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

File: 6fe208d09b54dfa⋯.png (385.86 KB, 613x500, 613:500, mouseagdg.png)

9cf48a No.14771391

MICE TIME edition

Resources

>>>/agdg/

>>>/vm/

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

>Dev resources: http://8agdg.wikidot.com/resources

Links

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

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

>Previous thread: >>14739428

QUARTERLY DEMO DAY SCHEDULED FOR 8/8

Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)

cbb4a9 No.14771398

I hope every dev has a mice day


feca66 No.14771412

>>14771398

We need more mice adventures.


d57a2d No.14771425

>>14771391

>pic

I don't understand.


9cf48a No.14771428

>>14771288

BSP stands for "Binary Space Partitioning Tree" which is a data structure used to organize the geometry of a level into convex sections and allows for fast line-of-sight or collision detections, as well as depth sorting. This was especially useful because the depth buffer (Z-buffer) would not be necessary to draw the 3D world. Z-buffers take up megabytes of memory and slowed down software renderers a lot, so it was a huge rendering speed boost to be able to do this. The Z-buffer would still need to be written into, but it would only be used when drawing enemies, for example.

The BSP tree is also necessary to generate a data structure that is used for occlusion culling, the PVS, which stands for "Potentially visible set". The PVS is a table of precomputed visibility checks, between each convex section in the level. This allows for easy occlusion culling because it is all precomputed. You just check the PVS for your convex section and only consider polygons in that PVS. It was necessary to use the BSP compilation process to divide the level into convex sections and it was necessary to use the BSP to determine which convex sections are visible to each other. It is also necessary to use the BSP tree to determine which convex space you are currently in. The BSP can tell you if you are in solid space or non solid space which is why it is so great for collision detections.

This is how game engines from the late 90s-early 2000s worked, essentially.

>>14771300

I don't know how to use blender... maybe its a little silly but I wanted to create a new tool to beat my old one, with all the stuff I have learned since then. Nothing is stopping me from writing some kind of converter so that a 3D model file that blender exports could be compiled into a Sigma 2 BSP format... I just haven't done it.


d57a2d No.14771433

>>14771428

Is it obsolete? Are the time savings inconsequential now?


5401fe No.14771435

File: bc9c1637bb5a2a8⋯.png (Spoiler Image, 70.91 KB, 277x219, 277:219, !!!.PNG)

>godot

>corruption of champions like game

>less futa

>autism and furry bux

>actual gameplay

>cash grab but i plan to deliver

>minimal art can't beat imagination

wish me luck, I do need writers down the line, i only have one atm


5401fe No.14771438

also original owner of >>>/ideaguy/


27ac4b No.14771444

File: fd48d768b3983ce⋯.webm (2.32 MB, 480x360, 4:3, Sweet Prince.webm)

File: 2a1e6e7363a6a78⋯.png (38.83 KB, 656x755, 656:755, 1525933950876.png)

>>14771391

>Saddam Hussein

He did nothing wrong.


e0cc77 No.14771465

>>14771444

Trips of truth.

Soon anon, normalfags will get the redpill on him and uncle Adolf.


9cf48a No.14771478

File: 2ab266f3aef3440⋯.png (281.05 KB, 509x509, 1:1, saddam.png)

>>14771425

Saddam Hussein is smiling and watching his two mice. I had a picture of Saddam and I was wondering, what could be making him so happy? The picture was incomplete because the reason he was smiling was outside of the frame. So I edited it to add some mice to his left, which would make him happy to see.

>>14771433

It used to be that there was no difference between the polygons rendered and the hitbox of the world- but now there are too many polygons: BSP stops working well in high polygon environments. Also, BSP-PVS engines precompute how a static world behaves: games today that like to have dynamic levels where you can break down all of the walls destroy the kinds of assumptions that BSP allows us to make about things. BSP-PVS engines also force you to consider things one polygon at a time, which is very inefficient on modern graphics cards where it is literally faster to draw 1000s of polygons than to waste time checking if you need to draw them using your PVS. So, the kind of occlusion culling scheme is far too agressive for the modern realities of 3D-accelerator cards, with Z buffers that cost nothing, and polygon rendering speeds that make your savings a waste of time.

Still, that doesn't mean that it wouldn't be a good idea to use a BSP tree in a modern engine- for example, in a game like overwatch, you could use a BSP tree because the levels are all static and are non-destructible. You would have to create a very low-poly version of the level to be the "hitbox" for this hypothetical modern BSP engine, but it would be a valid solution and a good idea in this case. But, you wouldn't want to use the BSP tree for any kind of rendering in 2018.

Technically I am doing these things, but that is because I have low-poly environments like a 1990s engine and I am optimizing my game for low-end graphics cards that will actually benefit from this type of engine. High end hardware can already render this stuff really fast so its the difference between 510fps and 500fps… not a big deal, you are already running the game fast enough like that…


d57a2d No.14771553

File: ebe67526a33fe6c⋯.png (157.78 KB, 224x349, 224:349, ohno.png)

>>14771478

That's very informative. Thank you.


60e10b No.14771569

File: 19eb98648ff46f2⋯.png (348.54 KB, 500x372, 125:93, 20180425_222253.png)

>>14771465

>>14771444

> think for the longest time "Hitler did nothing wrong" was just an edgy phrase to trigger liberals

> start browsing /pol/

> mfw the French, Poles, and especially Jews all had it coming and he legitimately did nothing wrong


cbb4a9 No.14771587

>>14771569

<expanding consciouness.meme

>WW2 was a conflict between Good and Evil

>There were a lot of sides to the conflict and you can't say one was necessarily good or evil

>WW2 was a conflict between Good and Evil


17d6da No.14771598

File: 2a31c328b3aa33f⋯.webm (3.76 MB, 480x320, 3:2, Baathist last stand.webm)


d0b1ae No.14771665

>>14771435

Put in fetish options, so we can turn off the ones we don't like and shift the ones we do like into maximum overfap.


60e10b No.14771686

>>14771665

Specific fetish disabling is stupid, and so is trying to make a game that appeals to everyone. Each person will get only a fraction of the full game depending on their personal degenerate tastes and no one will enjoy it.


5401fe No.14771692

>>14771686

>>14771665

you have to offer some options, but not go overkill

for a lewd rpg you don't want to kill the atmosphere for someone but at the same time you want to offer some incentive to winning battle


e93cd4 No.14771695

File: c53717032a5a70d⋯.png (863.31 KB, 900x900, 1:1, c53717032a5a70d09607b58d8d….png)

>I'll finally be done with the art assets by early July

Christ. Can't wait to get back to the fucking gameplay.


19db2c No.14771736

File: 53801aee4ba2f2f⋯.jpg (465.18 KB, 1066x1520, 533:760, moneymouse.jpg)

I'm also happy to mouse.

>>14771695

Know that feel. I've been trying to get these fucking models done for a thousand years.


5401fe No.14771756

File: fbf5881d1ca5603⋯.png (Spoiler Image, 52.15 KB, 188x426, 94:213, ex.PNG)

>>14771736

PEEP WELL, FUZZBALL


cbb4a9 No.14771758

Oh right, this page. I recommend reading it if you want to implement weighted RNG

http://www.keithschwarz.com/darts-dice-coins/


0bfb43 No.14771775

File: d9a5041842a787d⋯.webm (3.63 MB, 500x500, 1:1, learningToSee.webm)

Teaching her to look around. Need to sort and fix the crazy hair physics that all of a sudden started after putting in more sphere colliders.


a40186 No.14771778

>>14771775

Now I want to see a puzzle game where you have to have her navigate a maze and solve puzzles, that'd be cute.

i'd feel bad to kill her by accident


6f9f2e No.14771780

File: e5b3919fd4eb141⋯.webm (545.58 KB, 360x360, 1:1, videomp.webm)


19db2c No.14771793

File: 1c437738287be25⋯.mp4 (12.01 MB, 640x360, 16:9, mousepetting.mp4)

Actually, since I'm in here anyway, may as well ask. Anyone try to import a model made in Sculptris into Blender or similar? Just any difficulties you've experienced or tips for making it a smoother process. I find it easier to make things in that program but I wanna also rig it up and the program doesn't have a skeleton option I've seen since it's simply art-focused. If no one knows that's fine, too.

>>14771780

That's a rat. Still one of my faves.


a58118 No.14771798

>>14771793

>sculptris

>sculpting a model in sculptris and then rigging it

>sculptris

Just use blender or Zbrush holy shit.

Sculptris probably lets you export to .obj or some other commonly used format that blender will import.


19db2c No.14771833

>>14771798

Just curious since I haven't given it a go yet and wondered if anyone's tried. Made some stuff I like for fun and realized I might be able to use them. If not then I can just fuck around and remake it in Blender itself.


0263a8 No.14771840

>>14771736

PEEP WELL, FUZZBALL


2d47c5 No.14772583

What's with the mouse thing?

What did I miss


cd3269 No.14772619

>>14771433

>Is it obsolete?

Binary trees are tough on cache, also grafics cards are so fast now that spending a lot of CPU time doing fine grained culling doesn't make sense anymore.

>>14771736

PEEP WELL, FUZZBALL

>>14772583

Theme for June is going to be mice.


2d47c5 No.14772702

Anyone know if TextMeshPro allows for videos to be played on the GUI?


f1f58b No.14772773

File: 52ff01ba80734c5⋯.jpg (40.32 KB, 586x578, 293:289, Blank _090a12a2cffa96e4085….jpg)

File: 3f1c3b8192806fa⋯.png (627.68 KB, 1030x630, 103:63, Screenshot_11.png)

File: 0854d80c7fb5c98⋯.png (1.16 MB, 948x553, 12:7, Screenshot_13.png)

okay guys, so im working on that one DC algorithm. I'm almost done. Things seem to be looking aight, but there's one problem:

my cell quads aren't properly ordered (and also my normal approximation is a tad fucked in certain spots but that's a minor problem, easily fixable)

this results in my mesh looking all fucked, I think. (can't quite think of any other reason why it'd be like this) I have a question:

My take on the algorithm uses edge and cell structs - edge structs store parent cell indices, and cells store child edge indices (to the two main arrays that contain these structs). I think my parent cell index isn't properly sorted for every edge. I'm currently finding edge/cell relationships at the time of the actual grid's generation, and it's not working well. I don't exactly know what order it's pairing them up in, but this shit's not really looking good at all. I think instead of doing this during generation I should just take an extra step to match them. Problem is - my walnut brain cannot come up with a way to do so - I'm already cheating using a lookup table to generate the edges themselves. Any idea how to find cells defined by 8 vertices that include an edge defined by 2 vertices in a way that gives out mesh-gen friendly order of vertices? (I believe that'd be clockwise around each edge) (in DC each cell ends up containing one vertex).


996bf1 No.14773078

File: 37c1003c63e465f⋯.jpg (110.89 KB, 500x500, 1:1, inquisitive_loli.jpg)

>>14772773

Do you really expect any of us to be smart enough to understand what you're even talking about


f1f58b No.14773129

>>14773078

I know for a fact there's at least three separate anons on here that are way smarter than I am. There's one anon in particular that has experience with dual contouring, and he's the sole reason I'm as far along as I am.


f1f58b No.14773836

Is it just me, or did /agdg/ slow down considerably these past few days? Is it due to Demo Day happening just recently?


09fe29 No.14773944

>>14773836

Probably, my progress has certainly stalled post-demo day.


f1f58b No.14773979

>>14773944

ever since I took over the project I'm working on now I've been going at the speed of light. The guy actually did an excellent job commenting everything in his code, even if some of it was hacky. Refactoring the particularly shitty bits was a breeze. Now if only I wasn't tripping up on this contouring shit I'd probably have a demo by now and be stalling right there with you


19c147 No.14773991

>>14773836

I think it happened after the previous demo day too.


27ac4b No.14774041

File: 93e43ffc26bbd2a⋯.jpg (19.69 KB, 468x388, 117:97, friendly anonymous man wit….jpg)

>>14773836

I could probably shitpost something about mondman related, but 1) too lazy posting it 3) not enough progress

t. sprite liberator

my damn 10 cent mouse slipped


bf8c36 No.14774057

>>14773836

I assume people got a little burnt out after working hard to make it in time for the demo and just need a little time to recharge their enthusiasm.


f1f58b No.14774067

>>14774057

that makes perfect sense. i absolutely love how 8ch /agdg/ is 99% hard work and productivity. Hope it lasts as long as it can before being diluted by trash.


5c8d74 No.14774136

>>14773836

Partially burnt-out from demo day, partially convinced people aren't really interested in seeing my progress dumped all the time (got a bit much leading up to demo day I guess) so I'm just lurking for a bit.


f1f58b No.14774154

>>14774136

I think you're wrong on that one, friend. I personally enjoy seeing any and all progress no matter what it is - it's just exciting to see people chase their dream.


60e10b No.14774806

File: f0b02329ef8b0e8⋯.png (2.28 KB, 192x128, 3:2, game_success.png)

>>14774154

> any and all progress

This is a sketch for the standard game end screen, then.


f1f58b No.14774875

>>14774806

I like it! It's adorable. Are you planning on coloring it in?


60e10b No.14774908

>>14774875

Well, yes. It's just an outline for what I'll draw on top of. There will be some text and such that appears on screen, "You did it!" or something like that, but that will just be done in engine.


09fe29 No.14774952

File: ac69f9669b45190⋯.png (471.97 KB, 720x715, 144:143, 1510714070464.png)

File: 1e9e9e378e69a29⋯.png (334.26 KB, 452x338, 226:169, 1513713099022.png)


f1f58b No.14775002

>>14774908

What's your game called? Is there a wiki page? I'd like to take a look.


d57a2d No.14775074

I just came back from my Programming I midterm. I was the third student to finish it. Feeling pretty good.


f1f58b No.14775090

>>14775074

Congrats, how well do you think you've done?


f1f58b No.14775110

File: 93b279a3b316cc6⋯.png (6.38 KB, 417x196, 417:196, cellsDC.png)

>>14772773

I realized my post was written poorly so here's an illustration of the problem to make it a little easier to digest. It seems like a simple issue but I feel very confused.


d57a2d No.14775199

>>14775090

I think I did great, actually.


f1f58b No.14775206

>>14775199

Good job!


f40b43 No.14775285

File: 0a9876680b9e17a⋯.jpg (33.23 KB, 221x246, 221:246, 0a9876680b9e17a8838cf1c255….jpg)

Anyone know an effective way to do RTS square selection in 3d? I know a lot of 3d games fake it by having it select the space the unit is standing on. I was thinking of doing pixel picking, although I hear it's slower than doing traditional ray tracing.


f1f58b No.14775372

File: 33481c06840326d⋯.png (674.12 KB, 1001x607, 1001:607, Screenshot_17.png)

>>14775110

Thought I'd share this picture because it looks super dope. I was trying to figure out why my mesh generation was messed up, and so I think I confirmed that the quad order was the issue, since the shapes that the blue lines form are all meant to look like U's, but it's a mishmash of shapes instead. but it looks like some alien brain or something, so that's pretty cool.


60e10b No.14775398

>>14775002

Erni's Iceberg. It's on the wiki- I'm just adding the link to the Demo Day build now.


f1f58b No.14775416

>>14775398

There seems to only be a single screenshot on the wiki. Do you have any more?


60e10b No.14775427

HookTube embed. Click on thumbnail to play.

>>14775416

There's an entire video here.


f1f58b No.14775440

>>14775427

That looks cute! I especially like the fishing animation sequence, it looks very dynamic for something so simple.


f108eb No.14775450

>>14775002

but there... there's a demo

>>14742217


60e10b No.14775484

File: 3536320cfad644b⋯.jpg (18.99 KB, 568x353, 568:353, why_isn't_it_working.jpg)

>>14775450

>>14754012

> Someone actually saw the mermaid

> I fucked up her palette


f1f58b No.14775503

>>14775450

sorry, my brain's gutted right now I shoulda checked the demo thread


60e10b No.14775595

File: ed7d830e848f01f⋯.png (5.8 KB, 575x384, 575:384, mermaid.png)

>>14775484

This is what she's supposed to look like.


f44dba No.14775597

File: b8dbbca33535063⋯.png (4.36 KB, 186x271, 186:271, ClipboardImage.png)

>>14775484

you're not fooling anyone


60e10b No.14775627

File: 5d5269ab362e636⋯.png (337.97 KB, 588x531, 196:177, 5d5269ab362e6362fe8fd5a98a….png)

>>14775597

delete this


9cf48a No.14775852

File: 75f7a36015413bb⋯.png (16.55 KB, 808x627, 808:627, Sigma Editor 2_2018-05-11_….png)

File: e8b4249234d792c⋯.png (6.95 KB, 800x600, 4:3, Sigma Editor 2_2018-05-11_….png)

File: e6494318d6d7dda⋯.png (12.22 KB, 800x600, 4:3, Sigma Editor 2_2018-05-11_….png)

File: 3e11d17ee465237⋯.png (14.81 KB, 808x627, 808:627, Sigma Editor 2_2018-05-11_….png)

My debugger works, although maybe its still very hard for me to use I hope that I can actually use the information it's giving me.


cbb4a9 No.14775897

File: bb9e2d831bb9971⋯.png (1.16 KB, 32x16, 2:1, img.png)

>>14775285

I remember AoE2 used a texture similar to pic related to see which tile the mouse was on. Basically it drew this image over every game tile on an invisible render texture, then it used pixel point picking to see which color the mouse was over. If it was green, for example, it would nudge the selection box into the appropriate adjacent tile.

As for selecting units, you'll probably have to use some kind of ray / frustum stuff


cbb4a9 No.14775917

>>14775897

Or maybe it was diamond shaped colors? I can't remember


3a4411 No.14775919

File: 9cbe1406c6950dd⋯.webm (556.86 KB, 320x240, 4:3, Fish oil anon shows up.webm)


aaa056 No.14776153

File: 0da426b72e210a3⋯.png (8.27 KB, 105x107, 105:107, agonized.png)

Can't pick between C# and C++

i'll eventually, most likely use UE4 so i'd need C++, but its not very beginner friendly. I'm gonna read a book (C# Programming Yellow book or "Beginning C++ Through Game Programming")

what do?


608f5f No.14776170

>>14776153

Just make your game in shell.

But really C# is shit, avoid it.


e708bb No.14776265

YouTube embed. Click thumbnail to play.

cbb4a9 No.14776292

>>14776170

Oh fuck off, C# has just as much support as C++ now


9cf48a No.14776309

>>14776292

Indian OOP-langs are bad, no matter how many platforms they can be run on.


f40b43 No.14776313

>>14776292

>He legit thinks it's a matter of support


60e10b No.14776356

>>14776153

>most likely use UE4

Daily reminder UE4 is owned by the ricekikes of Tencent


f1f58b No.14776403

>>14776356

in my honest opinion you can either be an ideologue or get shit done. Tencent will earn money no matter what you do, so you might as well make use of whatever useful comes out of their existence.

I'm not trying to shill for them, but the fact that you only need to pay 5% royalty, and only if you cross 3000$ dollar mark to me sounds like a really good deal.

I'm not here to argue stances or start anything, though, so you do you.


ed23db No.14776461

File: a17c1a6cc88ebd2⋯.png (58.94 KB, 1050x796, 525:398, winding order - edge looku….png)

>>14772773

>>14775110

>>14775372

>quad order was the issue

yeah that's what it appears to be, probably just the triangle winding order.

made a pic to make it clearer, and quick note that unity utilizes a clockwise winding order (order used in my pic)

>>14773979

what's the planned project that uses DC, what kinda game?


ed23db No.14776470

>>14776461

forgot the [i] in the example look through edge cells

too lazy to change it, polite sage


cbb4a9 No.14776486

>>14776403

>>14776356

wtf I love using disagreement to dev now, fellow coders!

>>14776313

>>14776309

So its a bad language because people misuse it? Its a strictly better Java. Its performance is comparable C++. The loss from C to C++ is the same as loss from C++ to C#. This has been independently tested and verified. Other languages like Python or Lua are so obtusely slow that they are incapable of any sort of sophisticated games (talking 20-100x slower on a per algorithm basis)

If performance mattered (and it doesnt) you would be using C. Language choice will not impact the quality of the final product.


e708bb No.14776508

>>14776486

>Its a strictly better Java.

Not a strong argument for the language. Java was a mistake that unfortunately gained a good deal of momentum in education in the misguided OOP era. I agree, C# is a better version of what Java attempted. It's still a mistake.

>Language choice will not impact the quality of the final product.

Not true, in practice. Or really in theory. One of many implications of language choice: libraries, tools, and engines/frameworks available differ between languages.

>If performance mattered (and it doesnt)

Not true. For a good example, compare the capabilities of the last SimCity (clusterfuck) to the capabilities of older versions. The latest made extensive use of scripting and garbage collected languages. Making it a slow clusterfuck on modern hardware with a fraction of the simulation capabilities of older versions.


f40b43 No.14776514

File: 02d3164cee2d85c⋯.gif (195.28 KB, 600x338, 300:169, d47b433f5575a957fdf0d0a991….gif)

>>14776486

>If performance mattered (and it doesnt)


aaa056 No.14776537

so C# is bad?


9cf48a No.14776539

File: 97a7c772162afa3⋯.jpg (15.67 KB, 230x255, 46:51, 97a7c772162afa3539172c69ce….jpg)

>>14776486

Its a bad language because it forces you to use OOP, which is a fundamentally bad paradigm. It's also garbage collected and has to run in a VM, and can't execute natively. Being a "better Java" isn't a merit because it means that it just repeated the fundamental flaws of Java while cleaning up some non-fundamental flaws. It's not that people misuse it, but that using it at all is misuse of your computer's resources.

We could do a very casual comparison like this:

https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/csharpcore-gpp.html

https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/cpp.html

That shows that the speed loss between C++ and C# is much higher than C to C++ in these toy programs. I would argue that the difference between a language in a nontrivial program is much higher than it is in these benchmarks. And, I think that these prove that C++ is much faster than C#.

I would say that C#, while being faster than python or lua, is still too slow to use in any kind of real-time constrained program that is sophisticated enough to push the hardware.

Performance does matter and I do use C. Language choice does impact the quality of the product, look at Minecraft for example.


f40b43 No.14776562

>>14776537

Both C++ and C# are bad unless you're making something that uses no processing power like a corridor shooter. Even something like Dwarf Fortress, which is fucking ascii art, lags hard. All the professional devs who use C++ ignore all the features it adds. Exceptions, templates, inheritance, etc.


f1f58b No.14776568

>>14776461

Thanks, anon. This is good.

>what game?

I honestly didn't know whether to come out with it or not, but I guess the cat's out of the bag now It's an orphaned sandbox project that I got from an anon that couldn't handle a little bullying and decided to drop it and literally quit gamedev. The project's name prior to my takeover was "Sæglópur" but it's a mouthful, impossible to write without copy/paste and is already the name of an actual popular song so I don't know what the fuck his line of thought was there.

I thought about renaming it to "Candlelight" but that's already a game, so I think I'll wait until inspiration hits me for something else.

>what's the planned project that uses DC?

DC is going to be used for terrain and a lot of dynamic world object such as resources that you'll obtain in the world. the GDD deliberately avoids using inventories because apparently "perceived object persistence is very important", which I think I can get behind, it makes sense to try and build up immersion in a sandboxy game using that design principle.

>>14776486

Don't take me wrong, I do think that large corporations and everything related are cancerous but I also think that entirely avoiding using popular products out of principle is shooting yourself in the leg.

>>14776562

I'm a C++ coder. Can you tell me what I'm probably doing wrong?


f40b43 No.14776593

>>14776568

>I'm a C++ coder. Can you tell me what I'm probably doing wrong?

If I had to hazard a guess. Using Malloc 1000s of times per frame without realizing it. Fucking up cache with polymorphism. Fucking up cache with tons of branching. Raping your compile time with templates. Using exceptions. Doing multiple inheritance.


f1f58b No.14776600

>>14776593

Well I don't think I'm doing any of that so that makes me feel a little better about my code.


9cf48a No.14776607

File: d959efa71142472⋯.mp4 (6.64 MB, 640x360, 16:9, how to use C .mp4)


2cdd2e No.14776609

>>14776514

It matters but you can push to extremes on one side such as optimization with negative effects on maintainability, or extra programmer time that could've been used elsewhere. This is why Python sees strong use in the scientific community because it's much more important to be able to quickly write a program, that may only be used once.


9cf48a No.14776616

>>14776609

The scientific community uses FORTRAN mostly, and if they use python it's not because of any efficiency reason, its that they are scientists and they don't know how to program computers beyond a language like python.


f1f58b No.14776622

>>14776616

Is this actually a real thing? I always thought scientists of all people would have little trouble grasping something as logical as programming but I keep hearing folks say scientists are generally like Yandev-tier

>>14776607

Thanks, watching this now.


9cf48a No.14776664

HookTube embed. Click on thumbnail to play.

>>14776622

Yes, FORTRAN is still very widely used, most older scientists will have been writing it and don't see a reason to use something else. This is mostly because of a few reasons: FORTRAN is a lot faster than languages like C# and Python. That doesn't sound like a big deal since this isn't a realtime program until you realize that these programs are being run on supercomputers and you only get a certain amount of allotted computing power, which will then cost your company/university money. So maybe your research budget is tight and you don't want to waste money by running a slow Python program. Also, since these are being run on high performance computers, the ecosystem is very different and much more FORTRAN-friendly than say a the consumer PC ecosystem. Also, why rewrite code that isn't broken? There is nothing about Python, for example, that will make it any better- in fact, rewriting it would probably make it worse. For scientists programming is a means to an end.

It's not that scientists wouldn't have a problem learning how to write C or something, it's that they studied physics or chemistry or whatever and so they wouldn't know how to write C in the same way that, while a programmer isn't too stupid to understand how a chemical reaction works, he would still have to study for years to be able to do the same kind of work that a chemist does, even if he is smart enough to do that kind of work.

I've embedded the entire talk into this post, its a very good talk.


f1f58b No.14776698

File: 23c0df6370aeb75⋯.png (121.28 KB, 423x287, 423:287, bedtimepte.png)

>>14776664

Wow hearing about how funds are wasted on computing shit using inefficient/limited methods made me legitimately angry.

What the fuck. Also thank you for the talk, I'll watch it tomorrow. I think it might be sleepy times for me, all this mathy shit I had to learn today has fried my caveman brain


9cf48a No.14776746

>>14776698

Luckily most of it is being done in FORTRAN which is really the best tool for the job in this case, the language is simple enough for scientists who aren't programmers to get good results out of, (no pointers, for example) yet it still has a pretty good level of performance, especially for scientific computing applications, since it has things like matrices and matrix multiplication as built in types and operations, and it has other language features in it that make it easier for scientists to get good mileage out of.


ed23db No.14776785

>>14776539

>look at Minecraft for example

yeah, the end user doesn't care what engine you use, or what language you use.

As long as the game is fun that's all that matters.

Also, the creator of minecraft made the most successful indie games in the world thus far, with java, and that's pretty amazing.

>OOP, which is a fundamentally bad paradigm.

agreed

>That shows that the speed loss between C++ and C# is much higher than C to C++ in these toy programs.

Negligible loss of speed for a lot of things, but performant heavy algorithms that are applicable to a SIMD algorithm should be written in say compute shaders, openCL, or if not then C++.

Otherwise, if it's more pragmatic/fun to write it in a higher level language, then do so.

It's all about being pragmatic when it comes to creating a game.

>Language choice does impact the quality of the product

I agree that it does impact the codebase's quality, but the only thing that matters here is how fun the game is.

Although, I sincerely doubt you're here to just like make game; as anyone who has been doing this long enough knows elitism is a naive outlook, and is pretty cringe worthy.

It's about being pragmatic, and just like makin' a game.


ed23db No.14776819

>>14776785

I just read your previous posts, and realized it was ika I was respond to kek

>I sincerely doubt you're here to just like make game

i was right here, as he's admitted in previous threads.


9cf48a No.14776879

>>14776785

>>14776819

Minecraft is popular, but it could have been a lot better without using a garbage collected language like Java. It's very easy to write a voxel engine that beats minecraft: as a game it succeeds but the architecture is very poor compared to what other people have done. I don't think its negligible to compare C# to other languages, you will feel the speed loss in a nontrival game that is pushing your computer hardware.

Despite it taking me longer, I have finished games before and I will finish my current project… so what's your point? I've only said that it's not my focus to complete the games as fast as possible, and that my engines are about as important to me as the games. If we are now comparing our characters together, and not just our ideas, then what games have you completed, if you've been "doing this long enough"?


ed23db No.14777013

>>14776879

>as a game it succeeds

that's all that matters

>I don't think its negligible to compare C# to other languages, you will feel the speed loss in a nontrival game that is pushing your computer hardware.

Humm, you still don't understand my point here, and with all the threads we've had in the past where I've explain this in simple ways; I'm starting to arrive at the conclusion that you never will.

>that is pushing your computer hardware.

Do you have a game planned that will push your computer hardware?

>so what's your point

My point, is that you have a different outlook/perspective, and different goals.

That's good and well, and I applaud your efforts; though you need to understand that with these different outlooks comes different goals.

Someone such as yourself wants to make everything themselves, and thus results in a large investment of time to even get to the same level of tools compared to someone I would call "pragmatic".

The pragmatic person would have that investment of time instantly mitigated the moment they download say UE4, godot, unity, or just about any engine made by experienced teams out there; while having more competent, and fully featured tools at that.

During the time you spend making everything yourself, it's already finished for the pragmatic user, and also they get constant updates, bugfixes, and more; by teams of people with massive pools of experience.

However, as mentioned, there's different goals here, and different perspectives.

For one it's a pragmatic compromise to "just like make game", and for the other it ruins the fun; which is good and well, you do you, but I will do what is pragmatic for me as to achieve my goal.

>I've only said that it's not my focus to complete the games as fast as possible

The content of your posts has in itself stated the opposite, and from your time spent making your "games" (tech demos) compared to the time spent making the engine; it's plainly obvious which is more important.

You're doing it because you enjoy making the engine, then showing the capabilities of the engine, which is awesome, but you need to understand that not everyone has the same focus; or is happy with that monumental amount of effort resulting in a simple game.

>dox yourself

no thanks, I prefer anonymity.


9cf48a No.14777092

>>14777013

In this post your argument has almost entirely shifted to one about me, instead of the actual points I am making about C#. Maybe this is a little harsh, but I think that the claims you are making are no longer even relevant to the topic of the argument, and are instead putting words in my mouth based on what I do. This is maybe the difference between 8chan and reddit: the point of being anonymous is so that people only respond to each others actual arguments, instead of going into their reddit profile, reading their post history, and then responding to that. When you do this, you're kind of ruining the point.

You're missing the point I am trying to make about Minecraft- it could be a better game, if it could run faster and with higher draw distances. Instead it can't really handle high draw distances and eats up RAM, which really makes it play very badly, especially on a lower-end computer. Whats the use of a good game with bad technology if I can't play it because of that bad technology?

Your point about premade engines have nothing to do with C#, or our previous discussion- it's just a post about me. I never said to anyone that they should do exactly what I am doing: so why are you responding to me as if I did? I already understand this and I don't know why you keep inventing this strawman about me.

>no thanks, I prefer anonymity.

I'm the most confused about this: if you like anonymity, then why did you use my username? (which I don't ever use on this website) Also, isn't the point of these threads to talk about video games you are developing? If you refuse to do that, then it's a little strange. If you are going to make someone not-anonymous to attack their credibility when talking about things, but will not identify yourself, then that is a little hypocritical.


d57a2d No.14777108

>>14775285

You'd make a 2d square on the screen and project it towards the 3d screen, doing some frustum check to see what units are inside the volume.

>>14775372

> looks like some alien brain or something

You got yourself an extra boss design, well done.

>>14776486

>>14776539

So how does C# and Java compare performance-wise?


f1f58b No.14777189

File: 0470ea901eb5cd8⋯.png (1.71 MB, 1280x1659, 1280:1659, thonk.png)

>>14777108

but what if…

this is my personal dev bossfight?


d57a2d No.14777224

>>14777189

<player fights a set of boss fights that are increasingly better versions of the algorithm

<they fight to improve it

get meta with it.


f1f58b No.14777232

Do you guys know if /agdg/ has a mascot?

>>14777224

FUND IT


d57a2d No.14777239

>>14777232

gotta make it first bro :^)


ed23db No.14777243

>>14777092

>actual points I am making about C#

Well, your points make sense, and it's true what you say about C#/java to a certain extent.

Though I was formalizing the philosophy behind another perspective, so you can understand the other perspective.

To one, "its a bad language" due to X/Y, and to another it's a good language due to Z/W. The same can be said about any language.

>In this post your argument has almost entirely shifted to one about me

I used your philosophy as an example, as it's readily available, as to compare it to the accepted "just like make game" philosophy of /agdg/; it's less about you as a person, and more about your apparent philosophy for development (purely an idea context).

This comparison of philosophy frames the idea that the performance loss of C#, or similar languages; being a negligible compromise for one party, and a dire non-compromisable issue to the other.

Also, it demonstrates what is of value (the goal) to one party, and what is valued to the other party.

Hence, different philosophies, and different value structures; thus different values are attributed to said languages.

I suppose our philosophies are so different that we keep missing eachother's points.

>Your point about premade engines have nothing to do with C#, or our previous discussion

Again, a necessary point to compare philosophies, and to further provide context.

>it could be a better game, if it could run faster and with higher draw distances

Agreed.

The point I'm making, is that despite that, it still succeeded, and it was still fun.

The goal there was to make a game, and to just get it done. It ended up in something fun, but as you stated had room for improvement. In the end however, that was a smart compromise to make, as the success + fun of said game is inarguable; despite any qualms about its performance.

>I never said to anyone that they should do exactly what I am doing

Humm, ok, I'll take your word for that.

Though I took it as you implying your way was the only "right way"; which was absurd to me.

>especially on a lower-end computer.

That's pretty absurd. You have to have a garbage worthy pc to not be able to run minecraft at an acceptable framerate.

Even in alpha years ago with my shitty pc I could run it great.

>Also, isn't the point of these threads to talk about video games you are developing

You asked me for game's I've completed (this has the implication of it being publicly released with my IRL identity attached) as stated here >>14776879 and by doing so I'd be doxing myself.

>then why did you use my username?

You don't value anonymity enough I guess, and have exposed yourself in the past. sounds like a personal problem


f1f58b No.14777284

>>14777243

guys if you're going to have a shitflinging contest could you at least cut down on the meme spacing?


9cf48a No.14777349

>>14777243

The idea of comparing philosophies is not only tangential to the topic, but it's a literal strawman and the entire tactic of the argument is to move the discussion away from actual discussion of the language itself and towards vague subjective ideas where nobody can be right or wrong. If you don't want to talk about the merits of the language, just say so.

The argument was that:

>Language choice will not impact the quality of the final product.

<Language choice does impact the quality of the product

>Agreed.

And so it ends here. You are moving the goalposts away from the discussion of the programming language so that you can act correct.

Minecraft runs like shit and requires over 4GB of RAM to play it well. In Alpha it probably had less performance problems than it it does in 2018 with all of the new updates and features.

Also, I am not the one with an anonymity problem: you are literally treating this website like reddit. I care enough about anonymity to not fill out the name field and to not try and dig up someone's identity to help me argue against them. If you want to post on a website where everyone has a username, and everyone has a posting history that you can use to try and derail arguments by bringing up, then please, just use reddit.


d57a2d No.14777390

>>14777284

Those are paragraphs, anon.


f1f58b No.14777401

>>14777390

Paragraphs are generally longer than a couple sentences, anon. That there's a prime example of meme spacing that ends up taking twice the space on the page it'd take up otherwise. C'mon now.


3992ab No.14777444

File: 8d3c23f227b6579⋯.gif (1015.73 KB, 825x487, 825:487, soup1.gif)

I'm starting up a new project. Mobileshit twinstick shooter but with an actual story and some interesting mechanics.

Object pooling is set up for the bullets but is draw call batching in Unity seriously automatic? I read some shit like it's material dependent. I don't want this running like crap.


e708bb No.14777466

>>14776562

>Exceptions

Exceptions are to be avoided if you care about performance. Proper use of exceptions is a performance hit. Improper use is common and performance-destroying.

>templates

The only people using templates should be people making libraries. Things have gotten much better wrt compile time. However, using them in application code is still a red flag. You are probably doing something wrong.

>inheritance

Use sparingly. If you are writing skeleton classes or pure virtual classes and inheriting everything you are, unequivocally, using OOP and inheritance incorrectly. Also, the deeper the virtual function call chain, the more performance hit you take. OOP does in fact incur a performance hit.


ed23db No.14777480

File: 1ad19f933f80b40⋯.png (135.07 KB, 243x431, 243:431, 1463629210874.png)

>>14777349

>doesn't actually respond to any of my points

>I did respond to your points

This isn't a discussion, it's just you opting out.

>Language choice will not impact the quality of the final product.

>Language choice does impact the quality of the product

>so it ends here

>cherry picking and highest order of misinterpretations

The point was that there's different ways to derive said quality, and what "defines" quality; as I've clarified, and re-clarified again and again in my posts.

Your reading comprehension is terrible, and you're obviously quite naive.

>The idea of comparing philosophies is not only tangential to the topic

No, it's directly related (though philosophy is directly related to just about everything so there's that).

You're obviously not comfortable discussing this, so I will drop it. Take some philosophy though, it's a fun topic, and it may help you to be able to understand more abstract concepts.

>Minecraft runs like shit and requires over 4GB of RAM to play it well.

I haven't played it in ages, had no idea. Shit, guess they're really bloating it eh. For context, my points were informed by the period of time when it was owned/dev'd by notch.

>Also, I am not the one with an anonymity problem

>no true Scotsman

wat haha, try again


d57a2d No.14777504

>>14777401

harrumph.


f1f58b No.14777693

>>14777480

How was what he said a "no true scotsman" fallacy?


633213 No.14777840

>>14776486

>If performance mattered (and it doesnt) you would be using C

>implying that I don't use C


f40b43 No.14778054

>>14776609

>but you can push to extremes on one side such as optimization with negative effects on maintainabilit

OOP gets out of hand way faster than performance based code.


f1f58b No.14778139

File: 49bea66794d9da7⋯.png (741.98 KB, 963x641, 963:641, Screenshot_21.png)

aight we're moving closer to the desired product. Two issues that are causing this to look ugly I believe are 1) im not actually checking for inside/outside of the mesh because I'm stupid so it all faces the same direction, and 2) my current hypothesis for the tears in the edges is that the edge actually starts directly in the crack between the voxels and fails to detect sign change when looking for intersections. But progress is being made! Exciting!


19c147 No.14778146

>>14776539

>Language choice does impact the quality of the product, look at Minecraft for example

If we're going there then look at Minetest. It's made in C and runs like total shit compared to Minecraft. Programmer skill makes a much bigger difference than language choice.


f1f58b No.14778165

>>14778146

I still remember Minetest being pushed as an alternative to Minecraft around these parts


d57a2d No.14778178

>>14778054

OOP has it's uses but you never want to go full crazy with it, and for serious gamedev you should be doing data driven anyway.


4184e6 No.14778191

>>14778146

Only the very base of Minetest is C, most of it is Lua. Hence why it runs like shit.


f1f58b No.14778209

File: 4c0e8859b6bc356⋯.jpg (32 KB, 485x327, 485:327, bat-signal.jpg)

Dual contouring anon! I'm in need of your wisdom once again.


d57a2d No.14778240

>>14778209

He has abandoned you, anon. There is no hope.


f1f58b No.14778254

File: 61b9062915b70c8⋯.jpg (106.25 KB, 406x400, 203:200, 400.jpg)


697ffd No.14778323

>oop is fundamentally bad

This is why I hate talking to other programmers. Everyone's so fucking autistically dogmatic that every discussion turns to shit just based on the premise of the discussion.


d57a2d No.14778330

>>14778323

Nah dude, not everyone's crazy. OOP's main lesson is in encapsulation to avoid messes, but overdoing it turns into coding bureaucracy. I see these things more like schools of thought: you learn from each what's useful and apply a mix according to your needs.


23b31e No.14778372

oop is trying to codify programming habits, but stuff really doesnt work that way does it? it more depends on what the project needs not how well columns are aligned in source code

thats perhaps useful if you are starting out or like to organize things efficiently but once you really dive in, other things matter more

do prefer beautiful source code over spahgetti but thats personal discipline


f40b43 No.14778421

File: 623594afd330586⋯.gif (790.67 KB, 300x168, 25:14, 623594afd330586f164d7833fe….gif)

>>14778323

Maybe it's just the fact that every tool has a use and different programmers do different jobs using different tools


f40b43 No.14778431

>>14778146

>>14778191

>It's mostly Lua

That language seriously is a meme once you learn that everything barring primitives is a hashmap that is extended via linked-list.


697ffd No.14778453

>>14778421

Maybe they shouldn't be such fucking autists about it.


f1f58b No.14778461

>>14778453

You're asking anons not to be autistic, friend. That's never gonna happen and that's part of the charm of browsing imageboards.


697ffd No.14778466

>>14778461

This applies to programmers in general from my experience. It's really hard to discuss anything when people go

>oop is fundamentally bad

>all interpreted languages are bad

>never optimize from the start

Etc etc


f1f58b No.14778469

>>14778466

imo instead of trying to get people around you to change the best way to deal with it is just filter out the garbage and perceive intent instead of the format.


f40b43 No.14778472

File: 18c515b4738b607⋯.jpg (50.53 KB, 564x634, 282:317, 18c515b4738b607ce2a0c60b52….jpg)

>>14778453

>Different languages have different uses

>OOP is seen as the silver bullet by 98% of programmers

>High Performance is one of the areas OOP suffers in

>Despite this we still get sysadmins shilling X OOP language

>"Performance doesn’t matter" (every. single. time.)

>Wonders why everyone hates OOP around here

If you don't like it there's always /r/gamedev. They seem more up your ally.


ed5fcb No.14778490

>>14771686

There should be some very obvious ones that you can enable or disable. MGQ lets you turn of Vore and Guro for example.


3992ab No.14778503

File: 7f4b145206a2edd⋯.gif (1.48 MB, 825x487, 825:487, soup2.gif)

>>14777444

realised that the 2d colliders are all set up for use in the XY plane and that I'd set everything up in the XZ plane. Also added generic object pooling in preparation to get some enemies in.

Gonna put together a stress test to see what a phone can handle.


9cf48a No.14778560

HookTube embed. Click on thumbnail to play.

>>14777480

You are the one who opted out: I am just pointing that out to you. Projecting that onto me for not going along with it means nothing.

This is not misinterpretation: it is called staying on the original point. If you don't want to argue the original point, just say so.

It's not that I wouldn't talk about philosophy in another context: it's that I wont talk about it when your goal in a discussion is not to talk about the specific topic, but to move the topic into a space where nobody is wrong.

It's not a "no true scotsman", I don't understand that at all. I'm just pointing out that when you argue like this, you don't want to uphold what makes this site different from reddit.

>>14778146

Minetest is written in C++, not C, and like other anons pointed out it's mostly written in Lua. It's really not hard to do better than minecraft's rendering engine.


697ffd No.14778567

>>14778472

Like this fucking nigger.


f40b43 No.14778595

File: 0ea112efe41e1b6⋯.jpg (190.48 KB, 762x785, 762:785, 1460219367025.jpg)

>>14778567

>Why do people discuss limitations of the only way I can program

>Why can't we just pretend everything works perfectly

>Why can't programming be a hugbox

It can be though. Just go to /r/gamedev


f1f58b No.14778602

>>14778595

>>14778567

imo if you both keep acting the way you're acting this thread will derail into a massive holywar, and I sincerely hope it doesn't. OOP has it's uses. It also has it's downsides. No single approach is perfect for everything. You guys are fighting over nothing, really.


f40b43 No.14778610

>>14778602

You said the same exact things I said in the posts he sperged out over:

>>14778421

>>14778472


697ffd No.14778613

>>14778595

>hurrrr everyone who isn't a dogmatic DOD nigger is a sysadmin oop shill

>>14778602

You're not wrong, I'm out.


f40b43 No.14778624

File: ead3eab20fbfbcb⋯.gif (1.37 MB, 500x333, 500:333, 1461472986967.gif)

>>14778613

>You're not wrong, I'm out.

Good.


d57a2d No.14778679

>>14778560

I'm sure minecraft worldgen sucks but that video is unfair. Minecraft generates a volume with added algorithms for caves and biomes. The showcase looks just like surface extruded with perlin noise.


f1f58b No.14778695

>>14778679

Minecraft's worldgen is actually nice. It looks and feels really good considering the scale of the tiles they're working with. At least it did back when I played in Beta.


4fd27b No.14778704

YouTube embed. Click thumbnail to play.

>>14778679

No It's fair. The PC minecraft version had aditional block data and subid-bullshit which probably slowed it down. They just searched for the most unefficient way possible.

See blockscape with it's gazillion of different blocks with different shapes.


179d88 No.14778714

I was planning on making a JRPG or metroidvania on Unity. How hard do you guys think it would be to create a game like that on Unity?


f40b43 No.14778717

>>14778695

It's shit when you compare it to something like dwarf fortress which has a similar thing going but geographically make sense.


d57a2d No.14778734

>>14778695

Was talking speed, not results.

>>14778704

Fair enough. I do wonder how much of minecraft's slowness was Java and how much was dev retardation.


4184e6 No.14778737

>>14778679

The video is about loading, not worldgen. All that matters is how fast it loads 512x512x256 voxels, not what is in those voxels.

>>14778714

Both of those things are more likely to be hampered by your ability to make content for them than by the implementation difficulty of those ideas in Unity. Which basically means, if you're decent at making games it should be no problem, and if you're not decent at making games yet you're better off becoming decent at it by making simpler things first.


4fd27b No.14778753

YouTube embed. Click thumbnail to play.

>>14778734

>slowness was Java and how much was dev retardation.

It's both, really.

I'm still sad blockscape had to end up like this.

It was supposed to be a photorealistic game.

His entire community hates him now, including me of course.


4fd27b No.14778765

Maybe we should do a /v/ plays Rising World evening?


f1f58b No.14778777

>>14778734

Oh, I see. Understood.


d57a2d No.14778782

>>14778737

>The video is about loading, not worldgen. All that matters is how fast it loads 512x512x256 voxels, not what is in those voxels.

Oh I see, I got it wrong. But is the showcase 256 vertical? It looked pretty short to me, unless the XY is really large, in which case Minecraft is a fucking joke.

>>14778753

Looks (looked?) pretty.


9cf48a No.14778788

HookTube embed. Click on thumbnail to play.

>>14778679

here it is with biomes, still loading faster than minecraft. This isn't a world generation comparison but a chunk loading comparison, minecraft's world is already generated in the test. According to the guy who made it the difference is even higher with larger chunks and on a better computer.


4fd27b No.14778792

>>14778782

Looked.


4184e6 No.14778805

>>14778782

>But is the showcase 256 vertical? It looked pretty short to me, unless the XY is really large, in which case Minecraft is a fucking joke.

No idea if the guy's world is 256 voxels tall but I would assume so for fairness' sake. MC has 256 high worlds since they upped the height limit in version 1.2, because people wanted to build taller towers.


bf8c36 No.14778911

File: 8c11254c0904b75⋯.jpg (64.84 KB, 617x786, 617:786, computer woman.jpg)

Is there some program that could serve as a digital note/sketchbook? The functionality I'm looking for is easy creating and flipping through pages/layers/whatever preferably with a single a single button on which I could draw and write.

Some ideas are easier to convey through drawing and other through text, so I want to have the ability to do both and without excessive clicking like in for example Photoshop. Any ideas?


d57a2d No.14778912

>>14778788

It's honestly cool that they overcame the horrible limitations MC always had, but I can't understand how they think following a fad this many years too late is a good idea.


d57a2d No.14778920

>>14778911

Is that Shakira?

MS OneNote is great for what you want. I'm unaware of others, unless you want some cloud bullshit.


f1f58b No.14778978

>>14778912

Limitations like what? Also, fads aren't necessarily fads if you think you can do better.


bb5cb0 No.14779072

>>14771736

PEEP WELL, FUZZBALL


f1f58b No.14779132

File: 992da27cfe13542⋯.png (647.82 KB, 1011x595, 1011:595, Screenshot_23.png)

oh shit boys we're in fucking business! I just wasn't running intersection checks long enough. I added +1 to the iteration on every edge and bang it solved everything.


838c64 No.14779173

File: 88adbff3cee16a0⋯.png (121.16 KB, 320x600, 8:15, yotsuba&unrealisticexpecta….png)

>>14776486

It's a bad language because of the .NET dependency. Any possibly useful library written in C# becomes a pain to link to in any code that doesn't also use .NET. Writing in C++? Nope, you're gonna use Microsoft's special C++/CLI, which totally isn't C# with explicit pointers handles, no sir. Can't have you writing any code that isn't garbage collected!

inb4 muh Mono, there's always some MS function call they haven't reverse-engineered yet, so forget hacking on any library that was written for .NET.

sage for salty nodev ranting.


bf8c36 No.14779263

>>14778920

Apparently it is, Though I didn't know that because I was just looking for pictures of people in front of a computer.

Also, thank you. This was precisely what I was looking for. I spent some time looking for alternatives but none of them allowed for drawing inside the program, only attaching an image at best. Pretty weird nobody else seems to think drawing feature is useful.


81cbfc No.14779336

File: 07c5093ffa173c6⋯.png (393.46 KB, 1122x693, 34:21, help.png)

I need to start commenting things more


4184e6 No.14779357

File: 512c6ea9ce1b25b⋯.png (109.54 KB, 266x273, 38:39, frumpled.png)

File: 668bcfac6cbe6d3⋯.png (77.44 KB, 263x278, 263:278, mfw-msw.png)

File: 0462030e5d8db32⋯.jpg (23.8 KB, 326x326, 1:1, yamero.jpg)


5c8d74 No.14779710

>>14779173

Not anymore with .Net Core. Even then, for games specifically, there's FNA which works perfectly fine.


d57a2d No.14779745

>>14778978

>Limitations like what?

like chunk loading, obviously.

>fads aren't necessarily fads if you think you can do better.

Can't imagine a minecraft derivation having much success at this point.

>>14779132

Ya beat the boss!

>>14779263

I know, right? I recently looked up some extension of VS that allows you to embed images in comments. Multimedia support is vital IMO. I'd like to see some kind of OneNote-styled thing that pops up in VS so that you can be free to document everything about your code, from comments to doodles to links. It could be a very good thing for collaborative work, or open sourcing.

>>14779336

Thumbnail looks like glitched-out wireframe, lol.


91534e No.14779831

File: 21e230cc33ec1b9⋯.png (22.75 KB, 255x250, 51:50, $RCL8Z82.PNG)

>>14777232

I always assumed the CS Grad meme was our makeshift mascot.


f40b43 No.14779832

Is emacs worth it or is it just a meme.


4fd27b No.14779899

>>14779832

Probably just a meme. Use notepad++, notepadqq or something graphical if you are using a graphical environment.


c7ad87 No.14779905

>>14779745

>Can't imagine a minecraft derivative having much success at this point

I think it still can, but only if it's not a sandbox or survival game; those genres are a bit over-saturated at the moment. I'm sure a FPS-RTS game in the same vein as the Empires mod for hl2 could probably work with destructible environments like Minecraft. I guess it would just be Ace of Spades with base building and resource gathering, but still.


19c147 No.14779912

>>14779832

It's good if you hate touching your mouse. Otherwise no.


d57a2d No.14779939

>>14779905

That's a completely different game you're talking about.


ed23db No.14779952

>>14778560

>it is called staying on the original point

>original point

Here's the post with my original point ( >>14776785 ) which was in response to your post >>14776539

>Language choice does impact the quality of the product

>I agree that it does impact the codebase's quality, but the only thing that matters here is how fun the game is.

Your other points were already settled in that post.

>This is not misinterpretation

Apparently it is, as we have different interpretations for what point the discussion evolved from.

Lets be real here, this is getting a bit tiresome, and as far as I can see it your points are settled.

Furthermore, why are you pushing that they're not, what points are not settled?

I'd prefer to not waste anymore time on this, but, feel free to clarify the above.

>to move the topic into a space where nobody is wrong.

Well, that's factually incorrect.

Someone can full well be wrong to one person, and right to another; to agree to disagree is one example of this.


4184e6 No.14780023

File: 480210258064efd⋯.png (773.07 KB, 1283x1500, 1283:1500, agdg-tan_05-25-working.png)

File: b514c0a8df4b292⋯.png (176.57 KB, 982x1200, 491:600, agdg-tan_v2.png)

File: 60336ce738dc59b⋯.jpg (555.71 KB, 2400x1600, 3:2, aggy design.jpg)

File: 1ba945a8a9f6668⋯.png (237.08 KB, 752x827, 752:827, Aggy.png)

>>14777232

>>14777239

>>14779831

>there are people here who don't remember when we made aggy-tan

Truly I am surrounded by newfags. Next you'll tell me you're using the 4chan /agdg/ logo in your game instead of our own.


d57a2d No.14780068

>>14780023

Why did you cite me? I said nothing on the subject. What's the difference between the logos?


27ac4b No.14780079

File: 5f0bd84522bdb65⋯.png (15.23 KB, 308x306, 154:153, toned_black.png)

File: 5e03b9e39520c5b⋯.png (48.06 KB, 924x918, 154:153, toned_white@3x.png)

File: 5b421591d1bd9b4⋯.gif (144.27 KB, 126x126, 1:1, dancing wizard.gif)

>>14780068

>What's the difference between the logos?

Well it's simple, take a look at it Mr Denton.


f40b43 No.14780081

>>14780068

Infini one incorporates the infinity symbol and looks like dogshit. And those tans prob got posted like once and never again.


4184e6 No.14780083

File: 5f0bd84522bdb65⋯.png (15.23 KB, 308x306, 154:153, logo.png)

>>14780068

>Why did you cite me? I said nothing on the subject.

I assumed you meant "you gotta make [a mascot] first bro" rather than "you gotta make [the game you just said FUND IT about] first bro" since the latter doesn't make any fucking sense.

>What's the difference between the logos?

Mostly a different font, and depending on which version you use ours has a hidden swastika


a40186 No.14780089

File: d2c8186a82ee459⋯.gif (33.05 KB, 181x222, 181:222, 1465922813537.gif)

>>14780023

Oh god, I remember those abominations.

>Next you'll tell me you're using the 4chan /agdg/ logo in your game instead of our own.

>bringing attention to /agdg/

>wanting to bring normalfags here

Why would you do that, though?


d57a2d No.14780105

>>14780083

actual 8 /agdg/ doesn't seem to use it, nor can I find it in the wikidot.


d57a2d No.14780110

btw is it Just Like Make Game or Like Just Make Game?


66a9aa No.14780159

>>14780110

Just Like Make Game


9cf48a No.14780215

>>14779952

I don't want to continue arguing either: so we can stop now. I don't think I could say any more beyond repeating myself. Looking at it now I think I get your point, but the way you made it bothered me a lot.


19c147 No.14780220

>>14780110

Juli stke maga keme


cbb4a9 No.14780254

>>14780023

I'm using a stylized four color diamond as an Easter egg.

>mascot

Wasn't Motavio a mascot at some point back when we had recap Mondays?


7d85ad No.14780256

>>14771736

PEEP WELL, FUZZBALL


4184e6 No.14780338

>>14780254

Both Motavio and recap mondays are cuckchan-only things, anon.


fdd3d6 No.14780367

Sage for blogposting

Jesus fucking Christ, I am amateur as fuck and only had experience with GameMaker. Always saw some anons triggered as fuck by that program, due to it being handholding and babbies first approach to programming.

So after some time on GM, I wanted to try a different project in C#, thought "Sure it will be different, but it can't be that hard".

So now I feel like I've been just a poser and I am wasting my time in GM and not really learning proper programming due to it being so accessible, but starting from 0 in C# is demoralizing.


ed23db No.14780413

>>14780215

Agreed anon, and honestly my bad about using your username/post history I feel like an ass for doing so.


201cc8 No.14780536

>>14780367

Just wait until you make some decent progress and find out later that you've been making bad decisions all the way. Decisions that make further progress a complete slog or prevent you from doing what you want to do entirely, the kinds that don't become obvious until hours upon hours of time has been spent.

Then it's time to either unfuck the entire edifice or set it aside and start fresh. You'll probably have many pieces here and there that you can reuse, at least.


9cf48a No.14780564

>>14780367

Don't worry about that kind of stuff too much- everyone had to start somewhere. I remember that the first programming I did was on this thing called "scratch" where you drag and drop blocks to write code. You just have to worry about learning, so maybe if you look back at your GM code after doing a little C# you will realize how much better you have become.

>>14780413

And i'm sorry about being so mean in my posts, you were being really nice but it just made me upset, so I probably shouldn't have written them in that way, especially when you wrote them in a very nice way.

I'm okay with people calling me by my username, I just wanted to mention that since you talked about anonymity. I kind of like it


a40186 No.14780747

File: 485e066b0960d42⋯.png (11.29 KB, 255x226, 255:226, 3250e174218d9e0d43c9d87f18….png)

>finish designing a font

>next steps after a bit more 3d modeling are either to keep ideaguying in my design document or actually begin work on the engine, where i have little idea of what i'm doing and will probably take ages

>just keep shitposting and wasting time because i'm scared of starting this shit


05ac0c No.14780856

>>14780023

>there are people here who don't remember when we made aggy-tan

Yeah, and then we immediately forgot it because of how hideous they were


a40186 No.14780909

File: 6aa1084d6841446⋯.gif (208.37 KB, 354x534, 59:89, 6aa1084d68414468c1d0ccee41….gif)

>>14780856

I think Shinobu might be a good mascot for /agdg/, because everyone here should be as dedicated to gamedev as Shinobu-anon is to his waifu.


5ba782 No.14780922

>>14780909

That's cute, but I strongly object. It's too strongly associated with a specific user.


a40186 No.14780931

>>14780922

I suppose that's true, yeah, and I can't argue with those digits.

I would try to whip something up, but I'm not really good at just normal drawing. Might try a 3d model, it could be good practice.


66a9aa No.14780934

>>14780909

Never make your mascot a living person.


2f1341 No.14781254

At a dilemma figuring out vector math.

Since not every game object will require velocity, I want to figure out a way to attach a velocity vector to the object without declaring a vector variable (obviously this will waste memory).

My idea is to use a reference to the object in the vector and change the object based on what the vector's values are ex:

>VelocityVector(GameObject o)

>void update()

>object.setPos(object.x + vectorX, object.y + vectorY)

Does this seem like a reasonable approach?


0bfb43 No.14781310

>>14780909

Yeah no.

>>14781254

>(obviously this will waste memory)

What's the use case though? Are you making millions of instantiated objects and that's why you don't want to waste memory? Or are you just making some base object class? That seems like it would work but you won't ever be able to "save" and have a different velocity vector for each object. There are too many questions unanswered for us to help you. Whats the use case?


e708bb No.14781312

>>14778330

OOP was taught to students almost to the exclusion of other valid paradigms.

So now the students ask, "how do I write a class to do this task?" when faced with a new programming task. It's my main problem with OOP. It has it's place, but it is overused because so many people do not have knowledge of any other methods.


e708bb No.14781353

>>14781254

If you are working with less than 10,000 objects just store a vector with your object.

If you are working with more, you shouldn't be thinking in terms of objects. You should be using arrays of positions and velocities and using SIMD math instructions.


c7ad87 No.14781412

File: a656b3df868c77a⋯.png (67.94 KB, 916x152, 229:38, why am I not surprised.png)

>>14781353

Any suggested material to look into regarding that? It's been brought up here on occasion, and aside from what's already been posted are there any other good resources to read up on regarding DOD?


f1f58b No.14781437

>>14781412

Keep in mind the EC is pretty SJW from what I've gathered.


c7ad87 No.14781521

>>14781437

The entirety of EC is a fucking joke, hence the file name.


f1f58b No.14781540

>>14781521

I've only ever watched a single video where they were being SJW as fuck and haven't watched anything of theirs since. I'm not sure if there's anything of merit in there so I'm just saying what i know.


d57a2d No.14781542

>>14780367

I started programming in Actionscript 2 back when I did flash crap as a young teen. Self taught, so I barely knew some basic stuff. Then I decided to try my hand at mobile development. It took me like two days to even figure out how to install and set up the IDE and SDK for Blackberry. Then I opened a sample file to see what the whole deal was with Java. First line I saw was something like this:

thing thing = new thing();

And I just freaked the fuck out.


2f1341 No.14781548

>>14781310

Since I'm autisticly against hard-coding, most of my object data is loaded in from JSON files. So like you mentioned I am just using one base object class and a few variants (entity, physics, etc).

>>14781353

Calculating how much a 2F vector would add per object, I realize that I was really micromanaging memory (not that that's a bad thing, just redundant in this case).


cbb4a9 No.14781568

>>14781353

>10,000 objects

Surely you mean 16,384 objects, since 10,000 is just an arbitrary human number. (In fact I'd say 65,536, personally)


c7ad87 No.14781573

>>14781540

Oh I was agreeing with you there. There is nothing of value to be gained from listening to them.

>>14780367

I found that Wiremod for garrysmod helped me learn programming concepts pretty well, since I learn primarily through hands-on approaches and the expression2 (I don't know what it's called now, it's been years) gate chip allowed for exactly that.


f1f58b No.14781580

>>14781573

I don't like discarding the valuable bits of info that someone has to offer simply based on their ideology but EC is like next-level cuck-tier. It's something else.


cbb4a9 No.14781581

>>14780338

8ch didn't exist 6-7 years ago, anon.


66a9aa No.14781588

HookTube embed. Click on thumbnail to play.

>>14781412

Considering Extra Credits never talks about programming, I was curios. I went and found the video.

The EC video is talking about the problems that come from making most or all design decisions based on player metrics. They use examples like what guns are popular in an FPS or what teams are popular in a sports game.

The problems they give with this is you get clones and stagnation when it's data making the decisions for how the game should be designed and not the developers.

They aren't talking about what low level programming decisions games programmers should make.


60e10b No.14781639

File: 194ead286cbe3dd⋯.jpg (23.44 KB, 500x327, 500:327, shrug.jpg)

>>14781588

> Data-Driven game design

> Data Oriented Design

Not the same thing


cbb4a9 No.14781649

File: 9664acf1b976d8f⋯.jpg (24.15 KB, 480x360, 4:3, hqdefault.jpg)

>>14781588

>They aren't talking about what low level programming decisions games programmers should make.

That's because programming requires you to know about the subject


feca66 No.14781653

>>14781588

To complicate things further, Data-Driven Design can refer to either the subject of that EC video or Orx/Autodesk Stingray-style engines which emphasize config files over scripting languages.


61ea6d No.14781656

I'm trying to come up with a design for my player, and I'm aiming for a fantasy/jrpg-ish look. Does anyone have some recommendations for clothing/armor designs I can look at for some inspiration?


feca66 No.14781663

File: 8c4bfbf78263c62⋯.jpg (282.1 KB, 1044x1566, 2:3, GAY.jpg)

File: 6e04a6d57eb42a7⋯.jpg (63.98 KB, 296x356, 74:89, Pink-bicycle-guy-at-burnin….jpg)


46b582 No.14781702

>>14771736

Peep well, fuzzball.


c7ad87 No.14781706

File: 3579139ad9281a6⋯.gif (1.27 MB, 500x282, 250:141, 8th gen consoles.gif)

>>14781639

>not the same thing

I kinda figured, but it was one of the first video suggestions to pop up when I searched "Data Oriented Design" into youtube. Anyhow, I found some playlist on data oriented performance, and now I have a basic understanding of what the cpu cache is and how it sorta works. I'm going to have to rethink a lot of how I have things organized currently.

>>14781548

>most of my object data is loaded in from JSON files

I was doing something similar, but with INI config files, along the same sort of lines as what they did for C&C Generals (which was super fun to mod), but I'm still in the early stages of messing around with the idea and testing to see what I can do with the concept in Godot. Is there any major performance difference between JSON and INI parsing (at least from a read-only perspective)?

pic unrelated


f40b43 No.14781713

File: 2c6f36fbf96570d⋯.jpg (73.82 KB, 487x510, 487:510, 2c6f36fbf96570d3999f9f2e8b….jpg)

>>14781588

>The problems they give with this is you get clones and stagnation

I find that hilarious because their entire channel is built on laying out every trope and cliche in both gameplay and story. It's what shut me off from them even before their SJW shit. Also that title is such obvious clickbait.


2f1341 No.14781891

>>14781706

I honestly wouldn't know how performance is between the two file types.

Desu for me performance isn't a major concern since I use data buffers between objects of the same type, so data only has to be loaded once.


60e10b No.14782070

>>14781656

/tg/ is legitimately a great source for that kind of stuff.

>>14781706

Yeah, "Data-Driven Game Design" is specifically referring to the way a game is designed and balanced. "Data Oriented Design" is explicitly referring to how the game's code operates.


e93cbf No.14783005

So, I went to a local University that has a Game Design course to see their degree show.

Wow.

Not even kidding when I tell you that only ONE project actually had any kind of design, thought and code put into it. This guy made an FPS character controller that uses procedural animations created with code. Amazing shit.

Every other project were a bunch of assets randomly thrown together to make a map that used either Blueprints or the default Unreal controller to move around (very poorly). Every. Single. Project.

Of course there was the obligatory walking sim too. Except I think they knew how bad it was so to make it seem more interesting instead of a keyboard you used a typewriter to control it.

I came out of it legitimately mad


f1f58b No.14783018

>>14783005

Why are you mad? That's to be expected. Out of all those students there was only one who gave a fuck, just like in any Uni theres only a fraction of people who care, the others are in it for a hollow degree.


e93cbf No.14783027

>>14783018

Only one student out of so many that gave a fuck is not right honestly. I see what you're saying but even then it shouldn't be just one.


f1f58b No.14783035

>>14783027

People who give a fuck about game design don't need universities to learn gamedev. All the resources are out there already.


68818f No.14783044

>>14781588

>directly linking to Extra Credits

Please don't do this.

>>14783005

>>14783027

Most students are talentless hacks with unwarranted egos, to be fair. Not just in game design degrees, but especially there. Most of them will never amount to anything.

My graduation class held a talk about their projects recently and the amount of stuff that looked worthwhile was also only a handful. The truth is that people who aim high are just far and few between. And you usually don't find out about them until after they've made a name for themselves.


5c8d74 No.14783053

File: c594c028220ec94⋯.png (19.1 KB, 291x317, 291:317, 1416092660834.png)

>>14783005

>Game Design course

>FPS character controller that uses procedural animations created with code

Doesn't sound like game design to me?


e93cbf No.14783067

>>14783053

There was more to it than that


f1f58b No.14783070

Anybody know how I can get a point of intersection of three infinite planes defined by a point and a normal? My brain won't spit out the answer, the fucker.

>>14783053

>>14783044

Just like with anything, the main way to learn an art is to consume a metric shitton of it and try to understand what makes it good. Except shit like animation or graphic art, you need academic courses to be properly good at those.


68818f No.14783086

>>14783070

Agreed, although I'd even argue animation and graphic art you can learn on your own. There's enough tutorials and reference material online that you can teach yourself these days. That's how it was for me, at least.


4184e6 No.14783098

>>14783044

>directly linking

>hooktube

You can't be serious, anon.


5c8d74 No.14783100

>>14783086

I would second this, attending uni is not necessary if you put in the work on your own.

>>14783070

I'm not sure consuming tons of the associated medium is the right recipie in all cases, becoming really good at something really depends on how you are as a person. I have friends and colleagues who as they consume more and more games/media they get hampered in their thinking, they were way more creative before they "overconsumed".


f1f58b No.14783109

>>14783086

As someone who taught themselves animation, and still learning proper art - it's not that simple. You can learn "informal" art, shit that looks passable because you know what looks good. But then there's technically good art: academic art, academically taught traditional animation, etc. You'd be incredibly hard-pressed to teach yourself all the concepts that go into these things. I'm a massive poorfag and it's painful for me to say, but a good art university is nigh irreplaceable in a graphic artist's career.

>>14783100

The difference, I believe, is analysis. They're not looking for the bits that matter, and a result the sheer abundance of content serves to desensitize you, instead.


1241e8 No.14783116

>>14783070

Shouldn't you use the points and normals to get the 3 equations and solve the system?


68818f No.14783119

>>14783098

Oh, I didn't see it said hooktube. My mistake. Still, why you'd ever want to watch an Extra Credits video is beyond me.

>>14783100

Depending on what you're making it's definitely important. It's about building a pool of things you can draw ideas and influences from.


5c8d74 No.14783136

>>14783109

>>14783119

For sure, I'm just saying it depends on how you are as a person, there's no "one size fits all" when it comes to design.


68818f No.14783148

>>14783109

I've taught myself art and pixel art animation and have gotten paid for it. I spent the last 3 years at a vocational college studying graphic design and I'd be lying if I said it didn't help me improve leaps and bounds. However, the single most helpful thing was life/gesture drawing, which I didn't do on my own before. Looking back, I could've easily done that myself if I had the willpower to force a routine on myself instead of going to class for it. Most other things they teach you like design rules are all available online and most likely less outdated.

It can help speed up the process but it's definitely not mandatory if you know what to do. Getting critique is also easy if you just make artist friends who can give you a second opinion.


f1f58b No.14783166

File: e343d719fd42b61⋯.png (287.18 KB, 356x459, 356:459, pinhead.png)

>>14783116

im sorry anon, my math knowledge is very weak, I'm still catching up. I rode the short bus to school.

Would you mind spoonfeeding me a little? Do you have an equation to get the plane from ther normal and the point, which I can then solve as a system?

>>14783148

I'll probably end up going to an art college if I ever get enough money from devving to indulge in that luxury. Seeing academic artists pump out beautiful things makes me feel incredibly insecure and envious of both their commitment and ability to practice for prolonged periods of time to achieve the academic standard.

>>14783136

I agree. I'm glad I managed to learn game design moderately well through osmosis. Well, that and also consuming dev commentaries and other such content by the ton.


e93cbf No.14783182

>>14783070

Can't you get the point and normal from the collision data?


f1f58b No.14783187

>>14783182

I'm sorry, what collision data? I'm not following.


e93cbf No.14783192

>>14783187

If you give the three planes a collider then you can get point and normal of their collisions

Or are you enginedevving?


5c8d74 No.14783197


611f2f No.14783200

>>14783070

I am not sure I understand your question, because 3 planes no not necessarily need to have a point of intersection. What do you need to find?


f1f58b No.14783207

>>14783197

Excellent! Thank you.

>>14783200

>>14783192

I'm trying to find a faster alternative to QEF vertex approximation for my dual contouring implementation. I thought treating 4 initial intersections as planes and getting the three possible intersection points that I later would get the mean of, would produce a suitable alternative.


d5be26 No.14783217

cant say what it is or else ill just get shut down, but ive got a remake that ive had in the works for years of a popular game thats gonna change the way that you think. ill drop a download link here soon.


68818f No.14783218

>>14783136

I wouldn't trust someone who hasn't heard of Tolkien to make a good fantasy game, or someone who hasn't seen a single western movie to make a western game. I think there's no way around consuming media to build up a base that you can build your project on, but you do have to be knowledgeable enough to filter the good from the bad.

I have the hunch someone who spends too much time playing games/watching movies instead of creating is probably trying to avoid work or not thinking about it hard enough, rather than becoming less creative because they takes in too much stuff.

>>14783136

>Seeing academic artists pump out beautiful things makes me feel incredibly insecure and envious of both their commitment and ability to practice for prolonged periods of time to achieve the academic standard.

That's because they're forced to practice. You can't really walk out of gesture drawing class with the excuse "I'll do it later". Practice time is now, every day for 3 years mother fucker.

If you want to spring for a cheaper alternative, look for art clubs. I hear they ask a few bucks per member and hire models do to gesture poses. That alone will help a ton if you do it regularly. Also, just pick up a sketchbook and go out in public and draw random people passing by. People are the hardest thing to learn how to draw because they're so complex, but there's also so many of them that it should be easy to get into a routine of drawing them.


e93cbf No.14783219

>>14783218

>or someone who hasn't seen a single western movie to make a western game

🤔


68818f No.14783221

>>14783218

Fug, second part was meant for >>14783166


68818f No.14783225

File: 7b16f6d4264e763⋯.png (180.76 KB, 425x728, 425:728, casual charls.png)

>>14783219

It's just an example.


4184e6 No.14783226

>>14783218

>I wouldn't trust someone who hasn't been tainted by the standard elves orks dwarves fantasy meme to make a good fantasy game

Yeah, imagine if we got something original for a change. That'd be terrible.


e93cbf No.14783233

>>14783226

Before getting something original it would be nice to just get something good


5c8d74 No.14783235

File: 0bb721e56477e5f⋯.gif (1.7 MB, 246x437, 246:437, 1411564957868.gif)

>>14783226

This guy, he fucking gets it.


68818f No.14783244

>>14783226

The reason why everything is elves, orks and dwarves fantasy is because that's the surface level shit every dev copies. None of them read the books but watched the LOTR movies at most. Or copied other devs. The industry is a game of telephone if you haven't noticed already.


f1f58b No.14783254

>>14783221

I'm not lazy, I'm just very intimidated by art. It's the one thing that to me is the hardest, and that is why I've not yet committed to daily drawing. I plan on changing that up soon enough, it's literally on my schedule.

>>14783244

I really hate elves and orks. I do love dwarves though, they're silly, charming and endearing in the same way that spooky skeletons are.


4184e6 No.14783269

>>14783244

Reading Tolkien isn't going to make you not copy shit magically, putting in effort into your worldbuilding will. If anything, reading it will make you ore likely to copy his shit anyway, because it's just plain good. But then you'll still wind up with just slightly better than average generic fantasy races.

>None of them read the books but watched the LOTR movies at most

People have been ripping Tolkien off well before those movie were made.


68818f No.14783299

>>14783254

I know, I was the same. It doesn't get easier by avoiding it. Like anything you dread, you have to get into a routine first, at some point you stop thinking about it.

>I really hate elves and orks. I do love dwarves though

There's nothing wrong with any of them as long as the reason for their existence in a story is grounded. Again, most devs just copy them because they're known and have worked before.

>>14783269

>Reading Tolkien isn't going to make you not copy shit magically

And I never said that you shouldn't. As a creator you will be copying all your life, you're just putting together combinations of things that haven't been tried before. Aside from drug induced surrealisism like Morrowind or Hylics, few people will come up with something truly "original".

>reading it will make you ore likely to copy his shit anyway, because it's just plain good.

That's what I'm saying. Copy the stuff that's actually well thought out and use it as foundation instead of a watered down version of it, or something that looks cool but in reality is shallow. I'm not even saying to read his books so you can copy those exact fantasy races better, but just to see how the man did his world building if you decide to set out and make a fantasy game. You can make your game about fishpeople or lizardpeople or birdpeople for all I care, but you should be aware of what defines the genre you're going for and what makes it appealing to people.


e708bb No.14783658

>>14781412

For a simple example, you could take a look at http://sci.tuomastonteri.fi/programming/sse/example2


e708bb No.14783712

>>14781568

10,000 is just a number chosen as an order of magnitude estimate.

I always recommend Sony's SIMD math library, as it's header-only and quite fast.

https://github.com/erwincoumans/sce_vectormath

Conceptually is fashionable to think of everything as on object and write functions that operate on individual objects. However, this is not the way to do it when you start dealing with very large number of objects. It's probably the slowest way. Organizing the data that changes per-frame into arrays and operating on the entire array at once, without loops (parallelized mathematics hardware instructions) is the way to go.

For an interesting exercise and an easy introduction to this type of thinking, take a look at the Eigen library.


d57a2d No.14783736

>>14783712

>4d vectors

Can someone enlighten me on the utility of 4d vectors in gamedev?


f39df2 No.14783770

>>14783736

By extending a 3D vector to 4D with the last member being set to one (for position) or zero (for normal), the vector can be be translated by a matrix.

Literally every 3D renderer does this.


d57a2d No.14783832

>>14783770

Shit I really need to learn linear algebra.


f40b43 No.14783851

>>14783736

Quaternions.

>>14783770

Storing an extra value that can be factored in at use is just a waste.


f1f58b No.14784117

File: a37acbd0419de2e⋯.png (1.12 MB, 1576x824, 197:103, Screenshot_25.png)

I couldn't resist. Just had to plug a noise function into it to see the results. I've not yet made the voxels a global grid, so every chunk has it's own and so it contours it like individual cubes but god damn I feel satisfied. Thanks for helping me make so much progress in just a few days.


d57a2d No.14784141

>>14784117

Looks like you're set for a shitty minecraft derivation. :^)

Please tell me it's not that


f1f58b No.14784159

>>14784141

It's not a Minecraft derivation, but it is a sandbox game. I was skeptical at first, too but I warmed up to the idea - I feel like I can do it justice.

Maybe we'll have more than a single good "cursed runes" game out there. I promise I won't add stupid shit for no reason


3d2f88 No.14784198

>>14784117

But are those Muslemans praying towards Mecca?


f1f58b No.14784204

>>14784198

I'm stupid and I'm not getting the joke, anon. Explain?


3d2f88 No.14784208

>>14784204

Those black blobs are so orderly aligned and shaped that the thumbnail gives the illusion of a host of veiled people praying.


f1f58b No.14784236

>>14784208

Oh, I see it!


19c147 No.14784265

>>14784141

>anything with block/voxel-based terrain is a minecraft clone

When will this shit meme end?


f1f58b No.14784302

>>14784265

I mean a LOT of games in recent years with these features have been exactly that.


d57a2d No.14784363

>>14784159

I choose to believe in you, anon. Best of luck!


f1f58b No.14784385

>>14784363

Thanks, anon!


e708bb No.14784414

>>14783736

It allows you to use linear transformations. The wikipedia article explains it: https://en.wikipedia.org/wiki/Transformation_matrix

Using n+1 dimensions allows linear transformation in n+1 space of non-linear transformations in n space (4D space transformations used to represent 3D space non-linear transformations). Short story: do it because it's cleaner and faster. Every 3D math library does this.

I've got most of this sorted in my renderer. My problem now is the graphics driver DLL crashes after about 3-4 hours of continuous running. It's almost certainly in my GL draw calls somewhere, but isolating it has turned out to be difficult. NVidia's and AMD's opengl debuggers haven't been all that helpful so far… Kind of feel a little over my head. Lots to learn still.


c46c4f No.14784460

>>14771736

PEEP WELL, FUZZBALL


4184e6 No.14784838

>>14783736

In addition to what the other anons explained, it's a SIMD library. In case you don't know what that is, your CPU's bandwith is actually 4 times wider than you'd think and it has operations that can do math to a full-width simd-float as if it's 4 separate ones. So the most basic reason for using 4D vectors in this case, i because it's 3 times faster than doing 3D vectors the normal way.

As a bonus, there's a SIMD operation for reciprocal square roots that's extremely fast as in, using it and calculating the square root with it is faster than just doing the square root itself, in return for being a bit less accurate. Considering how square roots tend to b rather integral to a lot of vector math and how slow they are, this function is used a lot.


d57a2d No.14784853

>>14784838

Interesting. So now I have this Sony vector libraries and EA's STL to consider when I start with the serious devving. Any other high performance C++ libraries I should know about?


f1f58b No.14784920

File: 533383f2845ce00⋯.jpg (24.29 KB, 400x400, 1:1, ikillself.jpg)

>>14784838

oh boy sounds like a great thing I'm going to have to learn because I'm too proud not to have fast performance in my game.


4184e6 No.14784961

>>14784853

>Any other high performance C++ libraries I should know about?

Boost :^)

>>14784920

Your compiler's optimization already applies SIMD to some degree in certain cases, you generally only have to do it manually for extremely performance critical things like ray/path tracing on the CPU. Using it for something as often used as a math library just makes sense since it's so integral to everything you do in games, but there's no need to make your own for that.


5c8d74 No.14784970

>>14784920

I doubt any game in this thread would benefit significantly from explicitly implementing SIMD instructions.


f1f58b No.14784976

>>14784961

Oh! That sounds good, then. Speaking of performance improvements, considering that I'm past the proof of concept for my voxel/DC stuff, do any of you guys have handy documentation for a proper, efficient implementation of sparse voxel octrees? My personal difficulties with them start at the navigation stage. Should I be storing an array of pointers to them as a catalogue to easily access nodes? Is there some secret method to traversing them? I'm confused and nervous because recursion is that one thing that I'm never confident about.

>>14784970

Hey, the less I have to worry about the better. I just hope I won't end up with a pajeet-tier stutter during chunk loading like most other games in this genre.


a0b2a3 No.14784978

>>14784970

This. Considering how many devs are just starting with programming, the bad performance will be caused by stupid design mistakes or silly algorithms, and no SIMD magic in the world will fix that. Stop procrastinating with microoptimization and make your fucking game first.


5c8d74 No.14785006

>>14784976

>I just hope I won't end up with a pajeet-tier stutter during chunk loading like most other games in this genre.

That's a pretty significant challenge honestly, at least if you're also aiming for really low system requirements. Have you looked at stb_voxel? It's mostly rendering but it's good to have a look at for how to structure data etc.

>>14784978

Indeed.


f1f58b No.14785029

>>14785006

I have not. Should I? Is it easily readable? I'm like, retarded and I can hardly learn from documentation let alone other people's code. Not trying to get spoonfed, that's just kinda the way my stupid brain works - I learn best by talking to people who know their shit.


5c8d74 No.14785053

YouTube embed. Click thumbnail to play.

>>14785029

It's 4K LoC so just based on that I wouldn't call it easy to read. Most stb stuff is pretty good though, so it might be worth taking a quick look at least.


f1f58b No.14785083

>>14785053

thank you, anon. I hope I can understand it.


8dffc6 No.14785117

File: f67c24d4f6183d1⋯.png (61.22 KB, 800x480, 5:3, screenshot.png)

File: bf964eae0b57005⋯.swf (688.46 KB, minigame-7.swf)

Still working on my waifu platformer … Demo Day gave me a good kickstart, so I've continued to grind out levels. Here's the latest pseudo-8 bit minigame - I think it's a bit harder than the others. Please give it a try.

Controls: Arrow Keys / Z / X or WASD / K / L

http://www.dragon-mango.com/Minigame7.zip - Windows .exe version, joystick support.

(Someone in the last thread said they were getting a trojan alert from the .exes? I'd appreciate it if you told me what it said it was, I'm a little worried. They appear clean from my end.)

Hopefully I'll be able to show something from the "real" game soon.


cbb4a9 No.14785588

>>14783770

>4D vectors

Isn't that just quaternions?


cce283 No.14786150

>>14785117

tried the green haired waifu and is as hard as ever


e708bb No.14786239

>>14785029

It's really pretty easy to follow. Actually everything that guy writes is pretty good and useful. Take a look. I use his image loader and a few other things. I actually enjoy learning new techniques through reading and exploring other people's code though.


e53b8c No.14787393

File: 47b3687c996ab51⋯.gif (2.25 MB, 800x429, 800:429, Demo1[1].gif)

File: 2b5bc42fbb7cf2e⋯.gif (393.44 KB, 800x429, 800:429, Demo2[1].gif)

Ok, dudes

I want to try out this screen space boolean thing, which looks very promosing and I hope is better performance-wise than CSG-based shit.

https://github.com/hecomi/UnityScreenSpaceBoolean

http://tips.hecomi.com/entry/2016/09/10/191006


78cfc1 No.14787503

>>14787393

That jap has great stuff on his wiki

What's the plan with the SS boolean?

Bcs it looks like it's purely a shader effect… so i hope you don't mind if that collider is totally unaffected, and that it's purely visual.


78cfc1 No.14787529

>>14787503

>wiki

i meant his github


e53b8c No.14787556

File: ac1925e293c14e0⋯.png (908.32 KB, 1024x768, 4:3, ClipboardImage.png)

File: a68b77ac73225fd⋯.png (3.93 MB, 1920x1080, 16:9, ClipboardImage.png)

File: b09d8344c04f0ba⋯.gif (1.16 MB, 360x200, 9:5, Metaball.gif)

>>14787503

I want a ""modern"" alternative for F.E.A.R. parallax bulletholes so I'll be fine with it being just a visual. though I can always play with ignoring collider layers, CSG or the Ubi method if I wanted to go full Red Faction/Siege

Merging deferred decals and height maps seems to be more of a pain than this. I still wonder how it will perform

I have encountered this issue, though. Either it's an error in shader code or Unity decided to shit itself yet again.

https://github.com/hecomi/UnityScreenSpaceBoolean/issues/1

I'l have to investigate. I'm a shader noob but I guess it's time to finally cross the Rubicon

>>14787503

>That jap has great stuff on his github

My God, that metaball thing

yeah, definitely looks better than most western (((tutorials))). Your train of thought makes sense, though. This stuff needs to be added to the wiki.


dac321 No.14787609

File: 8ec2e697ef905de⋯.jpg (137.04 KB, 2048x2048, 1:1, creature 1.jpg)

File: a98d11102c13e9b⋯.jpg (140.87 KB, 2048x2048, 1:1, creature 2.jpg)

Hello people I am making this monster thingie with the hope to sell it for an asset store, it is mostly with adult content in mind base shape is complete, it will be a little "modular" with those things on top and the bottom, of course it looks a lot like a certain face hugging creature but I hope I can come up with a nice skin to fix that, I wanted to add some bumps but is better if they come from maps instead of the mesh.


ffa63e No.14787618

>>14787609

>sell it for an asset store

>being a jew


dac321 No.14787628

>>14787618

How else will I be able to fund an upgrade on my hardware to begin working on a game of my own? don't tell me to go make a patreon or kikestarter, what's the problem with making some money from creating content?


f1f58b No.14787633

File: 017bdd05ac8d567⋯.png (53.25 KB, 403x448, 403:448, abghh.png)

>>14786239

That makes sense. Maybe one day I'll get past that hurdle and be able to read code easily; Until then - even in my own code there's a comment every 5-10 lines or so because I forget what it does, despite it being "self-documenting" as well.

Thanks for giving me a nudge in the right direction! I'll report back once I got octrees and terrain stitching working.


9786ed No.14787635

File: 52ac7f8ca06cb9f⋯.png (715.07 KB, 776x568, 97:71, mountains.png)

I GOT TERRAIN GENERATION WORKING THE WAY I WANT MOSTLY AAAAAAAAA THIS FEELS SO GOOD

I WENT OUT AND BOUGHT SOME CAKE TO CELEBRATE

DOING SOMETHING FEELS SO GOOD

now I have to take a break to do schoolwork though, feels bad man


f1f58b No.14787652

>>14787635

Excellent job, anon! It looks nice. What's the game, what's the generation method? Is it a heightmap? Looks like one.


d57a2d No.14787662

>>14787635

Oh shit anon I want to do some mountain guerrilla!


f39df2 No.14787667

>>14785588

A nD vector is simply a vector with N dimensions.

A quaternion is specifically a number that consists out of a real component and the three imaginary components: i, j and k.

You can store a quaternion in a 4D vector variable and some of the vector operations can be meaningfully applied, but that doesn't mean they are the same thing. A multiplication between vectors and a multiplication between quaternions are very different, whilst addition is the same.


78cfc1 No.14787669

File: 3f0db1199acd3ca⋯.gif (231.24 KB, 800x404, 200:101, 20160910010152.gif)

>>14787556

oh nice, makes sense.

Looks like it's using the gbuffer so make sure you're on deferred, and walk through your frame debugger to see where it's messing up (attached gif).

>parallax bulletholes

there's also the option of parallax with ambient occlusion/corrected perspective (as usual parallax has incorrect coordinates/UV distortion) which adds more depth/detail/believably; though no holes.

>>14787635

looks pretty gud, nice, and i'm also curious on the generation method


dac321 No.14787676

>>14787662

>>14787652

That reminds me, I have yet to play around with this thing, sadly is no longer available but I still have it on my library.

http://raiselandsoft.com/


f1f58b No.14787697

>>14787676

Just like, roll your own, anon.


9786ed No.14787708

File: 31ef361708d1911⋯.png (744 B, 30x26, 15:13, 1.png)

File: 9b5284beb8c4c7a⋯.png (607 B, 30x26, 15:13, 2.png)

File: fb608077be00213⋯.png (546 B, 30x26, 15:13, 3.png)

File: 451c869ec93d397⋯.png (748 B, 30x26, 15:13, 4.png)

File: f4e4b182da60396⋯.png (712 B, 30x26, 15:13, 5.png)

>>14787652

I've been calling it 4x, but what I want it to end up being is something like BF2's Galactic Conquest mode, but with a much deeper strategy element, and set in a fantasy setting. That means that I'm basically going to end up making two games at once.

It's several pre-generated heightmaps stitched together with an algorithm that would probably take a powerpoint presentation to explain.

…I'll take a crack at it anyway. So, you use Unity's built-in terrain feature for it. The terrain has a float[,] array for the heightmap, and a float[,,] array for the textures. I painstakingly wrote an algorithm that generates the data of the hexagon tiles, then iterates through both maps pixel by pixel to write the heightmap data and the texture data. The algorithm is magical enough to know exactly which hexagon each pixel is in.

There's three pre-generated heightmaps: one for flat terrain, one for "hilly" terrain, and one for mountainous terrain. I'm not sure that I'm happy with hilly terrain, but it's good enough for now, I'll change it if telling the difference between "hilly" and "flat" terrain is too difficult at glance.

Anyway, each pixel of each hexagon basically finds out from the hexagon tile data what type of terrain it's supposed to be, and places corresponding heightmap pixel to the heightmap data. Then, we iterate through each pixel of each hexagon all over again, this time for the textures. The reason that texture is a 3d array is because it can blend together multiple textures at once. The last dimension of the array corresponds to an index for a separate array of textures. So basically, if you want to mix textures 1 and 2 at [25,25], you would do

tex[25,25,1] = 0.5f;

tex[25,25,2] = 0.5f;

or whatever combinations you want, as long as they all add up to 1.0f. I wrote a fade algorithm to make the rocky and grass textures fade together.

Now, the bit that stumped me was making the heightmaps blend together. It took me forever to figure out the correct hexagon mask, but these managed to get them to blend together smoothly at the edges of the hexagons.


f1f58b No.14787751

>>14787708

How's the efficiency? Is it gonna set my PC on fire?


9786ed No.14787759

File: e35be329471395b⋯.png (3.87 KB, 275x97, 275:97, ClipboardImage.png)

>>14787751

I just booted one up, I'm using a pretty damn good processor I think, but at its current stage I think it's pretty damn efficient.


78cfc1 No.14787800

>>14787759

I'm assuming u load it once and done, right?

How big/detailed (can u go up close, etc) is the map though, for a 25s load time?

How much time does it take when doubling map size?

Interesting approach, and I recognize u from awhile ago; so good job on finishing it.


9786ed No.14787858

File: 0e96786d551b93c⋯.png (3.48 KB, 291x89, 291:89, ClipboardImage.png)

>>14787800

The heightmaps and texturemaps are 2048x2048 each. However, I'm only doing 50x50 hexagons right now, which comes out to only around 1100x1300.

Here's for 70x70 hexes, which should be roughly double the area.


044fbf No.14787912

File: 7abcbbb262249b7⋯.mp4 (10.97 MB, 1024x576, 16:9, 2018-05-14 13-38-56.mp4)

File: e25bec715d4fb59⋯.png (456.54 KB, 1366x768, 683:384, comparison.png)


78cfc1 No.14787958

>>14787858

>1100x1300

like unity units?

Not too shabby if so.

If that's about double then it's about linear complexity, nice


f1f58b No.14788020

Hey guys, what are the benefits of declaring a C++ function inline? Are there any drawbacks? I'm declaring most of my data structures in a single "types.h" files and I wonder if it's gonna bite me in the ass if I declare relevant functions (like octree navigation ones) inline in there, too.


b859b7 No.14788024

File: d46500561c1d364⋯.gif (7.94 MB, 640x360, 16:9, plugin gif.gif)

>plugin to synchronize Maya or Blender with Unity

https://github.com/unity3d-jp/MeshSync

Sounds interesting. Is this actually useful for anything? I never had much problem with just exporting my shit to .fbx.


e53b8c No.14788043

>>14788024

Re-importing models with many animations after every single change in the .blend file is a pain in the ass so if this were to help with that, it might be very useful.


838c64 No.14788127

>>14788020

The ostensible benefits are improved performance due to not having to deal with the overhead of function calls and control transfer. This comes with the tradeoff of larger executables, since each inline function's code appears multiple times in full (as opposed to regular non-inline functions that appear once and are jumped to).

This is dependent on whether your compiler decides to actually honor the inline keyword. It's a suggestion to the optimizer, not a binding contract. Any regular function can be inlined and any inline function can be run with function calls, regardless of your keywords.

Explicit inlining is something you should avoid doing until you're at the point where you've done basically everything codewise to make it as efficient as possible, but still need it to be a bit faster. Don't bother with compiler optimizations like this till much later.


4184e6 No.14788129

>>14787609

Oh hey, it's the xeno vore guy from that Agony thread.

>>14788020

Why ask questions that are easily answered by a search engine here?

https://stackoverflow.com/questions/1759300/when-should-i-write-the-keyword-inline-for-a-function-method/1759575#1759575


f1f58b No.14788147

>>14788129

Because I like talking to people who know their shit and asking a real person questions instead of depressingly crawling through Google, alone. I'm sorry though, I won't do it anymore.


d57a2d No.14788193

>>14788147

Nothing is gained by being so fragile, anon.


f1f58b No.14788206

>>14788193

Fragile how?


f1f58b No.14788220

>>14788147

>>14788193

oh shit I see. I wasn't being passive aggressive, although i see now it looks like I was. I'm genuinely sorry for asking trivial questions and I was just explaining why I did.


f1f58b No.14788328

>>14788127

I didn't see your post at first, sorry anon. Thanks for explaining it, I was under the impression it was something done for brevity of header-only libraries.


f108eb No.14789108

File: ecc79956c9d3a85⋯.mp4 (7.29 MB, 1280x800, 8:5, 2018-05-14 19-24-38.mp4)

ok this is pretty cool. Definitely over the top in the provided example but still awesome


f1f58b No.14789118

>>14789108

whoa this is fucking awesome.


f108eb No.14789326

File: f745d4a321187f7⋯.mp4 (12.49 MB, 1920x1200, 8:5, particls.mp4)

particles recognized as light sources, appearing in specular.


201cc8 No.14789372

File: 07893385860e414⋯.png (12.48 KB, 720x480, 3:2, we get signal.png)


044fbf No.14789380

>>14789326

wouldn't this absolutely murder framerate, even if it doesn't change shading?


f108eb No.14789564

File: da42efc6d92d318⋯.png (1.46 MB, 1734x1031, 1734:1031, ClipboardImage.png)

>>14789380

it fluctuates between 45 and 200something, this example the nip provided is pretty extreme as well


201cc8 No.14789602

File: 197332e7317ea8d⋯.png (7.01 KB, 289x288, 289:288, operator.png)

>>14789564

Not entirely sure if those effects would have too much practical use, but they do look neat.


f108eb No.14789702

File: 40acad97e524550⋯.mp4 (15.51 MB, 1280x800, 8:5, 2018-05-14 21-23-06.mp4)

>>14789602

magical effects and fancier sparks come to mind

it looks pretty great with a normal map applied


1af7ff No.14789711

>>14787958

Actually, that's pixels. The map itself is 300x300 unity units. It scales the maps to match the size of the terrain.


f108eb No.14789755

File: 04d52f0c2f44e48⋯.png (1.8 MB, 1905x956, 1905:956, ClipboardImage.png)

>>14789380

>absolutely murder framerate

fucking jap magic, I tell ya. it doesn't change a thing


f108eb No.14789917

File: 2ff3a2573d55330⋯.png (708.62 KB, 744x1005, 248:335, ClipboardImage.png)

the mosaic shader is pretty cool too


f1f58b No.14790153

>>14789917

offtopic but does anyone know why Japs still censor porn? I thought they didn't have to do that anymore.


dac321 No.14790170

>>14790153

The law hasn't changed in that regard.


f1f58b No.14790186

>>14790170

I must be misremembering. I recalled hearing about the law being repealed.


d31500 No.14790195

File: a22ebf8e8a60b7a⋯.png (10.37 KB, 538x91, 538:91, ClipboardImage.png)

>>14790153

Japan seems to be at odds with itself in that regard. Their constitution outright forbids any form of censorship, but they somehow still have obscenity laws. A few months back, I saw an anon allege that the Yakuza owns the organizations that watchdog censorship, so if that's true, it might have something to do with it.


45b2cb No.14790224

>>14771736

PEEP WELL, FUZZBALL


f1f58b No.14790225

>>14790195

So much brilliant porn that could be coming out of Japan is being ruined by mosaics/lines, fucking thing sucks. Hope this gets figured out sometime down the line.


91cc89 No.14790281

File: 86d9b3d466eeee2⋯.png (408.13 KB, 897x329, 897:329, current.png)

How do I make my shader take into consideration the rotation of the mesh when calculating normal/lighting?

Currently I can either not write to o.Normal and it won't fuck up no matter how I rotate the mesh, or I can get some normal maps going and the lighting gets fucked to all hell.

Here is the current code: https://pastebin.com/aHJW3y8k

I am also taking the albedo and normal information from the same atlas texture which is created at runtime, so I can't make those bump samplers thingies as shown in example 3 at docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html


d31500 No.14790287

>>14790225

If it ever gets overturned, you'll probably see an UNCENSORED 1440p HD REMASTERED LEGACY COLLECTION SUPER ULTIMAX TURBO EDITION DX EXTREME, rerelease for every H property that made more than a few bucks since the 90s.


e708bb No.14790611

>>14790281

Vertex normals are usually in model space. So typically you will transform them into world space by passing in a transform matrix (which is derived from your object's orientation in world space).

unifrom mat3 NormalMatrix;

in vec3 vert_normal;

vec3 n = normalize( NormalMatrix * vert_normal );

Sorry I'm not more helpful with Unity though. I looked through your pastebin code and it looks like Unity is doing some of the work behind the scenes. Not sure what and how, and what transform matrices you have available from Unity at the vertex and fragment stages of the shader.


e708bb No.14790620

>>14790611

Oh, also, n = vertex normal in world space, if that wasn't clear. It's sent to the fragment shader using:

out vec3 n;


91cc89 No.14790823

>>14790611

unity takes my shader code and compiles again with their stuff to do magic behind the scenes.

It knows when I add the bumpmap, sampler and use it to take the normalmap and do the transformation automagically. The issue is, I have no idea how they do it, and it will only happen if I do it exactly how the unity devs want, and not when taking the normal map from my atlas


077701 No.14790865

can anyone experienced with Godot and Timers tell me what I'm doing wrong here? I can confirm this timer is not counting down for some reason and thus the callback function is never called. I've followed the documentation I could find so I'm not sure what I'm missing. This is Godot 3 with C# by the way.


t = new Timer();
t.ProcessMode = Timer.TimerProcessMode.Idle;
t.SetOneShot(true);
t.SetWaitTime(2.0f);
t.Connect("timeout", this, "_on_timer_timeout");
t.SetPaused(false);
t.Start();


09fe29 No.14791263

>>14790865

Timer derives from Node, so it won't do anything unless it's added to the scene (ie add_child(t))


077701 No.14791323

>>14791263

good point, I hadn't thought of that


cbb4a9 No.14791470

>>14787708

>The terrain has a float[,] array for the heightmap, and a float[,,] array for the textures.

Is that by your design or Unity's?

C# has a notorious compiler bug where it optimizes the most common array case (single dimension T[]) instead of multi arrays (T[,] or T[,,]). You should prefer jagged arrays (T[][]) or single arrays where possible.


e52709 No.14791572


e708bb No.14791641

>>14790823

That's frustrating.

Are you sure your planar objects have correct vertex normals, and they are normalized? I suppose if it works otherwise then they probably do. That's usually what I check first. It's very strange that Unity wouldn't be passing in vertex normals correctly.

I also assume you tried assigning your normal map from your atlas to the diffuse texture to visually see if it is being applied correctly. Sometimes that's helpful.


7696de No.14792539

>>14771736

PEEP WELL, FUZZBALL.


d0b1ae No.14792668

HookTube embed. Click on thumbnail to play.

>>14789108

>>14789326

>>14789702

Oh shit, I remember a guy used similar techniques a few years back to do some complete bullshit with raytracing meshless geometry with infinite bounces in real time. He combined distance functions with raymarching and subspace diffusion to determine when to stop drawing extra reflections. It's great to see that those techniques are advancing, since they run great on older systems.

Vid related (very old unrefined proof of concept).


999e8e No.14792757

How would you make "minecraft with spheres"? Is there some kind of data structure or method to handle modifiable spheres, without making it all jagged when you rotate it 45 degrees, or without making the "blocks" shrink as you go deeper?


f1f58b No.14792791

>>14792757

Define minecraft with spheres.


999e8e No.14792803

>>14792791

The terrain is a sphere, gravity pulls you to the middle, and the blocks stack vertically no matter where you place them.


e708bb No.14792812

>>14792668

Shadertoy has a distance field example with diffuse reflections now. Not sure if I've seen that before yet: http://www.shadertoy.com/view/XtXXR7

Inigo Quilez seems to be the guy that understands distance fields best, including the ray tracing aspects and quality improvements over basic sphere tracing distance fields:

http://iquilezles.org/www/index.htm


f1f58b No.14792852

>>14792803

I believe this could be achieved with a simple chunk setup mapped to a sphere at render time.


999e8e No.14792878

>>14792852

Then what happens when you get to the center? The entire bottom layer would be compressed to the size of several blocks.


f1f58b No.14792898

>>14792878

Your center would look like a bunch of spikes. If I was to attempt this, I would completely skip the mapping to the sphere bit. I would just do a regular voxel terrain, because post-contouring you can't really tell. Funny you should say that, actually. I posted a perfectly round voxel sphere in this thread already.


999e8e No.14792925

>>14792898

But I need the space to be an actual sphere, where you could dig from several points and end up at the same center if you wanted to. And while it doesn't need to be made of "blocks", whatever the terrain is made of must be able to go up vertically from the ground no matter which position at the surface it is.

If the blocks "bend" to a sphere shape, then the blocks at the center will be very compressed and blocks in the sky will be huge. If the blocks are in a 3D voxel grid and they're just stacked into a spherical shape, then they'll be angled wrong when you turn the sphere 45 degrees.


f1f58b No.14792974

>>14792925

I don't wanna sound like a downer but it seems to me that what you want to implement is a mathematical impossibility.


999e8e No.14792997

>>14792974

You could do it with a freeform 3D mesh if you had the math skills to modify it right (see: any 3D modeling program). I think you could also do it with the 3D grid if you could angle the surfaces of voxels somehow like in Voxel Farm, but I'd have no idea how I would accomplish that.

It's not a question of whether it's possible, it's a question of what's the best way to accomplish it.


f1f58b No.14793006

>>14792997

20 billion ways to skin that particular cat, anon. You're gonna have to do your research there, it's not a question with a definitive answer unfortunately.


963766 No.14793035

File: 994b15ccce0d778⋯.jpg (81.29 KB, 1000x563, 1000:563, What am i even doing.jpg)

>want to write vidya someday

>decide to start small

>write short stories

>quickly realize writing is fucking hard

>whatever products I do make are shit-tier

>burn out eventually

>can't even ideafag my way to vidya

I will never complain about vidya writing ever again.


f1f58b No.14793064

File: a3d6a7b3c8c5c8d⋯.gif (235.31 KB, 384x288, 4:3, hugattack.gif)

>>14793035

Everyone starts from nothing, friend. You just have to read about how to get good at things you need to do. Literally everything is made up of extremely basic blocks that you just have to grasp to build up to the next level.

Don't give up! You'll make it if you apply yourself. Literally anyone can do it. Keep at it, and you will surprise yourself with what you can achieve. I did like shit in school, and felt like I could never learn anything, but with my passion for gamedev I've managed to do things I never thought I could do. You can, too!


f108eb No.14793102

>>14793035

ok then, here's an idea: just like make game and create a story for that


a40186 No.14793187

>>14793035

Write down every idea you can, and never delete them. Ideas you might see as shit one day might be pretty good the next.

And something that I've learned, personally, is to tell the story in as few words as possible. Plan it out, and build backwards. Have a beginning, have an end, and try to get to the end in as few words as you can.


9d2188 No.14793261

>>14791641

>I also assume you tried assigning your normal map from your atlas to the diffuse texture

yes, and they are being placed in the correct place.

Gonna try passing the atlas as a normal texture and see what happens


963766 No.14793309

>>14793064

Thanks for the encouragement. I've been at it for literal months, but my rate of production is just way too unreliable. It's not like I've given up completely, but my mind has been pretty much blank for the past few weeks when it comes to writing.

>>14793102

That's generally what the next step is supposed to be. Although, I'm really the type to start with story outline first, and then like make game after. I want to focus on RPGs eventually, and I know there's a lot of writing involved in those.

Also, there's always the option of teaming up with somebody, and just helping him write his game first. I'll have to learn how to code properly either way.

>>14793187

>Have a beginning, have an end, and try to get to the end in as few words as you can.

This is how I do things. Scenes play out in my head, and I try to wrench them into words. And then, it's just a matter of connecting the scenes together properly.

>Write down every idea you can, and never delete them.

My PC is cluttered enough as it is, but whenever I have a story idea, I open up a new text file just for that story. Still, the idea that I ought to never delete anything scares me for some reason.

>tell the story in as few words as possible

My problem is the opposite, apparently. I tend to need volume in my works. If I just write down as few words as possible, the language just ends up terse and boring.


a40186 No.14793325

>>14793309

>My problem is the opposite, apparently. I tend to need volume in my works. If I just write down as few words as possible, the language just ends up terse and boring.

I moreso meant showing it visually. The good thing about vidya is that you can show emotions of characters in their faces and animations, which takes a huge burden off of you as it is. Another part of it is implying a lot of things, hinting subtly at them instead of saying them outright.

While you're probably not making a horror game, Silent Hill 2 is a pretty great example of how to tell stories without outright saying much. While I doubt you can get as metaphorical as they could in your setting, you can most likely learn at least something from it.


a3599d No.14793326

How would I go about making an endless wave shmup that gets harder the longer your survive, with more enemies appearing and different types? I've got the basics of the shmup, but I don't know how I'd begin actually making that part of the game where it gets harder over time and stuff.


a40186 No.14793336

>>14793326

You could always just have something simple, like a timer, or base it on how many enemies you have killed. From my limited experiences with them, most tend to increase the difficulty after a boss, so that's always what you could do. A wave of enemies, then a boss, then another wave, and with each wave, make it harder. If you don't want bosses in there, just specify what enemies can spawn after how much time has passed, or how many other enemies you have killed.

That's really the only few ways to progress in an endless shmup, the time spent playing and the enemies you've killed, so it should either be based on one or the other, maybe even both.


963766 No.14793365

>>14793325

>I moreso meant showing it visually.

Oh yeah, I get what you mean.

>spoiler

I'll look more into it. It's not like I've got much going on.


f1f58b No.14793454

>>14793309

You're welcome! Don't be afraid to take a break - you'll know when you need to get back to work. You'll probably be wanting to.


2f38dc No.14793855

>>14788328

God damn it. I knew I should have replied yesterday instead of hoping you'd read the SO post >>14788129 linked to. >>14788127 is flat-out wrong. There was indeed a time where inline was a hint or outright instruction to the compiler to perform function inlining, somewhere in the 80s or so. No modern compiler will even consider that meaning for the sake of optimization. While http://en.cppreference.com/w/c/language/inline does say it's a compiler hint, it's probably outdated instructions and the question was about c++, which has different semantics, http://en.cppreference.com/w/cpp/language/inline. The meat of the answer is:

>multiple definitions

Normally, symbols may be declared in multiple translation units (otherwise headers wouldn't work) but only defined in one, even if the definitions are identical. inline removes this restriction, allowing one definition in each translation unit (but not multiple in one). Note that class member functions are implicitly inline. This is why you can define class member functions in a header that declares said class, even though multiple definitions exists as soon as two code files includes the header. As a result, it's more similar to static or extern. It affects the rules of compilation and linking, not optimization. The register keyword has met a similar fate: aside from some some specialized compilers, it's just an alias for auto. This is why it's common in headers. You have to declare a function as inline if it's defined in a header that will be included by more than one translation unit. You can ofc get the same result by just pushing the function definition into a separate code file, which is equivalent performance wise as the optimizer will still inline small function bodies, or not. But if you're using templates, you need to have the definition available to all users of the template, so you need the definition in the header, thus the function must be inline.


f1f58b No.14794050

>>14793855

Thanks for typing out this detailed explanation, it makes things more clear. Programming sure does have a lot of little things to keep in mind.


cbb4a9 No.14794138

>>14792925

Just make it a cube with six gravity axes


cbb4a9 No.14794397




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