did you do?


75097b No.14614094

>>14613962

Anon is like a Mech Pilot in his own body, only his body is probably much less impressive than a Mech.


d71b77 No.14614117

>>14614094

>Anon is like a Mech Pilot in his own body

Pretty much what lucid dreaming feels like.

I genderbent as Samus Aran in her powersuit. I'd do anything to relive a moment like that.


d7a8a1 No.14614144

File: 93433dcf25ab049⋯.png (537.95 KB, 1440x900, 8:5, progress.png)

>>14613868

>now imagine being awake during those times and being completely unable to move your body down to the breathing

That's called sleep paralysis and it's scary as FUCK. I've had it happen to me a couple times in the past year or so. The first time it happened to me it happened damn near three times in a row on the same night. Image being terrified of falling asleep, but your body is so tired you have no choice but to chance it and fall asleep again. That shit's weird as fuck, but it differs from person to person, seeing as how some people try to do it intentionally.

On topic, making progress with implementing kinematic plane physics; already got weight and thrust working, in the middle of working on drag and lift now.


515906 No.14614199

File: f46a98e3ec05be4⋯.jpg (68.74 KB, 248x299, 248:299, 1518826782-la-brava.jpg)

How to make a good proof of concept to spark interest in people and possibly get help? and where would i post it?

three of my codebros that i found on here just fucked off and I need a new one


1d5109 No.14614229

>>14614199

Become the codebro.


d71b77 No.14614243

>>14614199

Don't worry. the shame and guilt will rot them to the core.

t. An unreliable spaghetti coder


515906 No.14614249

File: 1cd23a46b2c60eb⋯.png (27.23 KB, 620x581, 620:581, autism.png)

>>14614229

at best i can turn a light off and on using blueprint


75097b No.14614292

>>14614199

You need two things.

1. A well formed idea with a clear goal and steps for how this goal will be accomplished

2. Proof that you can pull your weight and accomplish this goal

Don't be wishy washy as to what you want, and don't rely on the people you recruit to design the game for you. People, in particular experienced and capable people, prefer to know what they are getting into when they commit to something; so it's best if you already have something in mind and a plan for how it's going to be accomplished. If you aren't clear you'll attract people who don't know better and push away the kinds of people you want working on this game.

All of this is 10x more important when you aren't paying the people you are recruiting.

Post it in a community that both allows for this recruitment and has the kind of people you want to attract. You can post in these threads if you want /agdg/ people.


515906 No.14614312

>>14614292

I mean, /agdg/ people would be good because we'd have a simliar sense of humour and stuff cuz 8chan

anyways i might come back and post my concept once its ready bros


e69368 No.14614343

>>14614199

i hear knee high blue striped stockings help you code


1d5109 No.14614436

File: e60316f02673d44⋯.jpg (23.23 KB, 288x499, 288:499, Kornheiser_Why.JPG)

>when most options for improving your combat system either involve turning it into a melee rail shooter or God Hand and you haven't played God Hand yet so you're terrified you'll fuck it up


6af32f No.14614803

File: 217cf29979494cf⋯.png (17.67 KB, 927x579, 309:193, sigma2_2018-04-08_23-24-05.png)

I finally made it resolve some geometry that it couldn't resolve before. It still crashes but from memory corruption which is easier to find. There are lots of tools and methods to find corrupted memory; so debugging that will be much nicer than debugging my corrupted data structure, which hopefully will not be corrupted in special cases any-more…


b7a3d9 No.14615314

>>14612413

If I'm reading the doc correctly, custom_integrator turns off inherent physics for the object, so you'll need to use the _integrate_forces function to apply physics manually.


fd8f84 No.14615417

File: 5a66b415ddb794a⋯.gif (151.78 KB, 400x267, 400:267, 1375857314515.gif)

I tried reading up on how data can be passed around between a class and subclass, so a class that extends another class can't see variables declared in the class it extends unless you call the super of the variable.

So I tried adding a method to the parent class for getting and setting a subtype value, and just having the subclass override it (which I realize now was pointless).

So I tried looking more into passing data between methods, I obviously can't set a variable within the class because the variable isn't read until the next harvest event, so if variable defaults to 0 and is set to 1 on the subtype return, it wont return the right variable until the next harvest event, but then it's wrong again

maybe sleep deprivation doesn't help


bbdf46 No.14615433

File: 83607afb885e1c1⋯.jpg (30.78 KB, 340x226, 170:113, 163915862.jpg)


fc0aea No.14615555

>>14614249

That's enough to qualify as a software developer these days.


fbea55 No.14615566

>>14615555

A software ENGINEER, anon. God.


fc0aea No.14615577

>>14615566

The title of engineer is protected in many places in the world, and you know god damn well that most people that program software, let alone video games, don't have a degree that allows them to call themselves that.

t. person with an actual engineering degree


fbea55 No.14615583

>>14615577

It's not protected here. I'm a food engineer!


fc0aea No.14615593

>>14615583

Can you make anything other than spaghetti?


fbea55 No.14615598

>>14615593

I make sandwiches, my job title is literally food engineer.


fc0aea No.14615608

>>14615598

Is a hot dog a sandwich?


75097b No.14615622

File: 903a36f8891b44f⋯.jpg (181.51 KB, 1024x704, 16:11, SandwichAlignment.jpg)

>>14615598

What is your expert opinion on this? Where do you lie?


eac8f1 No.14615623

>>14615577

>undocumented engineer


6af32f No.14615640

File: 79d9ea1b47ae387⋯.webm (11.5 MB, 640x360, 16:9, hall1.webm)

This is hall1.sw3, it took several weeks of work to get this map to compile into version 3 of the format, (into a BSP tree) but I finally have ironed out enough bugs for it to be a reality! There are still bugs that need to be fixed but I will find and fix those bugs soon.


75097b No.14615651

>>14615640

Are the polygon's double sided? Usually when the camera clips through an object it sees right through, but that doesn't seem to be the case here.

Also, what the name of that song?


0e2b2f No.14615810

>>14613962

>What the hell did you do?

>I'd do anything to relive a moment like that.

at first i was just drawing and writing the stuff that I've seen in dreams.

eventually I could tell if i was in a dream and gain control of it, the first few times it tried to kick me out using unnerving imagery which always ended with sleep paralysis.

about what can you do while dreaming is very limited and depends on your level of awareness,

>remembering your dreams

most people do this, and can't control shit, most people do this and those who can't can't think they don't have dreams

>remembering your dreams+

still no control but you remember stuff as it happened irl, ever had a girflriend who was mad at you from something you did in your dreams? this is where these fake memories come from

>spectator mode

you may know or not that you are in a dream but being aware that you are in a dream doesn't mean you can do shit, at best you can vaguely shape the form of the dream. but only if you give up your "body" as most dreams happen in this weird first/third person/group view and the controls are hidden in some sort of eagle view perspective

>new game

in this mode you are given free will and your body (limitations and all), sometimes it gives you another if you get permanently damaged or die, most scenarios are over the top, but you take realistic choices, originally new game and spectator were in the same tier as they feel the same, but being so mechanically different prevents it

>new game+

same as new game but now you know you are in a dream, you can do pretty much anything but if you go too much off script or if you think "i'm in a dream" it tries to get you back or kick you out, some interesting stuff you can do is to save/reload dreams take screenshots, change the people present and going back to other levels of consciousness.

things you can't do, unload/modify objects you can modify the ones you create but once you ground them they are there forever

>editor mode

you can do anything but now it never tries to kick you out or to get you back to script, most of the time starts directly on white areas/empty spaces or after you defeat/outlast whatever the fuck the previous tier sends you

things you can do:

>pretty much anything that you could replicate with unreal/unity/blender to the world around you.

create scenes, move stuff around, other stuff like impossible spaces and seamless worlds are possible

is possible to modify climate, temperature, colors, etc even make it dynamic

>change mechanics and add your own

create scenes and missions, add timers, hp bars, you can even play as yourself or any other character/person using any input you want.

>you can familiarize with stuff but only if you already know how to do it

mostly for stuff that needs more experience than skill like animating, topology, map design or painting if you know how different colors and brushes mix already

things you can't do:

>remember lots of objects/details at the same time

we are pretty bad at this, instead of trying to remember everything try to remember the idea of it or to "save the scene for later" and load it when needed. (is easier to remember later and allows you to have more stuff happening at once), exception being spaces and images, it amazes me how good we are at handling spatial stuff.

>can't reliably pass information between awake self and sleep self

you can delete your memory if you have not made something important and try to pass the important information it doesn't work all the time, most of the eureka moments you are notified anyway, but for those that don't you need to check the whole recording, at that point you might re do it again using your normal imagination

you can't read nor write, you think you can but you don't, same with voices and sounds, music is a little different because you remember how it sounds like, how it was said and how it made you feel, but not actual words. same with images and "videos", you sort of remember them but not the whole detail, you can remember layouts and sequences of events

>stuff doesn't update if you aren't looking.

>(obviously) can't practice any physical skill


0e2b2f No.14615814

>>14613962

>Damn anon, that's some serious depersonalization

its not that bad now, those are moments we wouldn't be on control anyway, the only difference is that sometimes i remember them.

the first time however it was really really brutal. i remember getting out from work then the the next moment i was "dreaming", i didn't remember going to sleep or even getting home, then it dawned on me that i was too aware to have so little control, at first i thought my body had found a way around my lucid dreaming but then i started noticing too many details to not be real (most dreams are made shitty LODs until you look directly at them) then the stuff that i would have never thought of while dreaming, paw marks on the concrete, every individual trash in the side of the road moving with the wind of the cars, some people walking lopsided, clothing i had never seen before. the whole experience became so overwhelming that i was screaming and crying the whole way home except no screams or tears were coming out, after that i spend like a week in bed and lost that job. it took me another experience like that to finally see a doctor who directly led me to an sleep doctor who referred me to another that was very interested in my case and probably has wrote about me in a book or somewhere else otherwise why would he see me for (almost) free?


0e163e No.14616135

File: 061a2aa05fd78e5⋯.png (5.55 MB, 1160x9000, 29:225, 061a2aa05fd78e5a3819786c7a….png)

File: 34eb31dd2577c0a⋯.png (4.98 MB, 1160x9750, 116:975, 34eb31dd2577c0a36252541a89….png)

File: b9d3fb913b2962e⋯.jpeg (34.34 KB, 655x527, 655:527, b9d3fb913b2962e6d8b0c4548….jpeg)

>Someone has that cap of him on that overwatch thread, where his reddit account showed up, you know who you are . please upload that too

On this page: http://8agdg.wikidot.com/rustfag I am wondering if these 2 attached pictures are the correct one?


82da56 No.14616157

>>14616135

Why does he even come here? He hates everything this place differs from reddit in and reddit has easily 100,000x more content


fbea55 No.14616165

File: 02a429503787643⋯.png (136.41 KB, 660x509, 660:509, bdev2.png)

>>14616135

>>14616157

I'm having a massive sense of deja vu, are you guys fucking with me?


82da56 No.14616167

>>14616135

Also that page is desperately lacking in detail. Like the fact he derailed redsky anon's thread for having the audacity to make a release thread when the game he made with it's own engine was released. Then backpeddled and bitched about how unoriginal it was for being a doom clone. Only to be making a rust clone, which was the most popular type of game to rip off at the time. Not to mention he had nothing to show for it other than 1 place-holder model


fbea55 No.14616190

>>14616167

Is it worth having a page on him? He's said so much bullshit that I'm not sure it's possible to keep track. won't stop me from trying

>I've lived in a filthy rich family until I was like 14. My father has since gone bankrupt and I haven't felt a significant change in my quality of life. Luxury is vain and vacuous."

>Last time I got black out drunk I was 15 and was at a boarding school. I got naked, beat the shit out of another kid, pissed all over my room, broke a fuckton of furniture, got my shit kicked in and apparently banged on the door of the girls' floor (that got locked for the night to prevent girls and boys from fucking I assume) and loudly declared that I want to fuck the shit out of my crush at the time.That was the result of me drinking 2/3 of a bottle of Jack. I'm surprised I survived the poisoning because at the time I did not drink very often at all. Needless to say I now stop drinking the second I feel tipsy."

>Everyone's life is a tragedy, and mine so far has been a fucking warzone"

>Don't be a disgusting fucking pig and then ask me to \"do the chores\" e.g. clean the kitchen or something like that. You can ask me to clean it up, but respect the fucking work I have to do at the time of using the kitchen. Don't leave rotting food in the sink. Don't fucking leave trash on the table if the trashcan is 2 meters away.

>No, you cannot use my computer. Fuck off.


82da56 No.14616217

File: d7f57cb139b622c⋯.jpg (68.15 KB, 365x720, 73:144, 11a5fce051c5579f897e1ccf7b….jpg)

>>14616190

Does /agdg/ have it's own chris-chan?


fbea55 No.14616220

>>14616217

I wouldn't go that far chris-chan actually produces content


1742f6 No.14616449

File: e48c4bd38b8d22d⋯.jpg (101.74 KB, 728x531, 728:531, 12a20646d7.jpg)

>>14613868

Anybody have good resources on shaders and how to implement them?

Pic unrelated


1742f6 No.14616459

>>14613868

>>14616449

Don't know why I quoted you excuse that


fc0aea No.14616516

>>14616449

https://open.gl/drawing

If you're looking to write shaders that have good performance, you'll have to do your own research. The two rules to generally follow for that is to (1) keep the shader as simple as possible. If you can compute a value on the CPU and shove the result into a uniform instead of computing it a thousand times on the GPU, you should, and (2) minimize conditional code, since most GPU's spend time stepping through all code, even if the condition would cause it to be skipped.


85b9e4 No.14616703

>>14614436

Hey, do a design document and try to work on it anyways. Make a decent amount of effort and planning, then play God Hand for ideas.

Ideally you'll run into a few issues with your own design and think about how to overcome them, and then play a game to see how they did it


85b9e4 No.14616784

>>14614144

>>14613868

My experience with sleep paralysis usually goes something like me being aware that I'm awake and being very thirsty, and awake-dreaming that I get up for some water. Or sometimes, laying face down and suffocating (while actually being okay)

A few times I'll dream that I have to piss or drink very badly and I'll keep doing it again and again, but the sensation never goes away. Sometimes I'll have dreams where I can "fly" by jumping infinitely, but also being able to glide horizontally forever. Sometimes I'll dream a tooth is loose and I pull it out, and it bleeds a ton, but then other teeth become loose and wiggly as well, and it keeps happening until my mouth is full of more teeth than I have, I'm down to my gums and I just spit teeth out constantly


412349 No.14616877

>>14599944

Run it in a virtualbox?

>>14616784

> I'll have dreams where I can "fly" by jumping infinitely, but also being able to glide horizontally forever.

Sorry anon, thought I fixed that in the last patch.


93e6ec No.14616930

>>14615810

That's a neat way of looking at levels of consciousness in dreams. I've definitely had a few dreams new game/new game+ category, but I've never had trouble separating dream memories from my real memories. I mean, I guess if I had false memories I wouldn't be able to tell until I explicitly find out what they are or start scrutinizing them. I usually have two-to-three lucid dreams a week and I can keep them straight pretty easily by keeping a written dream journal. I also do an exercise where before I go to sleep I try and recall my entire day from beginning to end, in theory it should help memory retention and keep a consistent record of what's real and what's not.

>>14615814

Yeah, that's definitely unusual. I used to be pretty big into LD forums and communities, but I've never heard of someone having that "awake on autopilot" problem like you're describing. It could just be a problem specific to your body, but I wouldn't be surprised if people could learn to replicate it with enough practice (not that they would want to; that shit sounds terrifying). Anyway thanks for sharing anon, I like hearing about other people's lucid dreaming experiences.


111069 No.14617066

>Added rustfag as steam friend for shits and gigs

>he disappeared off my friend list

Is he kill?


1d5109 No.14617077

File: a3a0f5daa9298cc⋯.png (222.49 KB, 816x623, 816:623, limb autism.png)

>>14616703

We have a WIP design doc, problem is figuring out exactly what we'll do with the combat system. I'll probably play God Hand as a reference and maybe look into some melee-focused tabletop systems like Bunnies and Burrows, but none of it will fit perfectly since we're still keeping the original's gimmick of controlling the head, torso, and limbs separately (pic related).


0e163e No.14617117

File: f4db8619140b2d2⋯.jpg (128 KB, 960x957, 320:319, f4db8619140b2d22e7bbd0e275….jpg)

>>14617066 (checked)

Hopefully, he was not even meme worthy tbh. mfw you will never get to read some french autist and his funny writing on RTS forum. why live?


912a2d No.14617152

>>14616784

Usually when people talk about sleep paralysis they mean the kind where you're dreaming while awake and your eyes are open, so you can't move and see freaky shit. I managed to teach myself how to trigger it manually, because I wanted to see if I could scare myself that way I couldn't.

As for dream mechanics, I can fly by flapping my arms, and bicycles don't work in my dreams. Wish it was as easy for me to fly as it is for you.

>>14617066

Happens when someone unfriends or blocks you.


85b9e4 No.14617177

Psst, hey kid, wanna work for VIDFEOGAMES?

>>14617171

>>14617171

>>14617171

>>14617171

>>14617171


111069 No.14617263

>>14617117

Describe RTS, Spaniard-anon.


111069 No.14617270

File: 4aa96c632695206⋯.jpg (179.95 KB, 1280x960, 4:3, Furfag Ricer.jpg)

>>14617152

Are you rottenhuman my man? Why would you block me for? Found a pic of your car.


912a2d No.14617311

>>14617270

I'm not Rotten and did not block you on Steam, I don't even use Steam anymore. I'm just informing you why he "disappeared".


0e2b2f No.14617357

>>14616930

>never had trouble separating dream memories from my real memories

my family already has problems with that lucid dreaming or not, but the frequency increases when you ld.

>that shit sounds terrifying

is not anymore because

1) is something that already happens to all the people all the time, we just don't remember it or we are busy daydreaming to pay attention to it

2) you gain control pretty fast when needed.

besides its been years since the last episode, it dates back to pre-exodus

>I like hearing about other people's lucid dreaming experiences.

and i like to tell, is a shame some of my stuff can be linked back to my real self because i was an idiot that posted everything everywhere


0e163e No.14617377

File: 242ad6d3b63b8ba⋯.jpg (51.44 KB, 960x544, 30:17, 242ad6d3b63b8ba5c98ef9408e….jpg)

>>14617263

one of his vidya: https://www.youtube.com/watch?v=eG1I3n9mHNY

Well it was on the Spring RTS forum, the baguette goy was pretty funny and wrote in broken english all the time, the other forum goys made fun of him all the time due to that and on top of that he got banned several times because those moderators were rule cuck tier. That being said there was a more functional german autist goy who could write better but despite his gud skills he got banned frequently by the mod cucks too. and now all of that is lost like tears in rain, also if anything I am a southern slav not a spaniard.


0e2b2f No.14617450

>>14617152

flying feels the same as sliding on the floor so start practicing there, is also very impossible to crash/fall while flying so it gets boring pretty quick

never had a problem with bicycles, but have noticed me looking at the feet when starting it, then switching focus to speed and weight/tilt to turn them,


85b9e4 No.14617974

test


111069 No.14618098

File: f685cf4cff65d65⋯.jpg (37.84 KB, 480x640, 3:4, cat in a sock.jpg)

>>14617377

I thought you where a Spaniard because of the Spaniard Volunteer you posted.


62cb02 No.14618238

File: 07a65b7a50264ae⋯.jpg (3.77 KB, 241x209, 241:209, download (4).jpg)

>>14616135

>>14616157

>>14616165

>>14616190

>>14616217

>>14616220

>>14617066

>>14617117

>>14617270

>>14617311

>check in to see /agdg/ post progress

>they're still talking about me every single day


d7a8a1 No.14618756

>>14615314

I get that, but _integrate_forces() is not supported by BulletPhysics, which is the default physics option in Godot. That leaves the other option, GodotPhysics or whatever its called, which doesn't have any explanation or mention in the docs and which doesn't seem to apply _integrate_forces() either (but it doesn't explicitly throw a warning against using it either). I think the option might be either deprecated or a relatively new option that isn't fully implemented yet. I'll look into it more at a later date, but for now I've switched to kinematics for movement and it works well enough.

>>14615577

>engineer is a protected title

That's true for all engineering fields, with the only apparent exception being software engineer – a name which, in my opinion, holds no real value precisely because of that.

Which field, anon? Electrical Engineering is best engineering.




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