8587c9 No.14849725
Next time on CODE WARS: retards screech at eachother 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: >>14828498
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR August 8th
>Please contribute to the wiki if you can
b71032 No.14849812
One for success and good luck
62c6c9 No.14849844
>>14849812
PEEP WELL, FUZZBALL
b71032 No.14849850
Progress I guess.
I'm learning how to make character models now. I think it's alright for starters.
3e81d1 No.14849857
haha my language is better than your language
hhahaa
7550b4 No.14849900
>>14849812
PEEP WELL, FUZZBALL
I spent the entire week going in circles about what to do with my terrain system.
First wanted to make my own shader so that I could sell the terrain system in the asset store later
Then I couldn't figure out how to make Triplanar Parallax and decided to dick around with Uber Shader
Then I discovered that they too can't have Triplanar Parallax, even though they have all those neat things
Then I decided to fucking do the UVs and not use Triplanar
Then I discovered that Uber is WAY more complex than what I can handle just yet, and modifying it to support 3 textures at once will not happen
Then I figured out that it's easier to roll my own shader and then copy paste the neat features on demand rather than trying to make head and tails of the Uber Shader
Here I am, looking at my UVless meshes. Learning is nice, but learning while not producing anything of value is not that nice
How was your progress anon?
33c6ff No.14850633
>>14849900
>Learning is nice, but learning while not producing anything of value is not that nice
Definitely agreed, and from experience that's a surefire way to get burnt out. Though, the "thing of value" is highly relative… but lets not go there.
May be time to take a break on that side-project and produce some other parts of your game. Get a fresh look on it, and in the meantime produce some things of value.
33c6ff No.14850665
>>14849850
looks pretty clean, how many polys u at?
do u have a planned artstyle yet (like, the grimdark type of aesthetic, as i saw in last thread)?
>>14849812
PEEP WELL, FUZZBALL
87c4ad No.14850694
RTS AI
Does anyone know some good resources on how to build AI for strategy games? RTS or turn based is fine. How the fuck do you get the AI to multitask and make good decisions?
7550b4 No.14850783
99829f No.14850849
>>14850783
Am I really watching a video of someone fellating CA's ability to program AI?
87c4ad No.14850855
>>14850783
Thanks anon, this channel seems to have a lot of content, though I'm not sure how in depth it goes. Cool to know that GOAP is used in RTS games as well, I had a hunch it could be used.
33c6ff No.14851090
oh btw if u anons are looking for a "non sjw pozzed" resource like gdc take a gander at digitaldragons (like the central europe gdc equivalent).
>linky https://www.youtube.com/user/DigitalDragonsKrakow/videos
c2d7f4 No.14851102
>>14851090
GDC has lots of great stuff, just avoid the known warning signs.
4c9e59 No.14851114
What are some good resources for learning GML?
c9934f No.14851175
Attempting to aggy daggy first game. Unity as an engine and tutorials as a guide. Any tips before going in to the fray?
>>14851102
>just avoid the known warning signs
Which are?
33c6ff No.14851178
>>14851102
the reason I mention it is, is that from their views/sub count it's easy to tell it's an underutilized resource. That is to say, despite them essentially being a central europe gdc equivalent.
it's also doubly nice that it's not infected by the undesirables.
>GDC has lots of great stuff, just avoid the known warning signs.
oh my god… really? fucking duh dude, kek this is obviously banter
33c6ff No.14851192
>>14851175
general sjw stuff like promoting marxism, sexism is EVERYWHERE type of deal. u know, the regular batshit crazy lingo that's normal to the extreme lefties
c9934f No.14851203
>>14851192
Oh I was expecting something like "avoid of topic x because it's wasting your time when you can just y"
Your advice is just a given.
33c6ff No.14851208
>>14851203
>just a given.
yup, hence >>14851178 banter part of my post
1d144f No.14851331
I added a key rebinding menu as requested. It will only be available in the standalone version of the game, since when played as a "disk" in LIKO-12, you can just set your controls in LIKO-12 itself.
5bce49 No.14851632
YouTube embed. Click thumbnail to play.
>>14850694
the simplest thing i did for this is to split the map into a grid and depending on the number of enemy units in a square, i'd send an appropriate number of my own units there
my game didn't have any non-soldiers though
912665 No.14851881
Unity's Animation graph is ass. It's super limited and making anything outside of linear single path state chains becomes a mess of unmaintainable transition shit. I had to make my own animation system for controlling state changes. Also to simplify and share logic. I did use the Animation graph just to place and do simple transitions. Unreal also suffers from the same problem but actually has a better graph editor because you can do more types of logic on the transition conditions (or,xor, etc.) Also I feel like a dad. Onwards to angry headpats and bully behaviour.
3c676b No.14851948
>>14850694
Historically, RTS AI has always been cheating cunts that have infinite money, always follow a very specific build order, and periodically send groups of certain units towards a randomly selected player.
If you want to make a good AI that doesn't cheat, you should ask yourself how exactly an RTS works, how your particular RTS works, what (meaningful) options you're actually giving players, and the steps that the AI has to undertake should logically follow out of that. Or you can become another stereotypical developer that doesn't understand their own game and make another cheating AI.
4492cb No.14852146
>>14851948
>If you want to make a good AI that doesn't cheat
>the steps that the AI has to undertake should logically follow out of that.
the AI's decision making script/functions should also maybe not be called every single frame but instead every, like, 0.3 seconds, to mimic human reaction time.
61d635 No.14852216
>>14849725
>making fun of programmers
lol enjoy your no game artfags
9ee960 No.14852287
>>14851948
Alternatively, that sounds like a great job for one of those fancy learning algorithms. Problem is you might end up developing one that literally can't be beaten, but still plays fair.
5bce49 No.14852295
>>14852287
this >>14850783 even mentions that they used neural nets for the individual units and for the diplomacy ones
67ee95 No.14852382
Ayo I need your expert opinion on the second shitpost HUD style, does it look gud enough or is some changes needed? The 3rd image is a zip file.
cb02b7 No.14852565
>>14852382
Could still use some work. Worst offender seems to be the use of text. The labels are on a very bright backdrop, so the dark-looking red body and the black drop-shadow kind of blend together. Like HEALTH and ARMOR on the bottom left. The bottom contour gets really muddy, and the gaps both between and in the letters, like in the E, the holes in R and A look filled at a glance.
On the bottom right, the letters have a similar issue, except because it's a gradient, you get even more complexity. The top half of the letters gets the muddy filled-in look, the bottom left corners of the letters kind of disappear and the bottom right edge is sharply outlined. Sharp outlines can work, but with the rest of the aforementioned, it gets real busy. Happens on the grayer HUD, too, which is not ideal, but it's accentuated more on the second image because of the added contrast. Maybe push the labels a little to the left as well, they're touching the right edge.
Also, is there any particular reason you're using different typefaces and colorings on the "big box" labels and the individual weapon texts? They kind of work on the first HUD, but the second one really makes them look very different. Particularly the work "AMMO" on the right when compared to the other text on that side.
The smaller numbers are okay, the slashes between current and max capacity look a bit off, but they're okay. Maybe a little more contrast on the weapon slot numbers would be good, but the individual ammo counts read well.
58ecff No.14852599
>>14850665
>looks pretty clean, how many polys u at?
I used some subsurf modifiers in that last screen. The current model is not finished or optimized for the actual game yet but it stands at around 7677 tris. It will surely be less when I remove some of the unnecessary edgeloops.
>do u have a planned artstyle yet (like, the grimdark type of aesthetic, as i saw in last thread)?
The art style was actually one of the first things that we established and yes, you could describe it as overall feeling kinda grimdark. Not that it's all like that.
67ee95 No.14852669
>>14852565
>Also, is there any particular reason you're using different typefaces and colorings on the "big box" labels and the individual weapon texts? They kind of work on the first HUD, but the second one really makes them look very different.
Yeah it is because I am using drawstring CONFONT for that instead of recoloring the text which is done at the HUD images themselves that's why it is inconsistent, I had to do this because classes have different ammo types (Hitler doesn't use the Fuel ammo but Moonman does), I could probably make a edit of the existing fonts and make it solid colored so it is consistent with the style.
Thanks for your solid analysis man, really helpful.
a31a10 No.14852755
>>14850694
Take a look at some open source examples - Zero-K has pretty good (non-cheating) AI
https://github.com/ZeroK-RTS/Zero-K/tree/master/LuaRules/Configs/cai
ba474e No.14853449
>>14849812
PEEP WELL, FUZZBALL
>>14851102
>Just know the warning signs
You don't even have to, poz lets itself be known
>Watch GDC panel about changing game development courses in academia to better prepare students for actual development
>10 minutes from a guy with really compelling arguments
>5 minutes from a girl with really compelling arguments
>30 minutes from some pixie cut britbong feminist talking about intersectional feminism in video games
>Didn't even listen to her 30 minutes, just skipped through to see if one of the other two would be on the podium again (Nope, just 30 minutes of gender studies rhetoric)
>>14849850
Good job
67ee95 No.14853688
>>14852565
I was fixing the HUD style switch so that it works properly which it does now, so it took me a bit longer to address your suggestions. For the "light blue" style I removed the shadow drop on the 3 red texts and replaced the 2 fonts with a bit more consistent one at least in terms of color since I am not that good at editing existing fonts (i.e making them larger/smaller) Skullshit doesn't have a support for the HUD to make certain elements bigger or smaller, so a fonts recolor has to do it for now. The large doom fonts doesn't fit with my current HUD size so I am sticking with the older black/gray font.
>The smaller numbers are okay, the slashes between current and max capacity look a bit off, but they're okay. Maybe a little more contrast on the weapon slot numbers would be good, but the individual ammo counts read well.
I tried to juggle the position number around so that it looks a bit less off hopefully, does the green weapon slot number have good enough coloring/contrast or do I need to do more changes?
7550b4 No.14853746
YouTube embed. Click thumbnail to play.
>>14852287
>Problem is you might end up developing one that literally can't be beaten, but still plays fair
670eac No.14853770
>>14849812
PEEP WELL, FUZZBALL
62c6c9 No.14853813
HookTube embed. Click on thumbnail to play.
>>14853746
That bot probably just memorized the meta at the top level and played around it, then got raped when playing against players who didn't follow it.
c1ee9a No.14853822
>>14851881
Is this game going to support VR?
3547fc No.14853956
Is it possible to add multiple variables to a single list<> position?
c2d7f4 No.14853988
>>14853956
You could make it a list of arrays, and store the variables in those arrays.
ba474e No.14854009
>>14853813
Which is why playing the meta is for fags and you should just use whatever you like the most. Just in case an AI gets the idea that it's superior to humans and rebels.
5bce49 No.14854020
>>14854009
people tend to get banned for that
or at least that's my experience from LoL
6ac836 No.14854033
>>14854020
That's just LoL's community and moderation being shit as usual.
2aa382 No.14854057
>>14853956
Depending on your needs and language, you can have an array like >>14853988 suggested, a list of pair<> objects, a list of tuples, or make a struct of variables and make a list of those.
3547fc No.14854092
>>14854057
what i really need is to be able to access certain variables from a single element on a list, for example, a dude is added to the list DUDELIST, and i want DUDELIST(2) to return his name, weight, height and fetish , and then accessing a particular variable from each entry, like accessing DUDELIST(2).weight, is this possible?
>>14853988
it's a good suggestion but would be hell to code with later
7550b4 No.14854131
>>14854092
>it's a good suggestion but would be hell to code with later
[FlagsAttribute]
private enum keywords : int { HAS_HEIGHT = 1 };
[FlagsAttribute]
private enum shaderNames : int { _MainTexture = 0, _Parallax_Amount = 1 };
private static int[][] shaderAttributeNames = new int[(int)Mathf.Pow(2, Enum.GetNames(typeof(keywords)).Length)][];
private static Material[] materialVariants = new Material[(int)Mathf.Pow(2, Enum.GetNames(typeof(keywords)).Length)];
public Material MakeOrGetMaterial(FaceProperties face, PackedTexture texture, MaterialPropertyBlock block) {
Material material;
keywords index = 0;
if (texture.height != null) {
index |= keywords.HAS_HEIGHT;
}
int ind = (int)index;
if (materialVariants[ind] == null) {
material = materialVariants[ind] = new Material(Shader.Find("Guedez/Terrain/AtlasShader"));
material.SetTexture("_ALBH", atlas_ah);
material.SetTexture("_NRSM", atlas_nsm);
shaderAttributeNames[ind] = new int[Enum.GetNames(typeof(shaderNames)).Length];
foreach (shaderNames name in Enum.GetValues(typeof(shaderNames))) {
shaderAttributeNames[ind][(int)name] = Shader.PropertyToID(name.ToString()); ;
}
} else {
material = materialVariants[ind];
}
block.SetFloat(shaderAttributeNames[ind][(int)shaderNames._MainTexture], face.mainTexture);
block.SetFloat(shaderAttributeNames[ind][(int)shaderNames._Parallax_Amount], texture.parallax);
return material;
}
It's not really hard, here I do exactly that. It seems that shader variants get different hashes for their property names, so I have to store separately for each variant in a array of arrays
I am not switching variants right now because I want to tackle one problem at a time
7550b4 No.14854139
>>14854131
you can also have an array of structs, which is even easier, but I didn't use it here because I need both the variable name and it's value, rather than just the value
5bce49 No.14854238
yo, i'm planning on loading multiple scenes in unity in order to get an open world-like thing, but is there any way can change the position of a newly loaded scene (for the sake of not getting overly big values in the positions), as i would with a transform?
7550b4 No.14854320
What is this bullshit? It is the exactly same shader.
On any mesh, the IN.viewDir comes correctly
In my generated meshes it comes all twisted.
//IN.viewDir.x *= -1;
IN.uv_ALBH += ParallaxOffset(albh.a, _Parallax_Amount, IN.viewDir);//.yx;
This (the commented code) ""fixes"" the twist on my meshes, but fucks with every single other
7550b4 No.14854452
>>14854320
It was the tangents, I was not generating them for the mesh
mesh.RecalculateTangents();
62c6c9 No.14854471
>>14854009
You'll just get counter picked.
3e646f No.14854490
>>14854320
Duuude the floor is melting
cb02b7 No.14854928
>>14853688
The drop-shadows are doing the same kind of thing as it they did with the ammo, armor and health. Without them, they look legible but still blend in too much. I just tried one of the greens on the F and removed the shadows and I think that looks sort of okay.
You'll probably want to work on alignments and bringing some more cohesiveness to the HUD at some point. Having the border styles and thicknesses, the drop shadows on the boxes, the box sizing, the spacing between the content and the edges of the boxes, and just the general alignment of things all speaking the same language, so to speak. Right now some things have shadows, some don't, some have them inconsistently, some things are closer, some things are further apart.
Things like the two 100 ammo boxes on the right. One's very cramped, the other's more open. The "health" label's offset, "armor" is less offset, "ammo" is almost hugging the bottom right corner. The pixelated symbols aren't using the right pixel ratio so they look fucky. Ammo, health and armor symbols. You can't just stretch sprites out like that, otherwise you end up with artifacts like the "D" in AID and lopsided, jagged edges that don't respect the pixel grid. The health kit's also on the border itself. The last weapon ammo count on the very bottom right didn't have a bottom border and was touching the very edge of the screen, which I nudged up a little. The different ammunition boxes have a two-unit wide gap between them, but only one on the top. The 7 is in a slightly smaller box. Not entirely sure what the green slot is supposed to be. Not entirely sure about the big blocky numbers, too, now that I think about it. They look very plain and blocky when compared to the shaded weapon names and that classic Doom text.
There's also something a bit deeper going on on the left side. The keycard-skull portion just doesn't meld with the general structure of things, and you have some weird whites going on in there. Maybe you can still make it work while preserving the imageboard aesthetic, but you'll probably want to use the same sort of "body, border, base and shadow" scheme everywhere, only breaking it when necessary.
The slot numbers kind of get away with diverting from the norm. They're small and the general structure still kind of works. Maybe the same could be used for the keycards. Right now I bodged something horrible together onto the left, but that's not keeping too much to the imageboard feel anymore.
How far along are you with the rest of the project? The HUD can always wait if there's other stuff to do. Maybe you'll get some better ideas as you go.
cb02b7 No.14854938
>>14854928
Well, shit, it looked better on my uncalibrated monitor. Still a touch too bright, and the skulls are getting dangerously close to being swamped out.
But the general direction seems okay.
67ee95 No.14855203
>>14854928
>You'll probably want to work on alignments and bringing some more cohesiveness to the HUD at some point. Having the border styles and thicknesses, the drop shadows on the boxes, the box sizing, the spacing between the content and the edges of the boxes, and just the general alignment of things all speaking the same language, so to speak.
Yeah I have to admit I find it difficult spotting those small things, since I have a large monitor (1680x1050) and the game runs in windowed mode because in fullscreen I cannot alt-tab at all and there is always this "display mode" popping up from the monitor which is annoying as hell for me it happens when a program goes fullscreen.
>The "health" label's offset, "armor" is less offset, "ammo" is almost hugging the bottom right corner
>Ammo, health and armor symbols. You can't just stretch sprites out like that,
Those 2 boxes does not have the same size which is why the offset is odd, I think it will be better in this case to make 1-2 box for those 3 "categories", so that the consistency gets improved. Actually the HUD does look a bit stretched because I enabled the scaling, without it I wouldn't be able to read the HUD.
>The 7 is in a slightly smaller box. Not entirely sure what the green slot is supposed to be.
I added this small green box because else there would be a gap in it, it's just a indicator that the slot "7" is a powerful weapon.
>They look very plain and blocky
It was my stop gap solution because the other Doom text is way too large to fit in there, so I just made those blocky fonts in order to "fix" it. I cannot use any scaling at all in SBARINFO, the new font is 12x13 large and the large Doom text is 14x16 which won't fit.
>There's also something a bit deeper going on on the left side. The keycard-skull portion just doesn't meld with the general structure of things, and you have some weird whites going on in there.
I had difficulty on that one, I added those 3 small lines in order to make the white background less "strong" visible
>How far along are you with the rest of the project? The HUD can always wait if there's other stuff to do.
Doesn't sound like a bad idea to me, I spend almost the entire day working on the HUD and some few minor things, so that I have this one almost finalized. At the very least it is in my opinion much better than the botched default Doom HUD. I still need to find liberate some few melee sprites so in order to make them a bit more unique, right now Hitler, Wehrmacht and Waffen SS have the same shovel weapon.
I still need to investigate the 2 major bugs, one is related to GZDoom (won't start) and the other one causes some map bugging (Arachnotron/JIDF replacement), the latter one is going to be tough since I need to find ways to isolate this issue in order to test changes faster. For the GZDoom one I just need to provide a patch in order to remove a property it is just the distribution of this patch that is difficult since it is not possible to exclude certain elements based on the source port being used. After those things are done I still need to improve the weapon impact that means improving the effects generally (explosions, bullet sparks, blood), so a heavy gun should have make the feel it is a heavy gun. Progress has been stalling a bit but I am still at it, and lastly I would need to test this mod a few times in multiplayer to make sure there is no additional major bug before releasing the 1.4.0 stable version which is long overdue. The klansman class will be left as it is for now because it will delay the release more.
Anyway thanks for your expert options, I appreciate it.
f27b8a No.14855260
Any good graphics frameworks or tutorials for 3D? I don't want to use an existing engine.
7550b4 No.14855269
334dc4 No.14855274
>>14855260
BitBlt() and malloc(), my friend.
7550b4 No.14855313
>>14855289
download documentation and learn how to use
fd7449 No.14855323
c17d13 No.14855342
>>14855323
what, you wanna give BOYNEXDOOR a job?
http://8agdg.wikidot.com/dismemberment-rpg
on a side note:
glad to see you back, eschabro
f27b8a No.14855376
>>14855349
You've gave more in one post than 1000 invalids have in a year. I thank thee.
62c6c9 No.14855459
>>14855260
You either have to use OpenGL (all platforms) or DirectX (Microsofts renderer for PC/Xbone). I'd recommend also getting SDL which is a window manager, so you don't have to deal with shit like the OpenGL context (the opengl window on your window). You should also look at GLM, because it has all the math and shit for 3d graphics done.
62c6c9 No.14855483
>>14855376
You learn more from getting your hands dirty than you do with books. What I mean by this is, ask yourself what is the next step. Step one is getting a window, step 2 is drawing something on it. I tried the book route with the OpenGL Super Bible, but it isn't productive and 90% of what you read doesn't stick with you. Really it makes it seem like you're being productive without actually producing anything. If you decide to stick with the tutorial route, keep an eye out for these words
>glBegin
>glEnd
If you see them, the tutorial is literally wasting your time with really really badly outdated ineffective crap. They all do this so you can draw your first triangle, before you throw out everything you did up to that point and start from scratch with shaders. Which are essentially programs you write for your graphics card.
3e81d1 No.14855486
>>14855376
Sure thing. The stuff I gave you was very theory heavy for the most part and focused on one specific type of engine, it's the kind that I am working on so that's why I know about all those tutorials for it. The graphics tutorials there are pretty basic but learning modern graphics with shaders and all that is the kind of thing you'd want to be doing after you have all of the difficult parts of your 3D engine completed.
Right now I am working through the section of "Binary Space Partitioning Tutorial Part II" where he explains how to generate the PVS, so I can have occlusion culling in my engine.
At one point I wanted to write a tutorial for how to do some of this stuff, but I got burnt out on it. I think I did a better job at getting people started on OpenGL than NeHe did but it has a big flaw, in that you're supposed to pass around the 64-bit ints when you write your timer, and convert to floating point at the last moment, instead of converting to floating point right away, because of bad precision. You could download that here:
https://a.uguu.se/uyoMBvNQfYNt_tutorial.zip
It should get you a triangle drawing on the screen with OpenGL, with an upper bound on your framerate, and no wasteful CPU usage.
f92d4c No.14855519
>>14849812
PEEP WELL, FUZZBALL
cb02b7 No.14855531
>>14855203
I can see how playing at high resolutions could be an issue. As nice as it is to see the HUD in-game, it'd probably be easier to nudge things around in a screenshot, where you can zoom in and more easily play around with edits before actually committing them to the WAD.
In any case, I'd say by far the worst offences were in the text, and those were dealt with. Right now you just have the slot numbers, the weird pure whites on the left and the sprite scaling and positioning touching or overlapping the borders. Do something about those and even if you never get back to tweaking the HUD any further because you just want to get it out there, it'll be passable.
>Actually the HUD does look a bit stretched
The HUD isn't stretched. It's scaled by an integer. All pixels are squares and of equal dimensions. That's perfect.
I'm talking about the sprites used inside the ammo, armor and health boxes. You can see how they just don't play nice with the evenness of everything else.
Outside of temporary animated special effects, it's hard to get away with breaking the pixel grid in a way that doesn't look tacky. The SNES has some examples of this being done well, but they're usually just trying to showcase it as something new and fancy, be it large maps given perspective with Mode 7 magic or something more mundane like rolling boulders.
Maybe it does this sort of thing when the base sprite is larger than necessary for the minimum size but isn't exactly an integer factor away from it, and the discrepancy isn't an issue when pixels are the size of, well, pixels. You can't have any mismatches at that scale. If that is the root cause, you might want to use separate edited sprites just for the HUD, scaled down so they perfectly fit the minimum scaling.
But yeah. You've done good, keep at it. Glad I could be of some help.
804ff3 No.14856645
I got cameras and view screens working in F.E.A.R
This was relatively easy to figure out by looking at one of the maps included with the toolset. There's a trigger that changes what camera is shown on the screen. It's very similar to the reflection trigger (in that there's a single trigger and a group of triggers that it's associated with) only this trigger is pointed in a particular direction.
912665 No.14857482
Amazing. Unity is finally implementing negative values for animation blend shapes for 2018.3.
Also do not bully the Shinobu.
>>14853822
Of course.
cf4c75 No.14857507
>>14857482
You're not that anon who married Shinobu in VR, are you?
912665 No.14857518
>>14857507
I am. I remade the project in a different engine. This is more like the honeymoon.
7550b4 No.14857651
f6c783 No.14857682
>>14857518
You're a legit world sensation, my friend.
Years from now, people will write about that glorious day.
If you ever publish a game? Publish it pseudonymously under 'That guy that married Shinobu in VR' or just 'VR marriages' because copyright.
6f08d1 No.14857687
>>14857482
>>14857507
>>14857518
It's amazing, isn't it anon? To see the truest and most pure love on this entire site.
859a6c No.14857864
6f08d1 No.14857889
>>14857841
>>14857887
They're clearly kitsune though.
9ee960 No.14857920
>>14857482
Is it bad lighting or a bad texture that makes her shirt look like a tanline?
1261c1 No.14857951
>>14856645
>trust nobody, not even yourself
8225af No.14857956
>>14849812
PEEP WELL, FUZZBALL
f5950e No.14857991
>>14857887
Are we doing this now
912665 No.14858128
>>14857920
There's supposed to be a white circular frill that I haven't gotten around to adding. But there is a sharp dividing line around her neck caused by differing normals. I can fix that by exporting the models with some vertex normals data transfer.
>>14857682
Thanks. The game is going to be publicly published whenever I get around to finish it.
5bce49 No.14858147
working on "seamless" open world loading/unloading
for the most part it works, although i'm bugged out by a few limitations, like not being able to load navmesh surfaces so i have to use the baked level ones, which i can't move, so the entire game map ends up being limited to 70km or somethin due to floating point stuff
now i just have to get it to also handle npcs and their saved node stuff.
bca92c No.14858167
>>14856691
I assume since it's looping and pretty laid back it's meant to be a background for some place, like a town or something;
it sounds too heavy/cluttered for that, like there's some trash that obstructs the view.
t. visual artist
Next time write what you're trying to achieve exactly to make it easier to judge.
7d66bf No.14859192
>>14858147
what about navmesh generation in runtime? Games with procedural levels use them
5bce49 No.14859221
>>14859192
loading is hardly smooth as is, if i had to also generate the navmesh and have shit in my levels i'd imagine that it would have a bit of a delay between levels
i'm ok with things as is, i doubt that the whole map would get to 70km
the whole reason for not being able to do this was that the starting level has no navmesh even though the player is on it, then when you load an additive scene that has it's own navmesh, you get the error that the navmeshagent has to placed on a surface
even though there is a navmesh, the agents aren't connected to it
and somehow using the built in navmesh instead of the one from their github repo avoids this
only downside being that you can't move the built in navmesh, and hence not being able to move the additive scenes
7550b4 No.14859727
>>14859221
shrink everything by 100x
The only possible issue is the camera near plane
5bce49 No.14859731
>>14859727
like i said, it's not really an issue, just a nuisance that i can't do stuff the way i want to do them
7550b4 No.14859793
>>14859731
It's Unity right?
It SHOULD be possible and supposedly easy (as it's a Beginner level tutorial)
https://unity3d.com/learn/tutorials/topics/navigation/baking-navmesh-runtime
f27b8a No.14860660
Has anyone ever worked with pygame or pyglet? Which is better? I'm using opengl with it to do 3D.
3c676b No.14860674
>>14859727
>shrink everything by 100x
He just said it was due to floating point stuff. Shrinking the map at that point wont make a difference.
7550b4 No.14860699
>>14860674
There is a lot of unused precision at the small number ranges, although I can't be really sure, since a shrunk map would require more precision.
Maybe it really does not make a difference
c2d7f4 No.14860830
Decided to change things up for my platformer, it's going to be battle royale game now, it's the future of video games.
Just kidding. Not sure why the player disappears at the end, probably some kind of precision error.
33c6ff No.14860845
>>14859727
If you use physx in anyway in unity that will really distort the results.
There is currently no way in unity, afaic find, to change the physx unit scale.
The short of it is, physx assumes 1 unity unit = 1 meter, and the rest is pretty easy to figure out why a overtly large or small scale would distort the results.
>>14859221
>loading is hardly smooth as is
If you really want2 go2 the scale/detail of TES, then you should use a similarly efficient approach for your data, and the reason I say this is that if you current approach at its current stage isn't scaling well… you're going to have a bad time.
For resources on this I'd take a gander at the openMW source code, or mod tools for TES, and take some hints from there.
As far as I've researched, they partition their heightmap data using a quadtree, and store them as "cells" of data w/varying LoDs (or: for distant low LoD cells don't load items, load low terrain detail mesh, etc).
In cells your store data in a very DDD way; using ID numbers (such as a hashed name, which is used to load the prefab), stored transforms, and other such variables for serialized items; stored/loaded per cell in a very database esque way.
You then load in cell geometry, and cell data in stages; with varying LoDs that dictate what is loaded/what level of fidelity is loaded.
For navmeshes I would probably go with having a "road map" manually laid out for the entire map (similar to kenshi). Which has the main roads/sidepaths as navigation points in your A* graph if you have any persistent AI.
For other parts the navmesh this is sort of difficult. The approach that seems the most viable is to have a mix of runtime and pregenerated navmeshes.
For other pregenerated parts I'd only store the cities, and buildings; things that have lots of traffic, and you could imagine them as "hot zones" in a type of heatmap tracking where AI would navigate.
So, for pregenerated you then have: a "road map" of the world following paths throughout the world to cities/towns/spots/etc, and also towns/cities/buildings that are likely to have heavy traffic.
This approach with LoDs, budgeting loading/deloading, and so on should give you enough ms budget so that you can generate at runtime, but it also introduces some issues; which really depend on if you use unity's navmesh solution or another solution.
>>14860830
neat
probably something to do with culling/player BB being obstructed or the camera clip plane… not sure
>>14857482
very cute
>>14855342
thanks mang
efbfd0 No.14860901
>>14849812
PEEP WELL, FUZZBALL
2aa382 No.14860905
You'd think navmeshes would be a great thing to implement using fixed point math, considering you generally don't need all that much precision in the fractional part and I'm pretty sure no one would be surprised if they can't path a 0.01 unit actor through a 0.02 unit hole. And you could even have that, and still be able to make maps of 16777216 units (or 16777+km if a unit is a meter) with 32 bit ints considering you need 8 bits to store 2 decimals (standard BCD). Hell, even 3 decimals (millimeter accuracy) would still give you almost 4200km maps since they only need 10 bits (using DPD).
Of course, rolling your own navmesh with FPM would be a lot of work which you probably shouldn't do unless you absolutely need it. Just implementing more navmeshes in a grid lke >>14860845 mentioned is most likely a lot more time-effective.
ffeb38 No.14861149
rate my pajeet level, mix of C++ and Lua for item definitions (also glsl shaders and shader unifroms)
1d144f No.14861161
>>14861149
> no cuckware to bully you for
pretty good
c2d7f4 No.14861165
>>14861149
>pajeet
>models are .bm
7/10 would loo
c2d7f4 No.14861196
>>14861161
>Godot still requires Visual Studio to compile on Windows.
Fucking why?
e2e8ff No.14861419
>>14861196
What do you have against VS? Not defending it mind, just a newfag looking for info as all I've used so far are Monodevelop and VS and of the two I like VS more but that's not saying much.
c2d7f4 No.14861491
>>14861419
It's annoying to have a whole IDE installed just so I can compile Godot, since it just uses the command prompt included with VS. Honestly, I'm out of my element when it comes to cross-compilation, so maybe it's the best-case solution.
e2e8ff No.14861518
>>14861491
Ah, I see, it is annoying if it won't let you set your own and forces it in there.
702f74 No.14861653
If you make a sine wave that randomizes amplitude you can generate a cool stream of pixels.
func(x) {
A = rand()
return A * sin(b * x)
}
draw_pixel(x, func(x))
Just accidentally found this out and thought I would share :333
702f74 No.14861654
>>14861653
You obviously have to loop through a range, increasing x btw
15cbfd No.14861693
>>14849725
What are some good premium tutorials on level design?
4cdec4 No.14861865
>>14851881
Please tell me this is porn.
8c87f3 No.14861901
>>14861865
>he hasn't seen the deepthroating test
5b75f4 No.14862385
hi there people, I am working on my modular "faux face hugger", before trying to do the modules I decided to paint the base of the body, what do you think? obviously there are no bump maps yet, is just the color.
6f08d1 No.14862456
>>14862385
It looks like a piece of shit with legs.
I would choose a slightly different colour pallet.
5b75f4 No.14862472
>>14862456
Something more greenish or pinkish? nothing that some channel manipulation could not fix in a second, what do you suggest?
6f08d1 No.14862477
>>14862472
Something a little darker for the brown part, possibly black?
5b75f4 No.14862491
>>14862477
Basically less brightness and some contrast?
c233df No.14862510
musicfag here if yall need some help..
6dded9 No.14862531
>>14862510
What kind of music do you create?
33c6ff No.14862589
>>14862385
pretty spooky design, but after reading this >>14862456 I tend to agree with the color palette choice being pretty shitty shutup carlos.jpg.
Maybe more flesh colored hues, w/the spidery nodule sections of the legs being an offwhite/cream color, and possibly a separate palette for exotic color combinations (mimicry palette).
Would be neat if it had something similar to the small hairs spiders have on their legs (hair cards probably best suited here).
The faux eyes are sort comedic to me, and not really spooky.
The feet would also be spookier if they had little pinchy mandibles there like a spider, and/or a beetle.
If you really want a fear inducing design, look at primal fears, like sunken eye sockets, not being able to see the whites of eyes (as one cannot detect where/what it's looking at, etc), unhingable jaws, and general imagery seen in most big horror creatures.
You definitely have some good points, like the hint of spideryness, and the anal imagery (counter to the usual vaginal imagery).
>>14862518
Needs more consistency in the colors imo.
If you're offering this specific to an engine I'd recommend to figured out plans for the IK w/that type of creature's rig (as in-engine IK offered is more than likely only supporting bi-ped only by default… reason I mention it, is that it will more than likely be a FAQ). I know finalIK offers a solution, but, one can hardly expect everyone to buy a $90 asset to just get one creatures IK perfect.
>>14862510
What kinda music?
Maybe offer some samples of songs?
Nbd if you're just starting, as we all have2 start somewhere, but would be cool to hear your stuff.
5b75f4 No.14862627
>>14862589
Well, the fake eyes weren't planned, they are kind of blisters or at least meant to appear like that, the small barbs can be added as separate meshes at this point, the creature is intended for different engines, not specific but first and foremost DAZ Studio, then I would work whatever is needed separately for stuff like UE if needed, this thing is meant to be used for 3D porn animation (I hope), several other modules will be added, including a longer "frontal appendage" coming from that "anal " cavity, another cavity down on the "belly" for a traditional facehugger feel (or blowjob/seed collector if you will), a long tentacle that can act as some kind of scorpion tail (with a dick instead of a sting depending on the artist), I decided to do that because it is easier for me to add rigged modules instead of rigging the whole thing together,
33c6ff No.14862642
>>14862627
humm, I'll leave u to it then, not really in my element when it comes to that application as porn animations/games aren't something I've ever had an interest in making.
804ff3 No.14862647
>>14856645
Ran into a roadblock with F.E.A.R modding. The game's sdk only includes modelling plugins for 3dsmax 6, and 7 and Maya 6. While I have a few older versions of 3dsmax I don't have those ones. And the plugins get rejected by older/newer versions. And they're so old you can't find them on pirate sites anymore.
A friend of mine is interested in working on a model import/export script for the game but it's a bit of a shot in the dark. Dunno what to do now.
5b75f4 No.14862649
>>14862642
Well, the principles are the same when it comes to aesthetics, and apparently my backup texture file got corrupted right now so I have to work from this darker one if I want to save it.
c233df No.14862665
>>14862531
>>14862510
I make autistic hip-hop beats for soundcloud rappers and just random electronic beats that I'd personally want to hear, but wouldn't mind trying something different.
https://www.youtube.com/channel/UCRp7Q_4wzOxnCB2c0U-9bIg
c233df No.14862669
>>14862589
>>14862665
Sorry meant for you two.
912665 No.14862671
Okay I think I finished the headpat module. How it works is you can either treat her well and make her happy or mess with her and make her angry. Her behavior and animations change completely depending on her mood. When she is angry, you can use the power of headpats to nurse her back to being happy. But there is also random chances that it won't do anything. She has variables for roughness of the headpat.
bc2cbb No.14862691
>>14862671
someday you need to make your waifu tech opensource or at least put it out there for a reasonable fee and bring in a new era. Imagine a software loose enough to import any 3d model waifu…
f14d31 No.14862695
>>14862691
If he added something like character customization and sold it he would be a very rich man.
f27b8a No.14862714
Should I invest time to learning modern OpenGL? I feel like people are going to shit on me if I use concepts and function from OpenGL 1.1. It's not my fault. There's barely any resources on modern OpenGL and the ones that there are are short and unhelpful. I heard the SuperBible is decent, but I have no idea where to get it without paying tismbux. Is there a PDF anywhere for it?
6ac836 No.14862751
912665 No.14862758
>>14862691
I've told another Anon before but I don't mind explaining how I went about doing something. You can ask. But I will not share the code. Implementation is always harder than theory. Also I tend to make a clear distinction between "things that make money" and "hobbies". Because the latter can poison the former. There's a nice saying "Get a job doing the 2nd thing you like doing the most, never the first".
>>14862695
There technically is already. Shinobu is made up of 6 meshes; torso, hands, legs, feet, head. All meshes are combined and stitched together into 1 mesh to reduce draw calls. Each clothing can have it's own properties if they need to be turned into Cloth or SkinnedMeshRenderers.
f27b8a No.14862759
>>14862751
Well I think it would be easier if explain what my goals are.
My goal is to make a game with at least half-life/quake graphical level.
I'm at an impass whether I should continue working with pyopengl + pygame or work with pyglet.
I have no knowledge of any python binding for Vulkan.
I esspecially don't want to work with any C++. What an eye sore is that pile of trash.
6ac836 No.14862773
>>14862759
>Half-Life/Quake graphical level
Yeah, GL1.x should be good. You could make it run more efficiently on newer hardware using OpenGL 3+ or Vulkan wisely but toaster friendliness is more important for something like that.
bca6fa No.14862775
>>14862759
You can get various editions of the SuperBible here. I'd recommend 3rd or 4th edition personally, because you'll probably want to do something like Carmack's Reverse for lighting.
http://libgen.io/search.php?req=opengl+superbible&lg_topic=libgen&open=0&view=simple&res=25&phrase=1&column=def
ef932f No.14862779
>>14849812
Oy vey, Peep well, fuzzball!
3e81d1 No.14862787
>>14862759
It doesn't matter if people shit on you. What matters is making the game in the way you want too. If you spend all your time learning shaders that you don't actually need to learn, then while you won't be laughed at by modern OpenGL evangelists, it might not have really helped you to do that. But, you might enjoy yourself, learn a lot, and end up making a game that looks nicer.
Just don't get bogged down with OpenGL utility libraries like GLM, if you want to avoid C++. It's pretty easy to just write your own math routines.
ef932f No.14862791
>>14862758
That picture is confusing my programming autism. Is he making an empty list and then passing it into a function along with a string to initialize a Clothing object from info fetched from a database (identified by string being passed in)?
912665 No.14862810
>>14862791
Almost. It's a List because the size can change at any time before feeding it to setClothing. The strings can be changed to enums but that isn't a problem. That's just the debug start clothing code anyways.
cb02b7 No.14862848
>>14862691
And then furries start using it and get very vocal about it. They all start mentioning the name of your program and the developer, almost exclusively in context of strange multidicked luminescent hybrid mammals, inflated to the size of luxury cars. Any time someone searches for this program or for information on the developer, they only find furry fetishism and autism. Slowly but surely, this application will start being called "that one furry game".
Sometime in the future, a few furries get into a child abuse scandal, and this evil "child grooming simulator for zoophiles" is found on their computer. Surely the developer is some kind of monster. Time for a hit piece on the developer, using real names and photos.
The developer is now forever associated with pedophilia and furries.
Guy just wanted to headpat.
5bce49 No.14862866
>>14862848
do people associate Todd with tentacle porn and barbie dolls?
2aa382 No.14862873
>>14862866
No, with bestiality, slavery, huge futa cocks, and horse pussy.
And climbing mountains.
243d84 No.14862950
>>14861865
>Lusting after Anon's wife
ishygddt
ef932f No.14862982
>>14862950
Wew is that the same guy who married his waifu in VR that one time?
c2d7f4 No.14862999
>>14862982
Not only that, he got "real job" showing it off to a studio.
a9142d No.14863018
>>14862982
no anon, /agdg/ is blessed with two completely unrelated shinobufags making waifu simulators.
of course it's the same guy you nonce.
ef932f No.14863045
>>14862999
>got a job showing off his VR marriage video
Don't let your memes be dreams.
>>14863018
>implying more than one person trying to create waifu simulators on a chinese knitting forum is ridiculous to consider
5b75f4 No.14863286
For some reason the colors show a little darker in this render, but maybe this pallette will be better? I'll have to add some veins and details.
804ff3 No.14863440
>>14862647
>spend 5 hours looking for 3dsmax 6 or 7
>finally download 3dsmax 6
>doesn't work on any OS above win xp
>finally obtain 3dsmax 7 from a Russian tracker website
>spend an hour troubleshooting
>finally get it working
>Monolith only supplied plugins for importing/exporting maps for 3dsmax 7. They expected you to use Maya for characters/weapons
702f74 No.14863475
>tfw uni assignment is game in C for microcontroller
>tfw actually going somewhere in life while learning to program
Suck it, nerds.
55923e No.14863477
>>14863475
>university assembly line golem
>going somewhere in life
Top heh
5bce49 No.14863480
>>14863475
>university
>going somewhere in life
get a load of this delusional fag
you'll suffer like everyone else
702f74 No.14863484
>>14863477
>>14863480
It's not like I'm actually going to try and get a job making games (that's for unintelligent nerds).
ddf9fe No.14863489
>>14863475
>going to university to learn some shitty programming shit
>having massive debt when your done and have learned not but basic bitch shit
>not getting a decent job and learning some programming in your free time and become a freelancer to make quick bucks when you have the skillset
Yeah I'm really jealous of you.
5bce49 No.14863497
>>14863489
>>14863484
i'm not even talking about debt or getting a job
the shit you learn at university is literally beginner shit that you could learn on your own for free
going to university is literally just a waste of 2-4 years and your money
the diploma doesn't mean shit, you need a portfolio, and knowledge that you get from making said portfolio
ddf9fe No.14863499
>>14863497
>the diploma doesn't mean shit, you need a portfolio, and knowledge that you get from making said portfolio
You have no idea how true that is.
702f74 No.14863500
>>14863497
>uuh, yes sir, here's my resume. I self-taught engineer, sir
>sir, SIR! Come back! pls sir!
>I have a portfolio sir!!
5bce49 No.14863502
>>14863500
>uuh yes sir, here's my diploma, well taught engineer sir
>where's your portfolio
>but muh diploma
a diploma only proves that you spent 4 years doing exams, not that you actually know anything about the industry you want to get into
a portfolio on the other hand gives legitimate proof that you aren't bullshiting them when you say you're into the shit they want to hire you to do
3e81d1 No.14863503
>>14863475
>tfw actually going somewhere in life
Is this your first semester or something?
441b87 No.14863511
>>14862647
>3dsmax 6
http://3ds-max.software.informer.com/6.0/ will this download work?
GJ on the research work. I'll stick to trying to recreate FEAR features in Unity myself but your insights will be of use
>>14862671
noice now stop it
>>14860830
adding, more fun, I see? pretty radical
ddf9fe No.14863519
>>14863500
>having a portfolio doesn't mean anything
You naive fuck.
>here's my resume. I self-taught engineer, sir
That's not what any resume is supposed to say though, you simply state you're experienced with something or a have skill in something, wherever this is self-taught or not. A lot of companies now a days give you a week to show what you know and will higher you on that alone.
I've become a manager recently for an IT firm, just by showing that I have the skills to manage and that know the IT related stuff to do the job properly, outdoing 7 people who had good diplomas and papers and also applied for the same job, the difference is that most of those people never worked aside doing some vacation jobs that require one braincell. I actually did work when I was around 15 and doing shit until I was 19, got some shitty paper because the law requires it here and went to work fulltime at random factories etc. while improving my skills, getting better positions learning some business related stuff and on my freetime still learning shit myself.
I know people of my age who are still sweating in schoolbanks, never hold a job for long while getting themselves massive debts which they will not be able to pay off. You'll be one of those people unless you're really lucky.
ddf9fe No.14863520
>>14863519
And to add, I never had any debt at all.
5bce49 No.14863522
>>14863519
i'm in the same situation but with the bad ending
go to interviews, say i'm near the end of university and doing alright in it, but the moment they start asking me technical questions i have no idea what they're talking about, because we only ever learn surface level stuff in uni
on the plus side, university here is dirt cheap so the only thing i've really lost is my time and dignity
ddf9fe No.14863527
>>14863522
I feel you man, but don't let that discourage you. Remember the questions they asked and write them down then find the answers to them. You'll learn something and you will know how to answer them if you're ever asked the same. In the meanwhile you can find a more simpler job and still learn stuff in your freetime and still apply for jobs that require a certain skillset. Try to think big.
702f74 No.14863545
>>14863519
>muh self-taught LARP
what a pathetic joke
ddf9fe No.14863548
>>14863545
>muh everything i dislike must be LARPing
>muh people can't learn shit on their own merit
>muh muh's
Alright suit yourself. Think about me when you're in debt and unable to get a job worth shit.
5bce49 No.14863549
>>14863545
if you had to get your plumbing fixed who would you hire for the job:
the guy who's got his own office and has been doing the job locally for years
or the kid who has a piece of paper saying he can do plumbing
41d3f5 No.14863557
>>14863549
The kid who hasn't graduated yet and is shitting on people who do plumbing as a job
5bce49 No.14863560
>>14863557
don't get cheeky with me
the facts still stand, visible experience is always better than a diploma
702f74 No.14863569
>>14863549
If you want to go with analogies, please tell me all about how you would hire an electrician to come and wire up your house because he worked on a few projects for some small buildings in the past few years.
Only fucking game devs could think an engineer would be hired with a degree. This is why you play with children's toys all day. BING BING WAHOO!
5bce49 No.14863573
>>14863569
well you'd have to define how many "a few" could mean
a nearly empty portfolio isn't really what i'm arguing for
a44ea7 No.14863621
Why is lightmapping in Unity so bad? What's their fucking problem?
>degree fags vs self taught fags
>not just getting a degree and building a portfolio as you go
5bce49 No.14863628
>>14863621
>>not just getting a degree and building a portfolio as you go
the original point was that the portfolio heavily outweighs the diploma and thinking that going to university is gonna get you somewhere in life is naive
5bce49 No.14863636
>>14863621
as for the lighting, i have worse issues than you
for some reason if i'm loading scenes and my savefile at the same time, it may or may not fuck up the reflections
and weirder still, selecting any renderer in the scene unfucks this
4f692e No.14863637
>>14863628
Yeah just look at all those unemployed CS graduates from top schools… Oh. What about all the 100% employment rate of some no name random faggots with advanced portfolios? What? You never heard about it either? Well, well, color me surprised.
a44ea7 No.14863642
>>14863636
Unity a shit.
>>14863628
>mfw have a degree and got a high paying CS job before even graduating
>mfw I have no face
41d3f5 No.14863648
>diplomas
>jobs
So the goal is to be hired as a codemonkey typing business software that nobody cares about, not becoming a game dev
5bce49 No.14863652
>>14863648
well on the topic of diplomas, why else would you get one?
why do you think i was saging the entire time, we're not talking about gamedev at all
a44ea7 No.14863766
I think lowering the intensity might have fixed my issues. I'll recommend anyone struggling with Enlighten to just upgrade to 2018.1 so you get a fully functioning PLM and use that instead. It's not great but leaps and bounds better than Enlighten that's for sure.
5bce49 No.14863772
>>14863766
i've tried the progressive one, but it always seems at least 5 times slower than enlighten
i think it's just me though
a44ea7 No.14863783
>>14863772
Enlighten is supposedly very fast if your scene is properly setup and Enlighten is properly configured, but I have been wholly unable to make it work in any reasonable manner. I also got significant artifacts all over, so I'm not touching that shit again. PLM did not work at all for me in 2017.3 though, it would crash not 5 minutes into a bake, so I couldn't switch until 2018.1. My main menu scene currently takes about 1.5 hours to bake with PLM, which I guess is ok since I can view the result and adjust during bake if needed. I am looking to setup a build server for this shit though, so I can bake lightmaps/do builds on another machine than my dev machine because it's chewing up too much time at the moment.
ffeb38 No.14863817
>>14861165
.bm is my own binary mesh format - includes normals, tangents, bitangents, and now animations and skeleton. It's pretty hacked together though. I haven't done any real revision control. Just started putting a revision # in the header block.
>>14862714
Super Bible is OK. Not great. Certainly I wouldn't recommend it as an effective way to learn modern OpenGL.
"OpenGL Programming Guide" Eighth Edition or Ninth Edition is better.
OpenGL 4 Shading Language Cookbook is best. It has a good, basic code framework available that is the right place for a new person to build from. OpenGL 4 is about setting up buffers of data, managing the buffers, and writing good GLSL code. It's all about GLSL once you understand the basics of the data buffers. This book understand this and explains OpenGL from the point of view of getting your shaders up and working, and how and why to send data to the shaders through the various mechanisms (data buffers). This is the proper way to explain OpenGL.
It's framework also builds from C++, GLFW, GLM, which is the non-frustrating way to implement a modern OpenGL program.
github.com/daw42/glslcookbook
ffeb38 No.14863831
>>14862759
You should definitely stay at OpenGL 1.x. It will all run in a software emulation layer in the display driver, but I don't think that will matter for your game.
Also, calling C++ an eyesore when you're using python.. you know there is an age requirement for this place, right?
ffeb38 No.14863864
>>14863475
Drop comp sci and major in mathematics or physics. program on the side. write code to explore concepts in your math and physics classes. You won't be able to compete with India and China for coding jobs except for very specialized & limited military and aerospace jobs. It's so bad now, even electrical engineering jobs are heading that way.
If you stick with getting a degree for what is essentially a software brick layer, at least spend time on neural nets and data cleaning and reduction on the side.
>>14863569
Your mistake is thinking that coding is in the same league as plumbing, electrical work, welding, or carpentry. It isn't. 99% of coding jobs are fine with pajeet street shitting that kind of works but not really. Coding isn't engineering, it's not even toilet installing and repairing. It's street shitting. Come to terms with that.
If you stay in school, take as much advanced math as you can and get a minor. Your projects should be math-focused. Anything less and you are competing with quite literally a billion people more hungry and motivated than yourself.
adabd5 No.14864085
I might have an in with a small mobile dev in the city I live, it's not glamorous but it's a chance of getting a look to the industry while working on my own.
I'm going to apply as GUI artist, which I'm qualified to do, except I have absolutely ZERO idea on how to design a good looking mobile interface because I just straight up don't play that many mobile games.
What do I do? Anyone got reading material about the argument?
They essentially asked me to design an interface concept to show that I can do it but despite knowing where everything should go I'm having a hard time deciding how to make it look.
adabd5 No.14864092
>>14864085
this was written very poorly, I'm sorry. I've been working too much
bdcc88 No.14864093
>>14864085
Start by looking at a shitton of mobile games. Research it nigga
adabd5 No.14864103
>>14864093
That's what I've been doing for the past 10 hours but there's very few mobile games that have more than extremely basic interfaces.
Titles suggestions would be greatly appreciated too.
bdcc88 No.14864126
>>14864103
I'm afraid I don't know shit about mobile games so I cannot help you. However research is the key.
Try to think in terms of how the input device works and what would be the most efficient way. From what I've seen mobile games often should use large and easily distinguishable icons, because the screen is rather small. As for all UI it should be arranged in an organized and sensible manner. This is especially important when the screen is also the input device.
If you aren't able to think or even copy in the worst scenario, you're not fit to be a mobile dev.
c2d7f4 No.14864143
>>14864103
Look at the games the company has made before and try to think how the GUI could be improved.
ba474e No.14864157
>>14863642
Of course you have no face. Your anonymous
76fe07 No.14864162
>>14850694
GOAP
utility functions
task priorities
rulesets defining good heuristics
000000 No.14864438
Before I start making a 3d game, is it wise to make a (or several) 2d game first to learn about the engine, or do you recommend just diving into the cold water? What are some good genres to learn your way around the engine?
>>14849812
PEEP WELL, FUZZBALL
7550b4 No.14864445
>>14863621
because nobody but the unity devs knows how to fucking use it.
Download their examples, it looks great, it's great
However, try to do anything with it, it will always look like shit
5bce49 No.14864492
>>14864438
you didn't even say what engine
55923e No.14864566
>>14864438
You'll be spending the next several months/years finding your bearings around the engine and game dev in general, it doesn't really matter what you attempt to make yet because it won't amount to anything.
859a6c No.14864825
>>14864438
If you're a beginner always start with incredibly basic 2D shit. Good programming practices are built over time and you do not want to be a year into a project only to realize your codebase and entire game design are a convoluted mess that you will never be able to finish. If you are already a yesdev and know the language then who cares, go to town.
7550b4 No.14864832
>>14864438
well, make arkanoid first if you are just starting out
5bce49 No.14865164
After 3 days of fucking with this i think i finally got the open world system to work the way i want it to
if you start a new game, the old savefile is deleted, and you get a new empty save object (not yet saved to a file)
whenever you load into an area or unload an area, whatever is in it gets added to the save
you can save/load from file whenever you want, if you've deleted your savefile the game just starts from the default level
if an area isn't already in the save, it just gets loaded like a regular scene, so i don't have to pre-save a default savefile just in case
if it is in the save, it loads like a scene, the characters/items in it are destroyed and then the ones from the save are instantiated
ideally i think i've managed to make it all work without any further work needed to be done when making new levels, everything automates itself
now the only bizarre issue is that in the built game the first time i start a new game the characters don't load. every time after that they do, but the first time they don't. still need to fix that
7550b4 No.14865339
Some borders are looking nice already
855734 No.14865379
Any of you fags used the unreal engine? I am starting the "unreal engine developer course" and about a quarter through it, seems pretty neat and quite powerful.
5bce49 No.14865385
>>14865379
it's arguably the best free engine right now
only real downsides are their royalty license and that the engine requires a beefy rig
7550b4 No.14865535
>>14865385
>>14865379
and that fucking Tencent owns the thing too
ba474e No.14865592
>>14865339
That looks good. What do you do to achieve that effect? Is it a texture map of some kind?
c2d7f4 No.14865594
>>14865535
They own 40% of Epic Games (making them the primary shareholder), to be specific.
f27b8a No.14865721
>>14863831
>you know there is an age requirement for this place, right?
>he doesn't like X, he's obviously underage!
C++ hacks on OOP without any reguard for all the other data types and is hopelessly bloated. At least Python has clear paradigms that really work.
7550b4 No.14866143
>>14865592
First you need something to indicate the transition, in my case I use the vertex color, if red ==1, it's texture A, otherwise, texture B.
Then I take the height information of the texture (I put it in the alpha value, but it could be in a different texture).
Multiply height and color and take the highest value
tex = color.r * texA.a > (1-color.r)* texB.a ? texA : texB
c86bdd No.14866171
So, I'm starting with the new RPG maker and I'm thinking about making everything from zero. Do I need a template to make sprites? I just need the measures.
e85842 No.14866187
>>14865721
>shitting on c++ and praising python in the same breath
haha, oh wow
f27b8a No.14866201
>>14866187
Nice argument. But, I'm not praising Python, more or less saying Python works unlike C++ where the only thing they can trust it with is the fucking F-35.
adabd5 No.14866221
>>14866201
python works the same way a 56k connection "works"
e2b3ce No.14866239
>>14854092
Yeah, it's called a class
1d144f No.14866241
>>14866221
I like python's syntax
f27b8a No.14866254
>>14866221
And C++ works about as good as Yugoslavia did.
>lets throw all this different shit in one pot and something cool will come out, right?
3f63a8 No.14866277
>>14865721
>self
>self
>self
>self
I don't envy your choice of language in the slightest.
e2b3ce No.14866283
>>14861653
If you nest sine functions you can get much cooler results
2aa382 No.14866299
>python
>interpreted language with dynamic typing and automatic memory management
>good
>especially for videogames, the topic of this thread
f27b8a No.14866308
>>14866277
>glm::
>glm::
>glm::
>glm::
>private:
>private:
>private:
>public:
>OUT OF SCOPE
>OUT OF SCOPE
>OUT OF SCOPE
>OUT OF SCOPE
C++ is the language of numales and soyboys. It's a wonder how the garbage collection doesn't scrap the entire compiler itself.
3f63a8 No.14866314
>>14866308
I use C, so I agree with you completely on that, but that self shit on python gets old fast.
adabd5 No.14866315
>>14866241
There's a special place in hell for people like you
>>14866254
I can't tell if you're serious or not?
1261c1 No.14866339
>>14866241
I like the significant indentation.
4492cb No.14866346
>>14866308
>It's a wonder how the garbage collection doesn't scrap the entire compiler itself.
Explain to a newbie to C++ what's bad about garbage collection
2aa382 No.14866358
>>14866347
>using boost as an argument
That's like saying pajeets are bad because java exists
e2b3ce No.14866368
>>14866308
It sounds like your criticisms come from a place of ignorance. Faggot moth posting and insulting random languages only lends more credibility to this belief
f27b8a No.14866410
>>14866368
You provided no intellegent arguements yourself, so why should I even try writing one back?
You sound massively immature and I suggest you read up more on what you're critizing.
e2b3ce No.14866418
>>14866410
What am I criticizing? I have no argument for you, just pity at your attempts to insult languages you don't know
62c6c9 No.14866426
>>14866368
>>14866418
It's bait anon. If the criticizing encapsulation didn't give it away the garbage collection should have.
f27b8a No.14866429
>>14866418
>just pity at your attempts to insult languages you don't know
Are you fucking kidding? I've worked with C++ for three years and the ability to write clean, and stable code is an absolute fucking nightmare with C++ I despise it. I don't hate the people that use it, I just am baffled that the people that defend it at every turn.
e2b3ce No.14866431
>>14866426
How do faggots like that get in here?
e2b3ce No.14866434
>>14866429
I sure believe you
f27b8a No.14866436
>>14866434
You don't have to believe me, it's just I perfer to talk with you if you didn't have that condensending tone.
e2b3ce No.14866449
>>14866436
Why would I exhibit anything but condescension towards people who demonstrate no etiquette or intelligence? I'm sure you're rottenredditor himself
f27b8a No.14866459
>>14866449
>towards people who demonstrate no etiquette or intelligence
You sure prove your case when you give no arguements.
7550b4 No.14866515
VIDEOGAMES
Fuck you and your favorite language.
How was your progress today?
How dare anyone claim language A is better than language B without showing off their progress?
Disgraceful
62c6c9 No.14866583
>>14866515
It's all just bait and people falling for it. /agdg/ is turning into the linux threads.
6ac836 No.14866618
>>14866515
>progress
Unless you count getting my SSRI prescription and taking my first dose today, not much on my end. One of the other team members is modeling and kowloonanon has been poking around Godot.
c43604 No.14866730
>>14866449
>check out /agdg/ thread
>ctrl+f "rotte"
>1/1
every fucking time.
e85842 No.14866753
>>14866308
>more than one private
>c++
>garbage collection
you are the biggest and dumbest faggot in this thread
1261c1 No.14866770
>>14866515
>How was your progress today?
Same as yesterday. Going to finish netcode tomorrow.
e85842 No.14866775
>>14866429
>i worked with c++ for YEARS
>doesnt even know the basics of the language
f27b8a No.14866798
>>14866775
Do you have any proof or are you going to pull more things out of your ass?
804ff3 No.14866805
>>14863511
That link doesn't actually work. (It redirects you to Autodesk's website which doesn't host the program anymore.) I eventually found a link on a torrent site that worked. However it was mostly all for naut
I discovered 3dsmax 6 doesn't actually work on any OS above Windows XP. So I had to install it on my WinXp computer I keep around for just such an occasion. This was less than ideal naturally so I sought out 3dsmax 7. Which I eventually found on a Russian tracker website. However I discovered that while 3dsmax 7 does work, the plugins Monolith supplied only work for exporting or importing levels. Not models of things like characters and weapons. Those were made in an ancient version of Maya.
I eventually found this ancient version of Maya (Maya 6) but it didn't accept the plugins supplied by Monolith, it kept complaining about them. And trying to use Maya 6.5 rejected the plugins outright. At this point, I'm left to ask some of the Russian F.E.A.R modders to help me or to wait for my friend to see if he can finish creating a Blender plugin for the game. I generally dislike being left mostly helpless in this regard but there's not much I can do about it.
e85842 No.14866813
>>14866798
i too would like to ask for proof, proof that you're not retarded
b4b336 No.14866822
>>14866515
I'm getting more and more mad at fucking Unity. This engine is so goddamn dumb. Why is SetActive deferred? Why is it deferred across multiple frames? Goddamn, McFucking kill yourself whoever came up with that retarded shit.
f27b8a No.14866857
>>14866753
C++ is the epitome of suck and proof you're a nodev.
Please give me more (You)s. It would entertain me greatly.
https://suckless.org/sucks/
7550b4 No.14866926
Why there are two nodevs competing for the most dicks sucked prize?
060481 No.14866968
>>14866926
>unity
Hardly a developer. You might as well use scratch and say you're a computer scientist.
315789 No.14866976
>>14866857
c++ is what you use when you need to make a large, complex game. Everything else is for amateurs
62c6c9 No.14867035
>>14866976
>>14866813
>>14866775
>>14866753
>All these dumbasses biting what is the most blatant form of bait I've seen in this thread
9fe87f No.14867143
Whats up faggots, anyone got an idea on how to efficiently calculate motion vectors for a skybox that is rendered in a full screen post process pass? Would you even do that in the first place?
>>14866346
C++ doesn't have garbage collection
62c6c9 No.14867266
>>14866346
C++ doesn't have garbage collection so you probably have memory leaks all over the place. The problem with garbage collection is it's slow as shit. Languages with garbage collectors usually have no way to manipulate the memory.
6dded9 No.14867296
>>14867143
>>14867266
c++ doesn't have a garbage collector, it does have garbage collection in the form of things like smart pointers. You have to use it explicitly it's not automatic.
912665 No.14867298
>>14866515
Good so far. Just doing bugfixing for game breaking scenarios and starting the body states so we can play games on the floor. I made the animations a while back.
>>14867143
Why is your skybox set as post process pass if it looks like a normal skybox?
62c6c9 No.14867307
>>14867296
You mean C++17.
7550b4 No.14867320
>>14867298
remake this animation, no self-loving waifu would show her panties just to get up.
That's vulgar
6dded9 No.14867336
>>14867307
C++11 had smart pointers I'm not sure what you're getting at.
9fe87f No.14867352
>>14867298
It's a deferred renderer, the passes look like this, in order:
<Geometry pass
>GBuffer contains albedo (3d), normal (3d), velocity (2d) and PBR values (metallic, roughness, ao), 1d each
<Full screen image based lighting and directional light pass
<Sphere volume based point light pass
<Depth tested full screen skybox pass
<Motion blur
<Tonemapping
<FXAA (soon: TAA)
<Dithering, color post processing
If i would render the skybox during the geometry pass, i'd have to somehow if-check for it in the lighting passes for it not to get lit, which would be inelegant and a little bit expensive. Figured it's a viable way of implementing it since some large games like GTA V do it in a post processing pass as well.
>looks like a normal skybox
Just some math in the skybox fragment shader, pic related.
62c6c9 No.14867386
>>14867336
You made it sound like the default version had them.
6dded9 No.14867393
>>14867386
Sorry. That was a mistake on my end.
fe5af6 No.14867529
>Still no progress on game/engine because of sprite sorting and other such things
7550b4 No.14868231
How do I lerp 3 values?
Is it valid to res = lerp(val1, val2, hei1-hei2) and then lerp(res, val3, res.hei-hei3)? lerp 1 and 2 and then lerp the result with 3
I am assuming the bug in my shader is due to incorrectly believing I can just do this
fe5af6 No.14868266
>>14868231
Barycentric coordinates with triangles usually end up like this, such that you have three points, ABC, with a "scaling factor" that sums to one.
Usually it's expressed as "U x A + V x B = 1" since the third value (the starting point) can be inferred
62c6c9 No.14868335
Anyone know anything about storing animation keyframes in files? I feel like there's gotta be some standard way to go about doing it
62c6c9 No.14868336
>>14868335
Didn't mean to sage.
9fe87f No.14868348
>>14868335
>>14868336
.FBX and a couple of other formats can store animations along the mesh. I think you can store the animation isolated from the mesh in an .FBX file as well, but from what i remember UE4 for example requires each animation file to contain the mesh.
62c6c9 No.14868371
>>14868348
What worries me is it's proprietary, so I don't know what the legal complications of that are.
9fe87f No.14868416
>>14868371
It won't be hard to think up your own format, just take a look at how primitive .obj works. Problem will just be compatibility. But there are 3D programs where you can easily write your own custom exporters and importers, i think 3DS Max is one of them.
c2d7f4 No.14868418
>>14868371
GLTF 2.0 and Collada both support animations.
7550b4 No.14868436
>>14868266
So I guess this was not really the problem.
I had to change all 4 faces with different textures to test it properly. The issue was what i feared the most, my solution is possible as it is
The issue lies in the fact that there is no limit to how many faces can share the same vertice. If you are a fucking faggot and decide to make a 8 slice, there will be 8 textures sharing the same center point. Although it's easy to draw 8 textures, I would just run my lerps through a loop, the issue lies in the UVs and vertex colors, I would need 8 colors and 8 sets of UVs.
The "solution" would be to do as image 2, instead of covering the whole thing, cover only half of it with the textures, the new issue lies in I have no idea how to do it. I might try using the blue color somehow, instead of just lerping green->0 I would do green-blue->0 so I can effectively determine a "no draw zone". But that will be for tomorrow
9fe87f No.14868456
>>14868436
Can't you just use additive blending and forget all the lerping? Your setup sounds like a horrible nightmare of special cases.
7550b4 No.14868483
>>14868456
>additive blending and forget all the lerping
do that work with textures?
I am not sure how that would work, especially since I use the texture heightmap to dictate which draws and which don't.
This would require drawing multiple meshes on top of one another, right?
62c6c9 No.14868514
>>14868416
I'm just worried that, like most things, the obvious method is the shittiest one. ATM I'm using .objs, and it'd be easy just to add an extra field listing the bones each vertex is added to along with the weight. I just have a suspicion this isn't the best way.
>>14868418
Suprised I've never seen either of those. I might opt for GLTF since the other one uses XML which is pretty hard to work with.
9fe87f No.14868520
>>14868483
Now that i think about it, maybe it isn't so smart.
>multiple meshes on top of one another
This might sound retarded at first but you could actually consider physically layering your floor, like the old PS2-era trick of rendering fur. You have 3 to 5 layers which are maybe 0.1 to
0.25 inches apart with the different levels of ground texture on them. That way you'd get a slight natural parallax as well.
159a97 No.14868526
>>14868436
8 textures sounds excessive as fuck. What kind of terrain are you trying to do again? Does it have to be 8 at all times? You can't segregate your terrain into regions?
c2d7f4 No.14868546
>>14868514
It's used by Godot: https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
>>14868436
Honestly, I don't think anyone will want to do an eight-way blend. It'd be hard to blend eight textures manually without it looking unrealistic, let alone algorithmically.
804ff3 No.14868869
>>14866805
>>14863511
Good news. It seems the model format F.E.A.R used was all plaintext so it's much easier to write an exporter for than I expected. Will update if we get something out that looks reasonably impressive in Blender. Will also git when it's finished.
6f08d1 No.14868993
>>14861865
>lusting after your fellow anon's wife.
>>14866618
>>14866515
>Calling me out by name
Working on mapping using deled3D in Godot as well as adjusting various settings. Will be making a rig soon now that I have basic movement working.
3f63a8 No.14868996
>>14866515
Coming along slowly. I'm thinking of implementing basic collision and player movement before I implement TMX loading. From there I'll learn Tiled enough to make a debug/prototype room.
3e81d1 No.14869049
>>14866515
I am working on the code to generate the PVS for my engine. I am hoping to finish this system before the end of the next month, giving me true occlusion culling. I will then (hopefully) hit my optimization target goals.
67ee95 No.14869091
>>14866254
>Shit talking about glorious soviet Yugoslavia balkan nation
Enjoy your flood of kebab you butthurt bosniak. REMOVE KEBAB
you are worst turk. you are the turk idiot you are the turk smell. return to croatioa. to our croatia cousins you may come our contry. you may live in the zoo….ahahahaha ,bosnia we will never forgeve you. cetnik rascal FUck but fuck asshole turk stink bosnia sqhipere shqipare..turk genocide best day of my life. take a bath of dead turk..ahahahahahBOSNIA WE WILL GET YOU!! do not forget ww2 .albiania we kill the king , albania return to your precious mongolia….hahahahaha idiot turk and bosnian smell so bad..wow i can smell it. REMOVE KEBAB FROM THE PREMISES. you will get caught.
russia+usa+croatia+slovak=kill bosnia…you will ww2/ tupac alive in serbia, tupac making album of serbia . fast rap tupac serbia. we are rich and have gold now hahahaha ha because of tupac… you are ppoor stink turk… you live in a hovel hahahaha, you live in a yurt
tupac alive numbr one #1 in serbia ….fuck the croatia ,..FUCKk ashol turks no good i spit in the mouth eye of ur flag and contry. 2pac aliv and real strong wizard kill all the turk farm aminal with rap magic now we the serba rule .ape of the zoo presidant georg bush fukc the great satan and lay egg this egg hatch and bosnia wa;s born. stupid baby form the eggn give bak our clay we will crush u lik a skull of pig. serbia greattst countrey
55fd3f No.14869186
In Godot, why do I have to use load() whenever I want to use .instance()? Why do I have to make it something's child before it will appear? This seems very cumbersome compared to Game Maker's instance_create().
c2d7f4 No.14869215
>>14869186
Because the loading and instancing is done separately, you can manage how and when resources are loaded. You have to add things to the scene with add_child so that you can control its parent. Say for instance a player node had a spawn_minion method. You wouldn't want the new minion node to be the child of the player, then it would be parented to the player node and match all of its movements and rotations. It'd be preferable to add the new minion as a child to a node higher up in the scene's hierarchy, such as a background image, Tilemap, or Navigation node.
c86bdd No.14869607
5bce49 No.14869619
>>14869607
all i can say is don't use rpgmaker
55fd3f No.14869812
>>14869215
That makes complete sense and I can't believe I'd overlooked anything so simple. GM really is a bottleneck on how you think about things. Thanks.
4e1d50 No.14869917
>>14866171
>>14869619
I agree with this anon just on the basis of myself avoiding RPG Maker games because they all have a similar feel to them, regardless of whether or not tons of script is making the engine act completely differently. I kind of stopped playing any RPG Maker games because I'm tired of them as a whole.
c86bdd No.14869989
>>14869917
>>14869619
It's just the perfect engine for the game I have in mind, a twinpeaks like thriller RPG where the main feature is that you can get in your party almost ANYONE in town.
5bce49 No.14870037
>>14869989
you still shouldn't use rpgmaker on principle
it's bad
f27b8a No.14870065
Why do anons get so mad over the Source engine while the current philosophy is "Just make game"? Why shouldn't anons make game if X?
5bce49 No.14870082
>>14870065
i like unreal but still hate tencent
similarly i can be ok with source but hate valve
f27b8a No.14870086
>>14870079
but muh just make game?
a44ea7 No.14870116
>>14870065
>pick engine/language
>ignore faggots
>just like make game
You're welcome.
2aa382 No.14870256
>>14870065
>implying anyone actually bitched at Kowloon-anon when he was making Kowloon in Source
>implying people itt actually talk about Source at all
>implying the Source hate isn't just mostly a meme on the /agdg/ board
896d86 No.14870260
>>14870256
>on the /agdg/ board
It's from 4chan cuteboy shitposters who start shaking and foaming at mouth if someone hasn't given them attention for 20 minutes.
52d366 No.14870262
Is C++ really that bad? Should i just use java or c#?
a44ea7 No.14870272
>>14870262
Pick a language that suits your game you homo. Sage for retarded ass piss shit fuck question, kill yourself.
5bce49 No.14870273
>>14870262
>use java instead of c#
yes, let me just shoot myself because my medical bills are slightly more expensive than i'd like
seriously though, do >>14870272
52d366 No.14870277
>>14870273
>>14870272
Jeez guys, calm down! No need to be so hostile. I thought this was a welcoming and inclusive thread for developers..
adabd5 No.14870281
>>14870277
It is, unless you use python or java
a44ea7 No.14870282
>>14870277
>put zero effort into research
>put zero effort into post
>put zero effort into gamemaking
>hurr y u hate me pls no bully
c86bdd No.14870287
>>14870037
At least is not game maker?
5bce49 No.14870291
>>14870287
it's as bad, or worse
at least gamemaker doesn't limit you as much
6f08d1 No.14870312
>>14869228
>>14870065
>>14870082
>>14870079
>>14870256
>>14870260
Source is a very rough engine but if you want to just make game and never see a cent for it then go for it. Kowloon is going to take many years to make and I will likely end up porting the maps out of the engine at the end of it.
896d86 No.14870322
>>14870312
You can make a game with whatever trash engine you want as long as you can make a decent game with it and don't complain about your shit choices to the rest of us.
6f08d1 No.14870324
>>14870322
Exactly. It's about the end result, not what you used to make it there. Though, there are always choices to be made and some are objectively worse.
Source has its benefits, mainly Hammer being the best mapping tool in existence and an extensive library of assets.
5bce49 No.14870326
>>14870322
>don't complain about your shit choices to the rest of us
but thats the only fun part
1261c1 No.14870330
>>14870262
Most people want sepples for performance or libraries (or because it's easier to hire people who know it than some obscure language that would be technically better suited). If you don't need those you might as well shop around and see if you can find a better language. C++ does have drawbacks in how much effort it takes to write and debug, it can get pretty gnarly sometimes, and most of the code you write isn't going to be performance critical and will probably change later anyway. Games tend to evolve a lot over the course of their development.
456dd5 No.14870353
>>14870065
I thought the source hate stemmed from some insane guy spamming threads with nonsense
The /agdg/ board is littered with small examples if you really want to go looking for it
702f74 No.14870386
>>14866283
Combining sine functions is imperative to creating smooth, odd patterns.
I wish I was smart enough to figure out how to approximate multiple sine functions combined together ;_;
adabd5 No.14870394
>>14870324
It's actually super unfortunate anon is making his game in source. Those maps would've really benefited from more modern dynamic light technology.
4492cb No.14870510
>>14870281
>It is, unless you use python or java
isn't gdscript a python derivative?
7550b4 No.14870699
>>14868526
>>14868546
should I just show a error if they attempt?
Either way. How do I make sure the triangulation of 4 vertices uses a certain vertex twice?
First pic is what I have, second pic is what I need.
I already can detect when I have what I don't want, and which of the 4 vertices is the one I need to appear twice.
c2d7f4 No.14870751
Godot 3.1 first alpha aiming for July 1st
https://github.com/godotengine/godot/issues/19101
>>14870394
Idk man, Valve's radiosity calculations are still beautiful, even if it limits you to static lighting. The HL2 mapping community is still active because of it.
62c6c9 No.14870774
>>14870394
>>14870751
I don't know what it is, but there's a certain magic about valve's lighting algorithm. It really shined in garrysmod especially in urban maps like rp_downtown (depending on which version of downtown you use a lot of them look like shit).
7550b4 No.14870784
well, I wonder if how I solved is retarded, either way, it works
if (finalBorderTris.Count == 6 && finalBorderVecs.Count == 4) {//if it's a 3way border
if (!((finalBorderTris[0] == indof || finalBorderTris[1] == indof || finalBorderTris[2] == indof) && (finalBorderTris[3] == indof || finalBorderTris[4] == indof || finalBorderTris[5] == indof))) {//if the target vector does not appear twice
Vector3 center = Vector3.zero;
foreach (Vector3 v in finalBorderVecs) {
center += v;
}
center /= finalBorderVecs.Count;//find the center
Vector3 normal = (plane.normal + adjacent.adjacent1.plane.normal + adjacent.adjacent2.plane.normal) / 3;//find the plane normal
finalBorderVecs.Sort((a, b) => { //sort clockwise
float val = -Vector3.Dot(normal, Vector3.Cross(a - center, b - center));
return val > 0 ? 1 : val == 0 ? 0 : -1;
});
int ind = 4 - finalBorderVecs.IndexOf(target);//make sure the target vector is in the zero position
List<Vector3> vecs = new List<Vector3>();
vecs.Add(finalBorderVecs[(0 + ind) % 4]);
vecs.Add(finalBorderVecs[(1 + ind) % 4]);
vecs.Add(finalBorderVecs[(2 + ind) % 4]);
vecs.Add(finalBorderVecs[(3 + ind) % 4]);
finalBorderVecs = vecs;
finalBorderTris.Clear();
finalBorderTris.AddRange(new int[] { 0, 1, 2, 0, 2, 3 });//set these triangles
}
}
All that is left is smoothing those normals
c2d7f4 No.14870809
>>14870774
Yeah people are still doing incredible things with what is essentially a 14 year old lighting algorithm.
adabd5 No.14870829
>>14870809
There's a sweetspot for how a game should look in source, unless you go change how the light works like the Black Mesa devs are doing, if you go for realism it'll just end up looking slightly off.
c3ba91 No.14871138
What's a casual baby shovelware type game idea I can make myself over a week and release and make lots of money and requires minimal art?
9086ce No.14871200
>>14871138
Just make a battle royale game with assets from the unreal store.
5bce49 No.14871204
6ac836 No.14871219
>>14871138
If you know an artfag, ecchi visual novels.
55923e No.14871225
>>14871138
>fast low effort money with gamedev
Just go rob a store or something, that might actually work unlike what you're trying and both have equally negative effect on the society.
0718d4 No.14871521
YouTube embed. Click thumbnail to play.
>>14870809
Art Style > Graphics
One thing that a lot of people still don't get is that lighting is everything. I'd say that 80% of how we perceive something to look is related to its light conditions. It makes sense since everything we see is light.
A good recent comparison would be the Dark Souls Remaster. It looks much worse than the original game because they completely ruined the lighting even though some textures might be higher res. Stalker and Silent Hill 2 still look amazing to this day because they did things right.
6ac836 No.14871785
I just realized we're likely the only dev team on the planet whose design doc references shoveldog
8a1609 No.14871818
>>14871521
Yeah, that's
HL2 beta aesthetics are great, everything felt much more alien. There's a mod called Dark Interval that is attempting to recreate HL2 as it was if Valve had stuck with their original early designs.
https://www.moddb.com/mods/dark-interval
>>14871785
>shoveldog
I'm afraid to ask.
122f90 No.14871884
>>14871818
How can you be on this website and not know shoveldog?
8f7302 No.14871942
>>14871785
Nope, mine does as well.
7550b4 No.14871949
First: No normal smooth
Second: Normals smoothed
The terrain system, in it's most basic form, is ready.
Now I need to auto add meshes like bushes, add bezier modifiers to edges, make more geometry processors (thing that processes what to do with the convex polygons I get from triangularization and make a mesh out of it) like brooks and "gamey" rivers think of octarine of time rivers. Although brooks are probably easier to make without using geometry processors
Or rather, now I only have to do everything that might justify using this rather than blender
3e81d1 No.14872838
>>14870065
It's a meme, but part of the reason people don't use source is because of licensing: it costs a lot of money to be able to commercially license your game using the source engine. But more importantly it's also programmed through modifying a large C++ codebase to make the engine do what you want. Most anons here are not that great at programming and need tools like Unity and UE4 to make their games- to make a game in source you have to be competent enough with C++ to modify valve's massive codebase, and that's not easy, even if you know C++ that doesn't mean that you'll be a good enough programmer to understand all of the code in the engine and make the modifications to it that you want. But in UE4 and Unity there are a ton of tutorials, loads of resources for anons who want to learn, and you don't even have to use "real" programming since they have blueprint systems. And in Unity the language is a lot more managed and easier to use.
I haven't used source but I did use goldsoruce to work on something a long while ago, and even while I knew a little bit of C++ I wasn't actually competent enough to make any nontrivial modifications to valve's code, really this is kind of the same reason noone here uses any idtech engines, etc, because of how those older engines work, it's the same reason people aren't using source.
>>14870262
People make fun of C++ a lot here, but Java and C# are worse to use for sure.
8d7a6d No.14872847
>>14870262
Just use C. It's got 99% of the good things about C++ and none of the bad
62c6c9 No.14872880
>>14870262
C++ has a lot of bad in it and a lot of traps you need to know about. Like boost, which every C++ dev loves and has even had its features added to later versions of c++, but is nonredeemable garbage.
62c6c9 No.14872883
>>14872880
When I say dev, I don't mean game dev. I mean the dipshits on stack overflow and other sites where a new programmer would go for help.
e74795 No.14873135
Multi-monitor support for Godot fucking WHEN?
7550b4 No.14873378
Currently, the UV2 that is used to draw the continuation of the other face texture is build based on the plane of the other face, so it automagically matches in the other mesh. The issue happens when the two meshes are at a sharp angle.
anyone have any good idea how to fix this?
One solution I've came up with is, using the target face plane to draw the UVs, I know for sure that for straight lines, there is a configuration where it's possible for the UV to simply work, but I worry that it's not a solution that would work for any border, since those can be arbitrarily long and curved
there was an extra unrelated image somehow
7da689 No.14874397
I've been trying to model a base model for all female characters. I heard you guys can give me pointers.
I feel the tits feel a bit tacked on instead of "flowing" realistically. Can anyone offer me some advice?
7da689 No.14874465
>>14874397
Forgot to include pics of the back
08bcea No.14875174
>>14871818
Shoveldog's a gif of a dog being hit with a shovel
59b5c4 No.14875871
>>14870386
>I wish I was smart enough to figure out how to approximate multiple sine functions combined together
What about sine functions don't you understand? Is it just the basic trig behind them? Or do you mean in visualizing what combining multiple of such functions will look like? If the former, triangles and SOHCAHTOA made it easier for me to grasp. If the latter, grab a graphing calculator (or program), and throw shit into it until you get a better grasp of what each part of the function does and what effect nesting has, etc.
5bce49 No.14876700
added a few more scenes to test out the open world system
seems like it works
6f08d1 No.14876919
>>14870312
http://picosong.com/wcFwT/ Working on ambience and continuing August's model.
>>14870394
>Anon
>His game
You're responding to him lad. I have managed to successfully load the maps into Unreal Engine but I am not really fond of it as of now. Whether or not Kowloon remains on source is dependent on how long it takes to make and if I can get a programmer working with U.E.
>>14870809
>>14870829
>>14871521
>>14871818
There is absolutely nothing about Half Life 2 beta that was not superior to the release version. Regardless, source is still a great looking engine. The lighting algorithm is uses plus the freedom Hammer gives you brings forth fantastic results.
>>14874465
>>14874397
Good job lad. Frankly, I think the tits look fine.
1261c1 No.14876934
Today, I will definitely not enginedev!
473167 No.14876937
>>14876934
Good luck on your engine.
67d299 No.14877242
>window handle
>rendering context
>device context
>window class
>HINSTANCE
Enginedev is hell, why do tutorials just tell me to type all of this shit without explaining what any of it means?
a44ea7 No.14877255
>>14877242
Enginedevvan means being able to read references and documentation to understand what the hell you're doing, tutorials are only a stepping point. If you're going to be lazy and not look shit up yourself, why even enginedevv? Just use a finished one.
67d299 No.14877263
>>14877255
What's the point of a tutorial if it doesn't actually explain anything?
I just want to open an OpenGL window, not spend 7 months reading microsoft's documentation.
a44ea7 No.14877302
>>14877263
>What's the point of a tutorial if it doesn't actually explain anything?
To show you how to open a window? There's nothing that says a tutorial has to explain everything for you. You're being lazy. If you can't even read up on something as simple as window handling (babbys first enginedevvan), how do you expect to read something like graphics API references?
67d299 No.14877322
>>14877302
Well let me put it this way, it's like a math problem where you're given the answer but not explained how it was solved. The method to solve it is behind a curtain right in front of your face but they won't let you see it. And then some fag (see: you right now) says to read math books and find the method for yourself. You could learn it in an instant if the curtain wasn't there, but it just is for some fucking reason.
a44ea7 No.14877359
>>14877322
Except, why would you type all that shit out when someone else already did it for you? There is no curtain, you're just being a lazy cunt. Enjoy being a nodev, your engine is going nowhere.
67d299 No.14877383
>>14877359
I think you need to take an English lesson mate. It hurts to converse with you.
1261c1 No.14877511
>>14877263
>What's the point of a tutorial if it doesn't actually explain anything?
Pretty much to tell you what to google.
5bce49 No.14877526
post your asset graveyard
this is from the far far away year of 2015
b4b336 No.14877537
>>14877383
Wow, you sure showed me.
122f90 No.14877588
>>14877322
Wrong, your comparison would be true if they just showed an image of a context window or gave you a compiled .exe
In reality, you're complaining that they wrote all the steps to solve the math problem, but don't bother explaining what the fuck a sigma notation is or how a cross product works, and you're too lazy to look those things up yourself. The point of the tutorial is to show you what a working implementation looks like, not to repeat information already found in the documentation of the language you're using.
000000 No.14877752
>>14877588
>showed an image of a context window or gave you a compiled .exe
Nigger I'm learning openGL and they're not explaining how the openGL function they told me to use works. I know how to program and I know how to use windows functions and read their documentation, I've been playing around with "software rendering" for a while now but this is the first time I'm hearing about device context and rendering context. It's a massive waste of time to now be shifting through microsoft's shitty doc sites when they could have just added a single sentence comment in the tutorial to explain what the fucking thing they told me to use is.
b4b336 No.14877877
>>14877752
https://www.khronos.org/registry/OpenGL-Refpages/gl4/
So fucking hard to manage, you fucking nigger. I doubt you know jack shit if you're unable to google something as simple as a fucking rendering context. Go back to Unity.
414a4c No.14878304
5bce49 No.14878356
>>14878304
>voxelshit
it's been done to death, why should anyone care?
b4b336 No.14878374
>>14878304
>game
That's a tech demo at best, looks like every other voxelshit game ever.
c2d7f4 No.14878432
>>14878304
>linking to a tweet
>that links to video
>that's under 16 MB
0df08b No.14878682
Im staring at this issue for 2 hours straight, please /agdg/ im this close to suicide. How do you calculate velocity vectors for TAA history reprojection in OpenGL? I can only find DirectX sources. I want to use it like this in the TAA resolve later:
vec2 texCoord = gl_FragCoord.xy;
vec2 prevTexCoord = texCoord + velocity;
vec3 currentColor = texture(uCurrentAliasedFrame, texCoord).rgb;
vec3 historyColor = texture(uTAAPrevious, prevTexCoord).rgb;
Pic related is my current implementation in the geometry pass shader, these are the sources in the geometry pass vertex shader:
vHDCPosition = uCleanMvp * vec4(aPosition, 1.0);
vPrevHDCPosition = uPrevCleanMvp * vec4(aPosition, 1.0);
3e81d1 No.14878700
>>14877242
A lot of tutorials don't like to go into depth, but this is what it all means:
>window handle
It's just a pointer to internal data structures that manage your window.
>window class
This is how you link your window with your message handing procedure. You can link multiple windows with one window class, which is pretty useful if you are writing a program that uses multiple windows with the same message handling.
>device context
Is for drawing graphics onto your window, winGDI creates a Device Context when you create your window, it handles all of the graphics operations to that window. OpenGL for example is on top of GDI, not what you use instead of GDI. (on linux it is a similar situation with glX)
>rendering context
Is how you link OpenGL to GDI: it's just a term for a thing that OpenGL draws graphics too.
>HINSTANCE
Anything that begins with H for HANDLE is a void pointer. HINSTANCE is a pointer to some data structures that windows uses to manage your process. See this article:
https://blogs.msdn.microsoft.com/oldnewthing/20050418-59/?p=35873/
5bce49 No.14878807