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

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

2f5fe3 No.14901381

I can't make games but I can make threads 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: >>14878802

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR August 8th

>Please contribute to the wiki if you can

168e99 No.14901542

File: c0af50f8c6914da⋯.png (418.03 KB, 512x640, 4:5, c0af50f8c6914da70d4d6e755f….png)

how to aggy daggy if you only know c++?


6f5e4a No.14901555

>>14901542

you grab one of the libraries that creates a window for you and fetches input and you roll with that

SFML seems to be the one of choice for that


173cfe No.14901600

>>14901542

Both Godot and UE4 support C++. How about some

PROGRESS

I'm currently working on breaking down the curriculums for grades 1-3, so I can implement algorithm generators for each grade.


930c69 No.14901647

>>14901542

Make a plugin for Godot that adds occlusion culling and stencil buffer shadow volumes.


5a1857 No.14901651

>>14901542

Time for enginedev


168e99 No.14901717

File: 4bc41063b7009d4⋯.png (86.01 KB, 299x372, 299:372, local_ninja_nurse_not_so_s….png)

>>14901555 (checked)

Grabbed an SFML book, going to peruse through it before sleeping. Thanks.

>>14901600

I should try reading the godot documentation more carefully. Something about grasping the understanding of all the terms they throw at you and what they do seemed complicated. Maybe I was just going too fast for my own comprehension.

>>14901647

You lost me.

>>14901651

>Tried to build game from scratch with opengl with a tutorial

>Wrote code that worked but didnt understand

I can point to you what each part does but if you were to tell me to write it from scratch with no reference i'd be choking from my own incompetence.

Thank you all for your input. I really do appreciate it.


6f5e4a No.14901738

>>14901647

I looked into shadow volumes recently and I'm gonna have to disappoint you anon. Carmack's reverse is patented.


930c69 No.14901747

>>14901738

The XOR method isn't, and a patent-free variation of the original is in the Doom 3 source release.


6f5e4a No.14901765

>>14901747

>The XOR method isn't

>Doesn't support intersecting volumes, aka any scene with two objects occluding eachother

Why bother?

>and a patent-free variation of the original is in the Doom 3 source release.

I tried to figure out how that one works, but I couldn't find anything on it. Nor is the source code of that project something that I would consider humanly readable. Do you happen to have any info on that?

I know it's different enough from Carmack's Reverse to avoid patents whilst being similar to it, but I got no clue.


930c69 No.14901857

>>14901765

XOR can be useful if you want a uniform darkness for your shadows. You can get a lot of info on the render methods here: http://fabiensanglard.net/doom3/renderer.php

Go to the frontend section and read on from there.


930c69 No.14901863

>>14901765

>>14901857

Specifically, the method used in the source release is the depth-pass method. It's slower, but modern cards should be able to handle it no problem.


6f5e4a No.14901893

>>14901863

Then how does it handle the situation where the camera is inside a shadow volume? Because that is kinda the reason why depth-fail/carmacks reverse is used.


930c69 No.14901914

>>14901893

From wiki:

>This approach has problems when the eye itself is inside a shadow volume (for example, when the light source moves behind an object). From this point of view, the eye sees the back face of this shadow volume before anything else, and this adds a −1 bias to the entire stencil buffer, effectively inverting the shadows. This can be remedied by adding a "cap" surface to the front of the shadow volume facing the eye, such as at the front clipping plane. There is another situation where the eye may be in the shadow of a volume cast by an object behind the camera, which also has to be capped somehow to prevent a similar problem. In most common implementations, because properly capping for depth-pass can be difficult to accomplish, the depth-fail method (see below) may be licensed for these special situations. Alternatively one can give the stencil buffer a +1 bias for every shadow volume the camera is inside, though doing the detection can be slow.


65ad1e No.14901917

File: e185815f86c3e9e⋯.gif (423.73 KB, 464x381, 464:381, 1483152132444.gif)


173cfe No.14901919

>>14901647

Why is /v/ obsessed with shadow volumes?


930c69 No.14901931

>>14901919

Because they're much sexier than trashy soft shadows and have a tiny memory footprint.


173cfe No.14901946

>>14901931

But what about voxel cone traced shadows? Personally I think the look of shadow volumes is wildly overrated, cascaded variance shadow maps looks way better.


930c69 No.14901955

>>14901946

I don't like using voxels for much. I'm quite partial to meshless geometry.


57fa0e No.14901965

>>14901917

It has been years and I still don't know what game that is.


879a2f No.14901968

YouTube embed. Click thumbnail to play.

What do you guys know about dwarf fortress(or other roguelikes) way of randomly generating conversations with NPCs that is not vid related ? I have a few ideas myself, but they all come down to having 10k lines of pre written text where some things in the sentences can be slightly modified to fit the character's personality.


3e38a8 No.14901969

>>14901965

i think its called coropata for DS


6f5e4a No.14901973

>>14901914

I was mostly curious as to how Doom 3 did it. According to ya boi it isn't far off from Carmack's reverse: https://twitter.com/ID_AA_Carmack/status/137189212519792640

That leaves my guess to be similar to the cap that's mentioned in your pasta, but I honestly just wanted some actual confirmation about what exact technique was used.

>>14901919

They're exact, unlike shadow maps.

That said, they have plenty of issues and aren't as fast as shadow maps, so it really isn't that good of a technique. You should only bother if you want sharp shadows.

>>14901965

See >>14901969, it's basically The Incredible Machine (DOS game) with a blend of weeb.


57fa0e No.14901975

>>14901973

>>14901969

Thanks, I didn't expect to get the actual title of the game.


930c69 No.14901982

>>14901973

I'm fairly sure it uses depth-pass with +1 bias method. Doing it with caps could potentially leave an edge case somewhere, and I imagine Carmack wouldn't be too happy with the code in that state.


6f5e4a No.14901988

>>14901982

Except that requires you to detect whether the camera is inside of a shadow volume which isn't trivial either.


930c69 No.14902000

>>14901988

Yeah, that's true. Maybe he found some way to set caps perfectly every time. I've tried the retail version and the source release on the same potato, and there's hardly any speed difference.


f0f1f6 No.14902250

File: 7d7777f6c62197d⋯.png (428.8 KB, 580x679, 580:679, face of mercy.png)

>>14901968

Just how dynamic do you want your conversations to be? Think of the kind of inputs you'd like to work with. Maybe you'd like to think of conversations as comprising of different sentence types. Some describe how the NPC feels about a subject, to berate or admire, some declarative information, one to inquire, one to tell you to fuck off.

Separate the selection of sentence types, the flow and effects of the conversation away from the text itself. Then you get to worry about things at a much higher level, just providing options and reactions based on what the NPC knows and the NPC's relationship with the player.

Figure this part out first, and how to access all the various properties and adjectives for every single thing that could be talked about. If such properties are important to the conversation flow or an NPC's personality or standing contributes to them hating or liking specific things, you'd want access to them in the main flow. For things that don't matter, you could just have the textual representation pick some adjectives out of whatever is available.

Then you could work on a sentence or paragraph builder. You feed in a personality, the type of sentence you want, some parameters on the content of the sentence like a subject, and it clobbers together something grammatically correct based on if the parameters are people, groups, things or whatever, favoring different "glue words" or sentence structures for different personalities.

And you can work on this part later, because it's easy to make placeholders for the raw data. Castle size is X. Admire castle random attribute. Berate castle owner person specific attribute. Fuck off player because theft. It isn't essential to the function of the conversation flow, as it's just the representation.

You probably won't want to get too deep into natural language generation, but if you know what kind of sentences and questions you want to create, it isn't an insurmountable problem. If you get the separation right, it'd be easy to add new personalities and sentence types.

At least that's one way I'd imagine solving this problem.


173cfe No.14902605


65ad1e No.14902639

>>14902605

Press F to pay respects


879a2f No.14902693

>>14902250

>Just how dynamic do you want your conversations to be?

When my character is going to recruit a mercenary in a tavern or speak to an NPC, I want the NPC to have weapons, food, drinks, armors, animals, cities, towns, monsters that he likes, dislikes or scares him, the ability to form a friendship or become a lover, thereby unlocking the possiblity of him telling you more about the place he comes from, his family, what motivates him. I want him to be able to comment about the things around him/things that happens to him or you and do it it a way that's not repetitive and I want it to be expressed in different speech styles, lower class, higher class, "no fucks given class", whatever reflects his personality the best. And I don't think it can be done with a few variables and this :


std::cout << "Hey " << char_name << " this " << item_name << " is " << opinion_on_the_subject << std::endl;

And yes, I'd like to keep it simple and elegant, at least as much as it can be.

>>14902605

I do but I need a resume to get a job so I'm going to have to put up with the faggotry until the expected embrace, extend and extinguish happens.


f48a19 No.14902733

File: 7fc59343affc574⋯.gif (1.71 MB, 480x270, 16:9, smug franxx.gif)

>>14902605

Guess I was right all along not to learn how to use GitHub. Should've sicked to using Notepad to catalogue progress on your game as I said, instead of sacrificing your code to that hi-tech Moloch.


ef123f No.14902853

>>14901542

Source engine and UE4, anon.


7774ec No.14902878

>>14902605

Already moved my game to gitlab. Github has been going to shit for a while now particularly since they're openly sjws.

http://archive.is/mPcxS


3e38a8 No.14902883

>>14902878

what does gitlab do better?


7774ec No.14902884

>>14902883

They're not political.


3e38a8 No.14902900

>>14902884

besides that, i mean


795cd6 No.14902926

>>14902883

Besides >>14902884, they also have more features, including kanban boards, unlimited users for free, it's open source and therefore can be self hosted, and lots of other goodies.

https://about.gitlab.com/pricing/gitlab-com/feature-comparison

Really though, the biggest thing is that they won't censor you. (unless you're actively harassing people https://about.gitlab.com/terms/#gitlab_com)

They don't make any commitment to be inclusive or other such nonsense.


7774ec No.14903012

>>14902900

Private repos are also free


87f1b1 No.14903018

File: 407fe11d8a94c26⋯.png (163.99 KB, 692x373, 692:373, fukennavmesh.png)

any way i can get the navmesh to give me the closest REACHABLE location to a target position?

i've got some mesh that's bigger than the max navmesh height and the navmesh ends up baking a surface underneath it, even if it's marked as not walkable

even if i use a volume modifier, the closest navmesh edge is once again some unreachable point behind a wall

i'd end up having to put a ton of volume modifiers just to get some tiny shit correct


65ad1e No.14903119

>>14902926

is it normal for gitlab to take hours to load?


be9e17 No.14903131

>>14902733

For fucks sake…

GITHUB AND GIT IS NOT THE SAME THING

Git is a version control system. Github is a host whom provides git project hosting, amongst other things. You can use git without ever involving yourself with github. Here's how simple it is:

>cd /path/to/project/root

>git init

>git add -A

>git commit

>Type a commit message into the editor and save

There, now repeat the add+commit every time you've made progress.


7774ec No.14903200

File: 2afa3f784e798e8⋯.png (236.28 KB, 497x480, 497:480, works-on-my-machine-starbu….png)

>>14903119

pic related

>>14902733

What >>14903131 said. Don't be a dumbass. Git is incredibly useful for any kind of software development. I recommend using a GUI for beginners Don't listen to the "muh command line" elitists unless you want to tear your eyes out in frustration. It is incredibly common for developers to use a remote repository hosted on a service such as github or gitlab but that is not required in the least, it's just a good way to have a reliable online backup in case of hard drive failure. You can make a local repository and use git in exactly the same way without an online hosting service.


9f2cad No.14903259

I have been thinking, to accelerate any game project I may have that is not sex themed, maybe it would be interesting to use the art direction MGS1 had, that is, sprites with less than 500 polygons and medium to low texture detail when it comes to faces, what do you think people? would you play something like "Star Wars Battlefront Zero" with said art style or stuff like that?

The only downside would be not being really limited by what the PS1 had on its time, I could try to imitate a lot but some stuff can't just be done like that.


842e72 No.14903280

>>14903259

Low poly and low resolution textures doesn't necessarily make things easier. It can be harder to indicate details with such small textures, for instance, and you still need a good sense of how to model and texture things in 3d.


65ad1e No.14903285

File: 74aae489ea8140d⋯.jpg (40.09 KB, 1106x1112, 553:556, 8409ffa3d021fa6615bc2409bb….jpg)

Microsoft moves fast.

Hope you backed up your code.


f61904 No.14903322

File: da46c3e503f0884⋯.jpg (42.61 KB, 546x789, 182:263, yamero (2).jpg)

>>14903285

>Microshit buys GitHub for 7.5 billion dollary doos


6c6f9f No.14903346

>>14903322

7.5 billion dollaroos in stock. Which makes it a even more retarded deal.


142c97 No.14903374

File: e28a6cc4caca009⋯.jpg (145.23 KB, 378x665, 54:95, whatever_the_fuck_is_that.jpg)

>>14903285

>>14903322 (double-checked)

I wouldn't care that much but SS13.

On second thought, no more vrstation probably.


65bd98 No.14903404

File: 42e53d8114a9e3a⋯.png (211.58 KB, 550x714, 275:357, circling_noses.png)

>>14903285

Why does Microsoft think it can embrace, extend and extinguish open source code?


173cfe No.14903413

>>14903285

>lying on the internet


c05897 No.14903791

File: 55a1c408d121909⋯.png (72.73 KB, 843x453, 281:151, test hands.png)

Messed around with what workflow I want to use when making sprites for the HUD and replaced the blank white silhouette ones I was using. Doubt I'll keep these for anything but was fun.

>>14902605

Glad I moved away from Github some time ago.


795cd6 No.14903903

>>14903791

I love that limit color look on the hands.

>>14903413

news.microsoft.com/2018/06/04/microsoft-to-acquire-github-for-7-5-billion/


cbb54c No.14904053

>>14903903

He's joking, he was the one that pointed it out.


752e0e No.14904070

Bitbucket's home page now focuses 100% on how to import your code from Github in a few easy steps. LOL.


e8eebe No.14904091

File: d537ed00cac6af4⋯.png (346.4 KB, 524x511, 524:511, WaltonSimons.png)

>>14904070

Savage.


844622 No.14904100

>>14903346

i hate this business culture of no plan but to get bought out but this really takes the cake

the only thing github actually made was a trash-tier desktop application that no one used. the real work is all in git which they didn't contribute to at all and now they're making bank on it


49ffcd No.14904107

>>14902605

Just deleted my account today, kind of stuck wondering where I should host my public projects now.


49ffcd No.14904123

>>14904070

Sourceforge is doing the same


752e0e No.14904137

>>14904107

Either Bitbucket Cloud, Sourceforge, Gitlab, or your own private server.

You can also get a local Bitbucket/Gitlab installation and set it up on something like Amazon EC2, which gives you the most power but requires the most work and money. However, it's also the least likely way to get pozzed.

Alternatively you could just set up a Bitbucket/Gitlab server on your own machine, but then you lose all the redundancies and security that a service like EC2 offers.


842e72 No.14904207

>>14904100

They also made the cancer that is Electron, bringing all the bloat of the web to the desktop. I hope those shares become worthless.


b2895e No.14904239

>>14904107

gitgud.io


c05897 No.14904262

>>14903903

Thanks anon.

>>14904107

I've used Gitgud for public stuff and it's been fine.


7774ec No.14904413

File: 44be619f054f921⋯.png (101.86 KB, 403x293, 403:293, 44b.png)

>>14903259

>sprites with less than 500 polygons

?????????


6d9dec No.14904466

>>14904413

We can probably be generous and assume he meant "model" instead of "sprite."

This time.


44ed22 No.14904535

File: 79a47cc3c6d9dee⋯.png (116.05 KB, 901x844, 901:844, tree spiral 2.png)

File: 37a3ed8549f8a09⋯.png (171.29 KB, 1119x957, 373:319, tree spiral.png)

Do you like tree houses /v/?


db8bd7 No.14904575

>>14904535

Breddy cool though houses carved from the inside of a tree are comfiest


49ffcd No.14904579

File: ba210fe231e9d93⋯.jpg (38.2 KB, 594x394, 297:197, lame.jpg)

>>14904239

>>14904262

The Vivian logo was better


822eb1 No.14904618

File: caf86244600aa77⋯.png (131.18 KB, 733x720, 733:720, macfaggotry.png)

>Apple actually did it

The absolute madmen

Really, fuck supporting Macs. The only reason to consider it these days is MoltenVK existing.


173cfe No.14904627

>>14904618

>Metal

>not Vulkan

What a bunch of cunts, fuck 'em.


d6120c No.14905257

>>14904618

>>14904627

Isn't Vulkan related to DirectX/NVidia shit?


d6120c No.14905263

>>14905257

Oh no, it's basically a sequel to OpenGL in spirit, good stuff.


b69129 No.14905508

>>14904535

That looks fun but the more i stare at it the worse it gets. That bridge is so disproportionately large compared to those steps and that doorway.


e65eee No.14905529

File: 35b8ddec655039f⋯.png (1.25 MB, 1288x757, 1288:757, unknown (1).png)

File: 3545cb40c7c10ef⋯.png (674.85 KB, 1850x1084, 925:542, unknown.png)

In my last post, I mentioned I figured out F.E.A.R's Maya plugins

Today I figured I might try something. Which is turn a player model in the game into a world geometry level. Which worked. I was able to export from Maya as an obj, open it in 3dsmax and resave it as a world model. It even kept the UV data the same so it was relatively easy to do.

This is really useful as a player doll which can allow me to scale maps properly for the player's approximate height. Which saves tons of time when making maps so I don't have to constantly resize later when I discover a room is too big/small. The Source engine already lets you do this with the player entity (since it's a crude representation of Gordon Freeman) so I wanted something similar with F.E.A.R.


5146d0 No.14905646

File: cad38d0aafb0d52⋯.png (74.89 KB, 350x407, 350:407, vampire shrug.png)

>OpenGL has been deprecated from OSX

I guess now I can stop pretending to care about the possibility of porting to Mac or restricting myself to OpenGL 3.0 features. Or maybe I'll just say fuck it, be Windows and DX11 only, maybe switch to Vulkan if I ever run into a wall with that.


df8ef3 No.14905764

File: c1f15914875e6bc⋯.png (150.96 KB, 1920x1080, 16:9, Screenshot from 2018-06-02….png)

cpu embree


afcc26 No.14905931

File: 0348d0d9657b282⋯.jpg (197.08 KB, 1920x1080, 16:9, diamonds2.jpg)

>>14905764

Pretty cool. Which compiler are you using?

>>14904535

Looks great. Reminds me of Everquest. The steps should probably be larger & fewer. Stick a box model the size of a person in there, or import a model of a human (or elf or whatever lives there).

>>14904618

That's not going to work well for them. I guess they must know what they are doing .. but? Who's going to write a whole separate codebase for Mac apps that need acceleration? High cost, very little return for the extra effort.

>>14905646

I'm so far down the OpenGL 4.x road there is absolutely no possibility of switching out the render code. It's freeing. I don't even have to consider it.

Having fun with Blender lately. Wrote a shader for gems with dispersion and internal absorption stuff.


6f7211 No.14905964

>>14903259

That's what I've been thinking. I wanted to try and create an engine that was focused on physics and destruction, rather than looks. The thing with low-poly though is that you have to go stylised (think super hot). Don't go retro look without retro gameplay otherwise you have no market.


5146d0 No.14905969

File: a16b569af4b4af1⋯.mp4 (6.46 MB, 800x600, 4:3, gondolametro.mp4)

>>14905931

Cool gems dude.

>I'm so far down the OpenGL 4.x road there is absolutely no possibility of switching out the render code. It's freeing. I don't even have to consider it.

I might end up doing this. The AZDO approach seems like it would give most of the benefits of Vulkan with much less work. The main things I worry about are OpenGL driver quality (particularly crashes on Intel integrated and AMD GPUs) and support for older machines that should be able to handle many of my ideas. Or maybe I should do what you do, 64-bit and OpenGL 4.x only just to keep myself sane and free from a few more layers of code paths and analysis paralysis.

t. indecisive nodev


795cd6 No.14905979

File: 7d26611bdd2589c⋯.webm (8.25 MB, 1280x720, 16:9, sound propagation 2.webm)

>new release candidate of Godot doesn't work with my project

>open older project to see if it works

>desire to work on older project increases


44ed22 No.14906069

>>14905508

the bridges are supposed to be big, the ropes are at almost head high


6f7211 No.14906176

Developing physics-heavy, 2D game in C. I'm relatively new to all of this stuff.

Vulkan vs OpenGL.

I feel as if I won't be knowledgeable enough to make use of any advanced features of Vulkan and that openGL has been around enough to have a massive E selection of good tutorials. But, apparently Vulkan is more orientated towards C.


df8ef3 No.14906271

>>14905931

gcc 8

i'm writing my own raytracing kernel that'll use pdacrt, then i'm going to vectorize it for POWER9, since my main workstation is now PPC64LE.


6a2871 No.14906311

>>14903404

I don't think they want to completely extinguish it. Just cripple its use by normalfags, so the majority of people use Microsoft's software over and open source alternative. Just look at windows. The only reason to use it is because Microsoft cornered the market and gained exclusive support of 90% of user apps (including games), despite their shitty practices that fuck over devs and consumers alike It's kinda sad when people on /v/ think this is a good thing.


6a2871 No.14906315

>>14906176

Idk man. I don't know Vulkan much, but I don't see how you get much more C oriented than OpenGL.


0e728f No.14906524

In Godot 3, how come this works in GDScript…

func _physics_process(delta):
var collision_info = move_and_collide(direction.normalized() * speed * delta)
if collision_info:
//do thing

but this doesn't work in C#?


public override void _PhysicsProcess(float delta)
{
KinematicCollision2D CollisionInfo = MoveAndCollide(Direction.Normalized() * Speed * delta);
if (CollisionInfo)
{
//do thing
}
}

The if statement here just throws a syntax error.


d6120c No.14906535

>>14906524

My assumption is that GDScript treats any non-zero value as "true". Whereas in C#, an if specifically needs a boolean return value (eg CollisionInfo is a number of object, check if it's >0 or null)


0e728f No.14906567

File: d73a31028bb0d41⋯.png (150.01 KB, 250x264, 125:132, d73a31028bb0d4186590394480….png)

>>14906535

Yeah, checking if it wasn't null fixed it. It's always the simple things.


1f6ca8 No.14906759

>>14906176

You won't be able to utilize Vulkan. I don't think people realize how much slower it is to write Vulkan code and how much you need to multithread before you're ahead of OpenGL.


e8eebe No.14906802

>>14906524

>>14906567

Shouldn't it tell you that when you try to compile?


06832b No.14907720

File: 1b373016cdf59cf⋯.png (133.84 KB, 500x522, 250:261, 12577775.png)

Do I need a separate render context and device context for each window?


d050ff No.14907778


6f5e4a No.14907790

>>14907720

Separate render no, device context yes. (this is part of window)

Assuming you are on Windows and using OpenGL:

>CreateWindow returns the HWND (Handle to Window) of the newly created window

>GetDC returns the HDC (Handle to Device Context) of the window

>wglMakeCurrent takes a HDC and HGLRC (Handle to openGL Rendering Context), makes the OpenGL Context current for the current thread and makes the OpenGL Contexts' default render target point to the surface of the specified window

Of course, keep in mind that

>OpenGL API is completely single threaded, so if the windows share an OpenGL context, you can only render to one at a time: no multi-threading allowed!

>OpenGL Contexts' are only valid for one window at a time, so you can't render to multiple windows at once. (However, nothing prevents you from rendering everything to render buffers, and then copying these buffers one by one to each window.)


58e010 No.14907851

>>14905508

It's a heavy-duty treehouse, the bridge is for cars


6f5e4a No.14907868

>>14907720

>>14907790

I also want to add that if you want multi-monitor support, you should just make a single big-ass window that spans all the monitors combined, rather than use multiple windows. There's a bunch of reasons why that's better (vsync, windows prioritizing processes/threads of the activve window, no active window switching during gameplay & all the events that come with it, only one window to work with which reduces code & also increases render performance), so only make multiple windows if you actually need multiple windows that you expect a user to move around separately.


44ed22 No.14907892

File: 06c6a0067da848c⋯.webm (6.19 MB, 650x408, 325:204, 2018-06-05 10-55-59.webm)

File: dbf7792c68171a9⋯.png (42.14 KB, 886x560, 443:280, ClipboardImage.png)

Finally I got this shit working, now border transitions simply work.

What's left is to solve every edge case, for instance, making walls or having non-consecutive link points like pic related.

Hopefully, changing from 'it's only an adjacent face if it have shared edges (currently it's shared vertexes, in any order) will solve all issues. Also, in case of multiple faces sharing the same edge, take the one with the closest center with same facing planes


0f0e65 No.14908034

>>14906759

That's my opinion too. I looked through some Vulkan documentation and startup tutorials and code. So much more setup stuff to write. More control in the hands of the application developer rather than the driver developer.. but that's more work for no gain if you aren't already a graphics & multithreading expert. Also looks hard to debug. OpenGL drivers (atleast NVidia's) take care of a lot of things in the background for you.

I'd recommend OpenGL 4.5 so that you can use bindless textures and object access over Vulkan at this point. Also Vulkan drivers aren't all that great across all hardware yet, and much harder to debug (not like OpenGL is easy though..)

>>14907790

Good explanation.

As an experiment some time back I used GLFW to open two windows, I created two GL contexts using GLFW and GLEW "experimental" multithreaded mode. Each GL context ran in its own thread. The first GL context had to be attached to the main thread. Worked, no issues. But as you know, can't share textures, objects across contexts. The GL drivers appeared to render only 1 context at a time. The "primary" context seemed to get priority. Neither scene was all that complex so performance was actually lower multithreaded+multicontext than the much simpler and memory-efficient single-context+single-threaded version.


b2895e No.14908083

>>14906759

>>14908034

DirectX has always been that extra work, and you should be multithreading stuff anyway if you're not a shit programmer, which you shouldn't be if you're enginefagging in the first place. But don't pretend proper Vulcan is somehow unfeasible unless you're a AAA studio.


6f5e4a No.14908093

>>14908034

>But as you know, can't share textures, objects across contexts.

Actually, wglShareLists exists. But you shouldn't do it since driver devs just slap one big fucking mutex around shared objects.

>The "primary" context seemed to get priority.

Primary as in main thread, or as in whichever window is active?

>Neither scene was all that complex so performance was actually lower multithreaded+multicontext than the much simpler and memory-efficient single-context+single-threaded version.

Windows seems to prioritize the active window above everything, and you really notice it when you start to do things like this. My game runs noticeably worse when I run two clients on the same machine (when doing network testing), but has zero issues otherwise.


173cfe No.14908732

>>14908083

You can't multithread rendering in OpenGL and DirectX 11 or lower.


b2895e No.14908917

>>14908732

I did not imply so, I said you should be multithreading stuff. Once you know how to do it for one thing you generally know how to do it for anything, barring some specifics.


f73670 No.14909188

>>14908083

>multithreading stuff

thanks for the laugh. This little gem buried in a hostile post on an anonymous board. Good work. I do multithread "stuff". Unlike your post, I was getting into specific cases and code paths and my results of multithreading and multicontext experience. Please STFU unless you have something meaningful to say.

>But don't pretend proper Vulcan is somehow unfeasible unless you're a AAA studio

Clumsy strawman. Are you 12? Who mentioned AAA? Who said unfeasible? All you.

>>14908093

Thanks. I hadn't looked into wglSharedLists before. At least it's a way to save GPU memory if nothing else.


b2895e No.14909269

File: cbad68321c04e62⋯.png (3.99 KB, 383x79, 383:79, gee I wonder who said unfe….png)

>>14909188

>Unlike your post, I was getting into

You are a (1), you were getting into nothing. At east point out who you are in a conversation when your ID changes, common courtesy.

>specific cases and code paths and my results of multithreading and multicontext experience

Some of the stuff I am talking about would be a raytracer, certain physics simulations, and some simple AI. Various things, which is commonly referred to as "stuff". Once you multithread something embarassingly parallel, something less parralel and make a jobsystem you know enough to at least multithread just about anything, although there might be better specific implementations.

Point being, you're in a thread for people who want to make entire games. You need to do a lot of different things to make a game, talking about just a single case and then lashing out at someone for talking about the topic very globally in passing is not a very mature thing to do.

>Who said unfeasible?

Pic related did. You won't be able to utilize it = it's 2hard4u guise don't even try because I project my own skill level on all of you


173cfe No.14909394

File: a2ebdaeb6f13370⋯.png (128.71 KB, 379x214, 379:214, 1410910715982.png)

>>14909269

You might be retarded anon. Here's your (you).


53e41b No.14909494

File: e82785a0be0071f⋯.png (808 B, 96x96, 1:1, test.png)

Made my first graphic asset for my game today. The character's supposed to be a kind of mage knight, and I wanted the graphics to overall be kinda like Zelda 1. Any ideas on how to improve the design? Like how to make the character more obviously female, or is that not realistic with 8 bit?


930c69 No.14909507

>>14909494

What color/size limitations are you following?


53e41b No.14909536

>>14909507

As far as color limits I'm not really following any. For size I want the spritesheets to be compatible with rpg maker vxa so either 32x32 or 48x48.

Hope that makes sense, I'm rather new to this.


930c69 No.14909590

>>14909536

I asked because it looks like a resized 16x16 sprite. Try drawing the character with the same proportions on paper with all the details you want, and make a real 32x32 sprite based on the drawing. Also check out this topic (it's for general pixel art but it's all applicable to sprites): http://pixeljoint.com/forum/forum_posts.asp?TID=11299


53e41b No.14909611

>>14909590

>resized 16x16

For all I know it might be, I made this in Piskel. Is there a better program I should be using? And I'll certainly read through that thread later.


de78c8 No.14909617

File: cec46c3f1fef7ca⋯.png (1.26 KB, 48x48, 1:1, 48x48.png)

>>14909536

>>14909494

Consider that this image is 48x48. The character in this pic is clearly a female battle mage although of the unarmored variety.

You look like you probably want to do a 16x16 with what you've posted. Going from 16x16 to 32x32 drastically increases the amount of detail you can display, and going to 48x48 even more so. At 16x16, you'll want to use subtle color changes to help convey the detail.


930c69 No.14909630

>>14909611

Piskel's alright, but I would recommend Aseprite or GraphicsGale personally.


53e41b No.14909655

>>14909617

If possible I'd want it to be as close to what the dimensions for Zelda 1 sprites are as possible, but 16x16 seems as close as I'll get for now. One thing I could do would be to have the air be longer in the side and back sprites.

>>14909630

I'll check those out later, thanks. So for drawing out the sprites on paper I should be using graph paper right?


930c69 No.14909667

>>14909655

Just use the graph paper to draw a square, and then draw freely inside of it. Don't worry about lining anything up to the grid; that's what the pixel art phase is for.


de78c8 No.14909673

File: e0a1a0da25d7f0b⋯.png (355 B, 16x16, 1:1, bs_link.png)

>>14909655

The first Legend of Zelda sprites actually are 16x16 if I remember correctly.

If you're adhering to strict color rules, you've reached about your limit in detail. You'll probably want to limit the amount of colors you use in a single sprite due to having a small palette, and putting half of your palette into each character is a quick way to make a game with 16 or less colors to look like hot sweaty ass. If you're not constricting yourself so tightly with colors, have you looked at the BS Legend of Zelda sprites? The BS version is also within a 16x16 format but uses an expanded palette. You might learn a bit by flipping through them.


53e41b No.14909695

>>14909667

Ah, okay. I'd thought I'd try having each graph square be a pixel.

>>14909673

I'm being 'strict' with colors in the sense that each of the game's main areas primarily uses only 1 color for its graphics like in Pokemon Yellow, but when it comes to the characters I wasn't really planning to limit anything. I'd though about having each character use the same pallete as the area they come from but that might lead to issues with them blending in too much. The battle screen will likely lead to more problems but for now I'm focusing on overworld stuff. I'll check out the BS Zelda sprites, they might end up being more like what I'd want than Zelda 1.


c27753 No.14909778

>>14905979

>older project

nigga why did you abandon it


ae9e2b No.14909823

File: 4e09c44b15e4f5d⋯.png (262.95 KB, 1280x688, 80:43, ClipboardImage.png)


a57522 No.14911558

>120 posts in 2 days

agdg is kill


77f7c6 No.14911584

>>14911558

Pay my bills for me, and I'll make at least twice as many progress posts as I do now.


930c69 No.14911591

>>14911584

>twice as many

>(1)


77f7c6 No.14911601

>>14911591

I promised double progress posts, not double posts. Donate to my patreon.


e8eebe No.14911668

>>14911558

Just think of all the progress people are making while not posting here!


99491b No.14911748

>>14911668

This honestly. I've been for the last few days working on making a female character base, something which I haven't ever done before. Results are good but I will wait until it's done before I post it.


173cfe No.14911830

>>14911558

>(1)

>doesn't post progress

Faggot, you want me to post fucking pics of my scrumboard or something? I've just been fixing bugs, sprint planning and translating, nothing fun for people to look at.


55df00 No.14912275

File: d9e9c5c32b7f034⋯.jpg (26.81 KB, 500x469, 500:469, regret.jpg)

>>14911830

I wish I could post progress but I want to have a portfolio i can show to gamedev companies and don't want my real name to be linked to 8ch. I used to post a while ago but I fear i have already posted too much

not that anon btw


879a2f No.14912280

>>14912275

Good luck with the job quest.


55df00 No.14912286

File: c7c98903a7f5fda⋯.jpg (76.14 KB, 640x636, 160:159, sweatyjaeger.jpg)

>>14912280

Thanks anon, I have an interview tomorrow.


879a2f No.14912289

>>14912286

Do you need help with anything ?


55df00 No.14912312

>>14912286

No, I think I'll do alright, I get past my autism when I talk about programming. I do when I be honest and talk about programming instead of the usual "i'm really trying to get a job" bullshitting. I'm at the last stage of the process so I must have done something right.

sorry for the off-topic posts


eb7cfa No.14912326

File: 29883515be57fcf⋯.gif (2.96 MB, 440x247, 440:247, three thumbs up.gif)

>>14912286

You're going to blow it!


879a2f No.14912339

>>14912312

Ok, don't forget to come here and tell us if you got the job.


e1d48d No.14912350

File: 3f1527d86125e30⋯.jpeg (38.91 KB, 406x392, 29:28, 1472064697701.jpeg)

>>14912312

I just got a job yesterday, you'll do fine anon


f0f1f6 No.14912591

File: 034edac5e879811⋯.gif (45.64 KB, 575x573, 575:573, jerkcity5295.gif)

Anyone run into any interesting bugs as of late?

>2d platformer

>off-by-one error in entity management

>if a bullet hit two entities at the same time, something got erased twice and caused problems later

>maybe a hundred shots later, instead of shooting a projectile, I shoot the player

>see myself flying through a dozen screens and into a wall

>segfault


ae9e2b No.14914282

File: 5df3fda82429051⋯.png (533.49 KB, 586x592, 293:296, ClipboardImage.png)

http://picosong.com/wcunu/ worked on a song today, still trying to fix issues with my mixing. I realized there was a bass dial on my headphones and that I was fucking up my mixing by using bass boosting whilst working on them.

I also worked more on rigging the main characters model; any criticism is appreciated.


f0f1f6 No.14914647

File: 052c39c1cf9c8bd⋯.jpg (48.48 KB, 640x480, 4:3, a mildly displeased yuri.jpg)

>>14914282

Sounds like you're trying to invoke some Hell March. Starts off nicely enough.

It gets real muddy once the rhythmic whatever-the-fuck that kicks in at around 16 seconds. Sounds like some indecipherable stuff builds up in the background, and the only thing that cuts through the mix is that rhythmic whatever-the-fuck's high end. Cuts through overpowering yet disconcertingly cleanly, especially when compared to everything else. The least interesting supporting element of the track is the only thing in focus, and there's a magnifying lens in front of it.

The general buildup and feel around the middle when the rhythmic whatever-the-fuck is not playing is pretty promising, if not a little repetitive. I wonder what it'd sound like once you get more time to work on the mix.


d6120c No.14914675

>>14912312

I've been stuck at Walmart for almost 3 years. FT positions have come and gone, but I still have PT work. We're about 17 people short storewide, and there are job postings, but management complains and they refuse to give us more hours. Why are you not willing to give more work to people who are here while we wait for applications? Morons.

Anyways, as stressed as everyone is, years of masochism on /v/ and imageboards in general have galvanized me to where I don't give a fuck and just plug away at my work, and I end up coming off extremely professional for it


879a2f No.14914900

>>14914282

What do you plan to do with that song ?

Also, did you use some Hitler speech for it ?


822eb1 No.14914983

>>14914900

If Die Totenmaske's developers are involved, expect unbelievable jank and games that almost make sense.


4df153 No.14915021

File: 804047539f7284e⋯.png (327.08 KB, 1440x900, 8:5, progress.png)

retopoing this.


4df153 No.14915235

File: 80109fc2fc94730⋯.png (175.37 KB, 1440x900, 8:5, progress.png)

finished the retopo.


44ed22 No.14915491

File: c1e5c65b7195753⋯.png (958.98 KB, 1518x547, 1518:547, ClipboardImage.png)

How do I avoid those edges marked with an X to be considered part of the selected face?

A face only saves which vertices it is made of, not which edges it is made of.

I need the edge list to generate the borders, which is created by looping through all edges in the map, and if the face contains both vertices from a edge, then the edge is part of the face.

This method incorrectly selects those edges marked with an X. I need help


ae9e2b No.14915648

File: ca0cf94995f231d⋯.jpg (18.83 KB, 640x504, 80:63, Die Totenmaske.jpg)

>>14914983

D.T was a janky mess, we admit it openly. D.T 2.0 is going to be the good one.

>>14914900

A sort of death march in a boss battle. Smoke high in the sky, an impossible city below, a horrid creature before you, and troops marching for miles and miles. Also, always a Hitler speech.

>>14914647

A hell march was the goal from the beginning. Could you elaborate on which rhythmic whatever-the-fuck you mean? Do you mean the cut up Hitler sample? I can try and fix that if that's what you mean.

By "middle when the whatever-the-fuck is not playing" do you mean around 40 seconds?

Thank you for your honesty, anon.


0159ed No.14916488

>>14915491

Maybe we can help you if you give us some more info. What is the final end purpose for this? Is it going to be some kind of destructible terrain or are you just making a basic shader to give to your artists to paint meshes?


7774ec No.14916735

>>14915235

The topology on that back leg is a fucking mess


795cd6 No.14916800

Does topology matter for static level geometry?


e8eebe No.14916801

>>14915491

>A face only saves which vertices it is made of, not which edges it is made of.

Maybe you should. Otherwise I guess you can annotate the vertices with the edges they've been used to create, then for each face go back over the edges and remove the ones that do not have at least one vertex that's part of only two edges of that face.

That would solve the case in your pic, anyway, but it might fail for one with concave areas with more than one vertex.

Why do you have concave faces in the first place?


b33f73 No.14916907

File: 11182d454a620d1⋯.png (227.21 KB, 826x815, 826:815, blender_2018-06-07_08-00-3….png)

File: faa84bd7fbaf544⋯.png (195.04 KB, 880x778, 440:389, blender_2018-06-07_08-00-3….png)

File: 1b3fb75c10fd62c⋯.png (167.41 KB, 916x706, 458:353, blender_2018-06-07_08-01-1….png)

File: 3a0cc9c58be5661⋯.png (164.03 KB, 788x694, 394:347, blender_2018-06-07_08-01-5….png)

File: 29c8fa031c31558⋯.png (161.08 KB, 850x720, 85:72, blender_2018-06-07_08-02-0….png)

So for the last couple of days I've been trying to learn about character modelling. I spend a large amount of time particularly on the face of this female caucasoid. The ears are still rough but I think the rest looks decent enough.

I modelled it pretty much entirely in orthogonal view which might have been a mistake and think that it looks a bit weird in perspective.

Can anyone give offer some critique?


b33f73 No.14916919

File: 2b467a03cedaf15⋯.png (284.6 KB, 900x852, 75:71, blender_2018-06-07_08-11-5….png)

File: 7ab4a63d9806e35⋯.png (309.59 KB, 900x852, 75:71, 2018-06-07_08-12-00.png)

File: 7368e62687ec745⋯.png (224.11 KB, 726x740, 363:370, blender_2018-06-07_08-12-1….png)

File: 0019da30e2e69b1⋯.png (236.67 KB, 913x786, 913:786, blender_2018-06-07_08-12-2….png)

File: 358d79614e1e890⋯.png (275.58 KB, 913x786, 913:786, 2018-06-07_08-12-33.png)

>>14916907

Here is a bit more detail on the topology


4de0be No.14916949

File: 5ad0a3515f9477b⋯.png (250 KB, 726x740, 363:370, 7368e62687ec745e21d0f93938….png)

>>14916919

REEEEEEEEEEEEEEEEEEEEEEE

I'd feel wrong giving you legitimate advice because my 3d models aren't much better


b33f73 No.14916958

File: 3d58a1a543593c8⋯.jpg (128.52 KB, 1099x632, 1099:632, Uncharted2_face.jpg)

>>14916949

I hear that generally quads are just more useful and it's true but should all triangles be always avoided at all costs? I've looked at some examples and it seems even the professionals have triangles every now and then.

It should probably still be a good idea to keep them out of the face area, or am I wrong?


4de0be No.14916981

>>14916958

I might be retarded, but triangles on professional models seem to be the result of subdividing while testing animations. If you feel that subdividing a more important area for animation, but not like redoing the topo, or subdividing unnecessary areas, then pushing the created triangles to an area that receives less movement sounds like a good tactic (see the extra edges added to nathans eye that terminate as triangles at the forehead). If you're not directly altering the topo for animation right this moment, it's probably best to try and stick with quads as best as you can. Although I could be talking out of my ass, feel free to ignore.


0159ed No.14916992

>>14916958

That's because professionals know exactly how to use triangles along the topology. If you take a closer look, the triangles are on areas where not much deformation ocurrs. This is because triangles are awful for deformations. The reason everything should be quads is because they work best with subdivision and because they can flow with direction which is what you want when you are deforming meshes. That model would be better indeed without those triangles. But they do seem to be placed at pretty good locations to reduce triangle stretching.


b33f73 No.14917052

>>14916981

>>14916992

Thanks, that's very useful advice. I'll try to use quads as much as possible. I could try to put the triangles more towards the areas which are sure to not deform much.

The face itself seems to be mostly alright but I'll probably change the position and size of the yes slightly.


db8bd7 No.14917087

File: 97857dc6e4b5820⋯.jpg (85.41 KB, 640x898, 320:449, 767c9a4fbf7748aa3ef5dff13a….jpg)

>>14916958

Triangles are a perfectly valid way to end/begin an edge loop to transition from high detail areas to lower detail area– as you can see in your pic. They should not be used as a "well fuck it I don't know what else to do with my topology" though. If this situation occurs to you, you haven't planned out your loops properly. Triangles are not something that "should be avoided at all costs", they are something that should never be anywhere other than where they belong. Nodes follow the same rule.


0159ed No.14917339

File: c6c5d5fbfc1c73f⋯.webm (3.37 MB, 500x500, 1:1, c6c5d5fbfc1c73ff8ae600e0d….webm)

File: 12da7f93eff9b19⋯.jpg (29.88 KB, 300x300, 1:1, Untitled-2.jpg)

>when you accidentally attack your waifu with glitches


beb417 No.14917344

>>14917339

Nice Squilliam.


f0f1f6 No.14917819

File: d8561e37008622c⋯.png (3.42 KB, 480x104, 60:13, rhythm.png)

>>14915648

I'm talking about whatever has this sort of rhythm to it. Can't really seem to isolate it by just clipping a frequency.

http://picosong.com/wcJJk/

And yes, I was talking around 40 seconds when it dies back down.


877c75 No.14917981

>>14909823

>>14914282

breddy good, my dude. So this is the combat stuff? How does it mesh with the gameplay?

I think the muddled sound would fit the grimdark setting.


7c35bc No.14918233

File: 51c641168b0571b⋯.png (72.76 KB, 505x411, 505:411, 51c641168b0571bac72e506499….png)

If you pass a vertexarray into the SFML draw function shouldn't it batch draw it?

Performance is fucking ass leading me to suspect it's not batching anything.

Following this tutorial

https://www.sfml-dev.org/tutorials/2.5/graphics-vertex-array.php


1f6ca8 No.14918265

>>14918233

What do you mean batch draw? Drawing a single vertex array is a single draw call, there's no batching involved. There's something else wrong for sure.


2015ad No.14918275

File: 3010dd0da3b69b7⋯.png (559.41 KB, 1020x587, 1020:587, aids.png)

OK. Which one of you fucks did this?


6f5e4a No.14918281

>>14918275

You did.


7c35bc No.14918360

>>14918265

If i have a large vertexarray and it gets drawn with one call then why does the performance tank so hard?

FPS is already capped at 60.


1f6ca8 No.14918384

>>14918360

How large is the array? Maybe it's actually a fill rate problem? I don't know, it's hard to judge without seeing code or knowing what your system specs are.


44ed22 No.14918418

>>14916488

It is meant to replace making the map in blender, albeit the features that would make it worthwhile are not implemented yet (which is automatically placing props like rocks and trees, grass, etc)

>>14916801

>then for each face go back over the edges and remove the ones that do not have at least one vertex that's part of only two edges of that face

I think that it would solve the issue, I just have to run multiple times, until no edges are removed.

the only time it would not work is if ALL edges have the problem in the pic


7c35bc No.14918584

>>14918384

Around a million entries, no changes to the array after initial filling


1f6ca8 No.14918592

File: 03e2828751f96b8⋯.gif (927.14 KB, 284x170, 142:85, hmmm.gif)

>>14918584

>Around a million entries


7c35bc No.14918594

File: 92ad57c9902bd97⋯.png (55.44 KB, 187x221, 11:13, 126654983.png)

>>14918592

>he thinks a million is a lot


1f6ca8 No.14918608

>>14918594

>a million verts

>not polygons, vertices

>not alot

Ok famalam.


6f5e4a No.14918614

>>14918594

It is for your toaster, buddy.


b2895e No.14918623

>>14918594

You're still sending them to VRAM each time you draw them, and for that a million is a lot yeah. Sounds like you're trying to draw a tilemap or something, just send only the portion you can actually see.


7c35bc No.14918628

>>14918608

>>14918614

Alright, how do you draw lots of shit in a performant way agdg wizards?


1f6ca8 No.14918633

>>14918628

How about you put some effort into actually explaining what the hell you're trying to do? Supply some fucking code, use cases, specs, performance targets etc? There's about a million ways to optimize your rendering and none are applicable to your case before you actually explain your shit.


6f5e4a No.14918645

>>14918628

I'd write out a post but I agree with >>14918633. Stop being a fucking faggot and explain what you even are trying to do.


44ed22 No.14918725

File: c2ba9f67010b2cc⋯.png (582.12 KB, 744x536, 93:67, ClipboardImage.png)

>>14918418

It's fixed, unless some son of a bitch whore decides to do as pic related, which I will not fix anytime soon because fuck that


7c35bc No.14918943

>>14918633

>>14918645

nvm, i fixed it :)


173cfe No.14919348

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

>>14918943

>nvm, i fixed it :)


d6120c No.14919532

>>14918633

Obviously no him, but I'm still struggling trying to figure out a good way to do sprite batching and good culling techniques on sprites


173cfe No.14919547

>>14919532

For culling, use quad trees and frustum culling, should be more than enough. For batching I prefer this: http://realtimecollisiondetection.net/blog/?p=86


d6120c No.14919606

Oh hey also, this isn't strictly gamedev, but is there anyone around who knows how to deal with 36-character codes?

Eg, my pepsi case has a promotion to send in codes, and I assume it uses 0-9 and A-Z to get a code. Eg a valid unredeemed code is: axy79z3xka. I assume probably two digits are checksums, but I have no idea


f0f1f6 No.14919707

File: 2f265b9aec5bad9⋯.webm (1.6 MB, 1280x720, 16:9, hacking the mainframe.webm)

>>14919606

You'll want plenty of samples and pitting them against every CRC, ECC, hashing and checksum algorithm you can find in every representation of those data points that you can think of. Then you just see if there's one that fits the bill for all of your data in one representation.

If you start randomly looking at ways to mangle the data or you don't have enough data points, you're going to run into algorithms that work for your specific set but has bogus values outside of it.

It's possible that the values encode other information that might make them invalid as well, or that the key doesn't encode or represent anything at all, being just a random key to be compared to stored values in a database.

But more importantly, Pepsi sucks and you are a bad person for drinking it.


f0f1f6 No.14919762

File: 8816431d247b55c⋯.jpg (1.15 MB, 1688x2535, 1688:2535, oh shit GNUgger four freed….jpg)

>>14919606

>>14919707

Come to think of it, if it's not already been done before, that might make for a pretty neat project and useful tool.

It's not even that hard to implement, just tedious, as you'll need implementations for all those various algorithms, all of the commonly used parameters for those algorithms and maybe some automated mutation going on to catch very light customizations. A confidence metric would also be nice from a user perspective, based on how common the algorithm is and how likely it is that any matching algorithm is indeed the correct one for the size of data set.


fa5bba No.14920392

File: 9c5e6ab3c97aba3⋯.jpg (218.53 KB, 1440x1440, 1:1, compilation.jpg)

Man, these took a while.

>Not saving pixel art as .jpg


87f1b1 No.14920658

File: 43b30d21e26f707⋯.webm (2.9 MB, 800x600, 4:3, demo 2018-06-08 01-39-26-….webm)

makan shitty demo for job interview i got

cleanest fuken code and project i've ever done

got all the important code working in a few hours, and i still have a few additional ai behaviours to do, and after that it's just polishing, maybe adding 3d models


645cbd No.14920815

>>14904575

>houses carved from the inside of a tree

That's a terrible architectural idea.


795cd6 No.14921159

HookTube embed. Click on thumbnail to play.

>>14920815

cool magical treehouse > gay realism


44ed22 No.14921901

File: a7099e2a9c23f48⋯.png (174.23 KB, 1089x586, 1089:586, 7 out 10 platforms done.png)

7 out of 10 platforms done


1d8c64 No.14921925

File: ca152efda25b222⋯.mp4 (Spoiler Image, 115.11 KB, 528x416, 33:26, 2018-06-08_04-06-29.mp4)

After a few months of waiting it looks like there's finally a way to export gltf to webgl meaning that morph targets are now working perfectly.

Is there anyone with modeling skills that wants to make a nude model and earn some cash?

I'm aware this isn't the first time I ask this but last time I only received messages from people that were asking me for 200$ for a lowpoly model despite not having anything of quality in their portfolio.

Shoot me a message at pleaseineedsomehelpwiththis@gmail.com if you're interested.


da6f97 No.14921945

>>14921925

I have a friend who makes models,i'll give him your info.


0159ed No.14922171

>>14918418

>It is meant to replace making the map in blender

Why? Is there something wrong with making terrain in Blender? Why can't you just model terrain in Blender with the better tools and then instead write the a tool that places rocks and whatnot? Also what kind of strange terrain are you going to be making that can have weird polygon fills in the middle and 3 planes be intersecting?


ae9e2b No.14922390

File: 21a7454911e8862⋯.webm (15.38 MB, 1920x1080, 16:9, Die Totenmaske 2.webm)

Animation test.

>>14922171

Blender is kind of dogshit for modelling levels for games in. It's great for props though.

>>14917819

I'll see about it, thanks.

>>14917981

We're still figuring out what to do with the combat honestly.


0159ed No.14922454

>>14922390

>Blender is kind of dogshit for modelling levels for games in.

It depends what kind of level. If you are making crowded busy tall building cities then yeah it's kind of a hassle but small towns it's not so bad. But the question was terrain. You can make good terrain with Blender's sculpt mode and dyntopo. Then tweak it afterwards.


ae9e2b No.14922511

>>14922454

Sorry, I misread slightly.

It handled terrain decently.


877c75 No.14923420

>>14920658

does this mean Banterlord is kill again?

>>14922390

>We're still figuring out what to do with the combat honestly.

so will it be turn based like DTM1 or something more actiony?

>>14921901

fairies be wookies now


97f294 No.14923674

If you show me your progress and I'll show you my progress.

Maybe. If I get around to it..


44de45 No.14923680

>>14923674

I'll think about writing down some sweet ideas, and reading a book about pure C++ code.


97f294 No.14923685

>>14923680

Ideas are like art. Not progress.


14d5b1 No.14923695

File: de536152f99ffdb⋯.jpg (78.42 KB, 698x760, 349:380, heather_poe.JPG)

>>14916919

Good topology builds form I highly recommend you use reference.

Don't build the eyelashes as part of the face.

Triangles are fine, I wouldn't worry about them at your skill level.

Orthographic is only useful for laying down the basic detail when you are aiming to actually pull those forms together you need to use perspective and you need to gravitate around the face a lot and view it from many different angles

My work isn't a good example but the mouth and eye loops are generally what you should do, notice that it forms a loop around the eyes and then a single loop around both eyes like a masque. You will even notice that Nathan Drake does that below you, but you don't do this at all, the amount of tris you have is more that you are directing your loops all retarded and shit

>>14916958

That's a model for a game, the engine will reduce it to triangles anyway.


14d5b1 No.14923713

>>14915235

>>14915021

What the fuck is this monstrosity. Delete your work and start again.


87f1b1 No.14923721

YouTube embed. Click thumbnail to play.

>>14923420

>Banterlord is kill

i just got it to run cutscenes from timeline 2-3 days ago, but i'm waiting on my artist before doing anything

anyways, gonna start trying to make spaceships for this shit


000000 No.14923938

>>14923674

>progress

Kirby now starts falling when he walks off a platform

Next, i'll implement the "Skater" and "Quick Stopper" customization effects.

Then i'll start working on horizontal aerial movement.


87f1b1 No.14924018

File: b18c91c0182c3e9⋯.png (404.21 KB, 1366x728, 683:364, ncc1701.png)

File: 1b126beb2f818b5⋯.webm (550.17 KB, 800x600, 4:3, demo 2018-06-08 16-50-14-….webm)

checkem

anyone got ship suggestions that might not end up in me getting sued? preferably not soywars

otherwise i'll probably just use cardassian/klingon ships for the enemy


795cd6 No.14924185

File: 7b4794594e67508⋯.png (1.93 MB, 1024x932, 256:233, ClipboardImage.png)

File: ff4f5fc8d6b0006⋯.png (792.74 KB, 810x597, 270:199, ClipboardImage.png)

File: fd4837871fb6f73⋯.png (551.78 KB, 432x600, 18:25, ClipboardImage.png)

File: 7203aac981e4962⋯.png (1017.38 KB, 500x728, 125:182, ClipboardImage.png)

>>14924018

Look up 70s sci-fi spaceships.


97f294 No.14924228

>>14923938

I said show me your progress, not tell me about it.


000000 No.14924270

>>14924228

i do not deem my fan game's current development progress sufficient yet to warrant screenshots and videos.


87f1b1 No.14924547

File: 071bd21e30fc0d3⋯.png (487.72 KB, 1366x722, 683:361, galor.png)

File: ae7e39fc6a93531⋯.webm (6 MB, 800x600, 4:3, demo 2018-06-08 19-10-50-….webm)

lets hope they never bother looking at my models, the uvs are a fucking mess

>>14924185

most of them seem to be one touch too convoluted


3e38a8 No.14924711

>>14924547

>most of them seem to be one touch too convoluted

well, simplify them, dont just copy 1:1.


4df153 No.14924737

File: 0439ad483c7d3b6⋯.webm (1.82 MB, 1024x600, 128:75, progress.webm)

bls rate.


1d8c64 No.14924783

>>14924737

movement in camera is really stiff and janky but the game looks nice


87f1b1 No.14924828

File: 29902e471e9b5d8⋯.png (215.96 KB, 640x480, 4:3, 29902e471e9b5d8f9247799ffb….png)

>>14924737

the chickun better be 3d


87f1b1 No.14925387

File: 787934340e52374⋯.webm (12.33 MB, 800x600, 4:3, demo 2018-06-08 21-37-26-….webm)


f0f1f6 No.14925521

File: aad03b8f39c627a⋯.jpg (96.25 KB, 600x820, 30:41, yeah bro okay.jpg)

>>14925387

Reminds me of some of those near-shovelware games you might have found for Windows 95. Back when "multimedia" was the latest buzzword and everyone tried to get their cutting-edge 3D renders into sprites and then slapping together something that resembled a game. It even has that distinctively sparse and wimpy audio that has horrible popping due to the samples being stopped mid-wave.

I know most of those are just placeholders or things to be worked out, but there's something very quaint about that aesthetic.


56b239 No.14926410

>>14924737

Nice penguin


d236ef No.14926768

File: 6a02bd2370c0173⋯.gif (1.65 MB, 350x190, 35:19, 6a02bd2370c01732c42222e266….gif)

>std::async is implemented using a thread pool in VS

<however futures can't be discarded without blocking until the task is over

>just use std::thread dumbo, .detach() and you're done

<std::thread is not implemented using a thread pool in VS

<heavy overhead each time a thread launches

<only good thread pool libraries are non-portable

Fuck my life. Why didn't they just add std::future::detach and be done with it?


6a8a6d No.14926794

should i learn opengl or skip to the vulkan meme?


d236ef No.14926817

>>14926794

Consider DirectX. It's just much nicer to work with and you get to write HLSL instead of the nightmare that is GLSL. I can't speak about Vulkan though.


795cd6 No.14926847

>>14926817

What is nicer about HLSL?


2c2cd9 No.14926858

>>14924737

>bls give me more attention


ef7d46 No.14926903

File: a2789e160cc840f⋯.png (1.58 MB, 1070x740, 107:74, neat.png)

I was thinking about how Factorio does collision between entities. Every object has a bounding box, but it's not aligned to tiles, but arbitrary units. Since it uses lua, each bounding box is therefore a float rectangle. However, they aren't AABB either, and since there's a LOT of them, I doubt they would apply a 3x3 or 4x4 transform matrix to every entity logicwise.

Therefore, I think they do collision checks by giving each entity a quad - 4 points - and doing some math to check a pair of quads for intersection. Is there a common method to do this?


d236ef No.14926926

>>14926847

Just about everything

>.f notation for implicit floats, difference between halfs, floats and doubles

>min-precision data types like min16float

>smarter casting from float3s to floats and vice versa

>much more builtins and nice-to-haves, like any(float3), min(float3, float3), saturate

>no inconsistencies and weird shit like

<% does not support floats, use mod() instead

>vertex and pixel (fragment) shader in the same file

>multiple shader entry points

>more preprocessor features like [unroll] instead of having to use semi-portable shit like

<#pragma optionNV(unroll all)

There's a reason every large project uses some sort of abstraction language or custom precompiler / transpiler for GLSL.


822eb1 No.14926962

>>14926794

Learning both is a good idea. Use OpenGL 2.x if you need DX9-level hardware support, GL 3.x if you need DX10-level stuff, and Vulkan for both DX11/DX12-tier stuff and kicking the driver's "cleverness" to the curb if you're feeling really confident.

>>14926817

>>14926926

If he uses Vulkan, I'm pretty sure he can compile HLSL to SPIR-V.


d236ef No.14926991

>>14926794

>>14926962

What you should know though is that while Vulkan was originally planned to succeed OpenGL, it does not. It's just a different, lower level API, OpenGL is still in active development. I never worked with Vulkan but it requires much more groundwork for tasks that are simpler in OpenGL and DirectX. It's also not necessarily faster, a naive port from OpenGL to Vulkan would make your application much slower, only if you actually exploit multithreaded access to VAOs and so forth will Vulkan shine. I wouldn't recommend something like it as the introduction to 3D graphics.


f0f1f6 No.14927128

>>14926903

Yeah, they're probably being processed as AABBs or points in the broad phase, using an AABB hierarchy, some form of grid, an R-tree, a quadtrees or whatever else to rapidly cut down collision candidates. Once that's done, there's a much smaller set of potential collisions for the more demanding final testing, possibly using GJK, SAT, fiddling around with Minkowski differences or something of the sorts.

As for what data structure or method they're actually using for the broad phase, I have no idea. There are far too many options to list, and some are more suitable for certain workloads than others. Uniform sizes, varying sizes, varied aspect ratios, lots of static things, lots of dynamic things, very sparse, very densely packed, and the amount of entities as well.

Some of these might see massive improvement when tweaking some parameters or adding custom implementation details.

Why do you ask? Checking everything against everything getting a bit slow?


ef7d46 No.14927154

>>14927128

Oh no, just something to mull over until I invariably try to make my own shitty clone and give up after ~ 2 weeks


4df153 No.14928062

File: 41368d10aca0afe⋯.jpg (603.06 KB, 1920x2560, 3:4, IMG_20180608_202641.jpg)

look motherfuckers what I bought today.


c65fa7 No.14928084

>>14928062

Cool. How much did it cost?


4df153 No.14928090

>>14928084

150 bucks.


c65fa7 No.14928098

>>14928090

What model is it, my dude?


4df153 No.14928110

>>14928098

Alesis v49


c65fa7 No.14928133

>>14928110

Not sure why they would build it with backlight but that's pretty cool. I didn't know they made keyboard+drum boxes.


822eb1 No.14928280

>set up comfy Void Linux dev environment

>focus on terminal applications over graphical crap

>GTK+ and Qt applications have overly large fonts and buttons

>search around and can't find a solution

>realize I somehow overlooked the font size field in lxappearance

I may be retarded but at least my dev environment is comfy and mostly free of Poetteringware.


795cd6 No.14928755

Finally figured out how to do spherecasts in Godot, so now I have non-fucked camera collision. It's rather convoluted, so I feel compelled to share the code for any other Godot devs.


onready var _cam = $Camera
onready var _player = get_tree().get_nodes_in_group("Player")[0]

const BASE_DIST = 12

var cam_shape = ResourceLoader.load("res://Player/Cam.shape") # a SphereShape with radius 1

func _physics_process(dt):
new_dist = BASE_DIST
new_dist = clamp(BASE_DIST + _player.velocity.length()/2, BASE_DIST, BASE_DIST*3)
_cam.translation.z = lerp(_cam.translation.z, new_dist, dt)

# check for cam collision
var space_state = get_world().direct_space_state
var query = PhysicsShapeQueryParameters.new()
query.set_transform(self.transform)
query.set_shape(cam_shape)
query.exclude = [_player]
var result = space_state.cast_motion(query, self.transform.basis.z * (new_dist))

if result:
_cam.translation.z = result[1] * new_dist

>>14928280

How lightweight is Void? I've been considering installing Linux on a laptop I have which is currently running W10, and I want something that's light in both performance and disk space. It's an "ultrabook" which means it has a decent CPU but a tiny 128 GB SSD for storage.


795cd6 No.14928839

File: 6bb3660b9b84c89⋯.mp4 (12.06 MB, 1280x720, 16:9, 2018-06-08_21-41-46.mp4)

>>14928755

Forgot to record a video before posting. Still some problems, but nothing too hard to fix.


822eb1 No.14929244

>>14928755

Fairly light: the default live image with no X11 or anything requires 350MB of disk space and 96MB of RAM, while DistroWatch says the MATE live image is 2GB when installed and takes up 240MB of RAM. Thing is, Void Linux is kind of like a saner Arch Linux so it's not a great choice for newer Linuxfags, but if you know your way around the command line, check the manpages regularly, and know what programs/libraries/daemons you want it's pretty fucking comfy.

If the hardware supports it and you can live without shit like Steam or most proprietary vidya, I'd probably install OpenBSD on a laptop.


67032f No.14929799

File: bbf5de6a820020c⋯.png (769.04 KB, 1200x628, 300:157, Steam deleta game que aten….png)

How do different file formats and programs save 3d models? Do they save information as a series of vectors?

Is there any way I can design a system as part of a 3d graphics program that simply imports a common 3d object file type as a series of vectors? Or maybe convert a common file type to a basic file type that simply maintains vector information then design my system around interpreting that file type?

Basically, I want to create my own engine and test a bunch of simple shapes/things without having to model anything so if I can just import everything as vectors that would be great.


6f5e4a No.14930060

>>14929799

use assimp and never look back

literally every model format is completely different and there is no widely adopted standard because everybody puts custom shit into their model format


67032f No.14930104

>>14930060

>3rd party library

okay… if you say so, boss… :(

💖


87f1b1 No.14930122

File: 7c9923a7e0c117e⋯.png (1.06 MB, 1364x1384, 341:346, materialbug.png)

anyone know why this is happening?

in the hypershade window the texture seems like it was imported fine, but in the model viewport and the uv editor the texture is black and white and weirdly stretched


6f5e4a No.14930142

>>14930104

The problem is that you speak of a "common 3d object file", but no such thing exists.

As such, using an importer library is the closest thing you'll get.

But ASSIMP does allow you to just read the vectors you want. You'll probably have to apply a few transformations to them to get them in the space you want though. http://ogldev.atspace.co.uk/www/tutorial22/tutorial22.html


c65fa7 No.14930164

>>14930122

do the renders come out fine?


87f1b1 No.14930182

>>14930164

nevermind, fixed it

and i already forgot which random setting it was, i think i changed the texture channel to combined textures


87f1b1 No.14930373

File: d412ad20b53c785⋯.png (482.93 KB, 1366x715, 1366:715, teroknor.png)

File: 1108ea8040a9307⋯.webm (2.88 MB, 800x600, 4:3, demo 2018-06-09 14-03-47-….webm)

good thing the environment is dark, or people might notice how much i fucked up the inner uvs of the ring

not to mention that i goofed and didn't bother to calculate the angle for the pylon duplication, so the mesh isn't 3 perfect copies


ae52d0 No.14930450

File: 34ba85c17aeb95d⋯.webm (2.52 MB, 1288x754, 644:377, video_ (12) (1).webm)

wait for it


34053d No.14930570

>>14930450

Nice, but I'd add some footstep sound effects for better immersion.


ae52d0 No.14930604

>>14930570

of course, i'm just getting the basics in


1d8c64 No.14931010

File: 411181474f389a9⋯.png (60.57 KB, 621x401, 621:401, chrome_2018-06-09_15-27-50….png)

>>14921925

Read this shit if you can model and want to make some money


afcc26 No.14931255

File: 5d31773f03b89e4⋯.jpg (289.05 KB, 1920x1080, 16:9, potions_8.jpg)

>>14926768

What are you trying to do? Are you creating/destroy many threads periodically?

>>14926991

Excellent advice. That's been my experience with Vulkan, coming from a OpenGL 4.5 setup.

Also, "just like, you should be multithread stuff!" is terribly naive, although I hear it all the time. Transitioning a rendering codebase, implementing multithreading in it, and also taking care of the enormous amount of Vulkan boilerplate driver stuff that used to be taken care of for you is a enormous mountain to climb, all at once.

>>14926926

>There's a reason every large project uses some sort of abstraction language or custom precompiler / transpiler for GLSL.

Do they? I've only heard of the old Nvidia Cg and it was terrible. Are the abstractions usually custom, in-house setups?

>>14929799

>Do they save information as a series of vectors?

No.

You can write an .OBJ importer pretty quickly though, and most 3D programs will export and OBJ.

Still learning Blender basics. I made some potion bottles. Anyone have experience with MakeHuman?


87f1b1 No.14931294

File: efd9d036c57edeb⋯.png (487.75 KB, 1366x728, 683:364, hideki.png)

File: 0398e48b7df5940⋯.webm (1.02 MB, 800x600, 4:3, demo 2018-06-09 18-17-49-….webm)


afcc26 No.14931363

>>14931294

Not bad. How far are you taking this? Will you add obstructions to the map?


1d8c64 No.14931365

File: f4536677d69681c⋯.mp4 (Spoiler Image, 95.58 KB, 686x494, 343:247, 2018-06-09_16-33-38.mp4)

Do these tits look realistic? Trying to pull the nipple down a bit more but blender sculpting kind of sucks


87f1b1 No.14931372

>>14931363

not gonna touch the gameplay anymore right now since that's all the design document required

+ i can't actually make a game with star trek ships and not get my ass lawyered

just want to finish the models and i'm gonna send it


1d8c64 No.14931374

>>14931365

I'm sorry I keep forgetting to spoiler this shit


87f1b1 No.14931378

>>14931365

your boob topology doesn't seem right if the nipple is misplacing itself


1d8c64 No.14931391

>>14931378

I didn't make the model, it's downloaded. I'm trying to make the boobs bigger by using blender sculpting.

It just kind of happens, I can't seem to fix it


795cd6 No.14931668

File: 8f0f50089391c50⋯.webm (2.49 MB, 1288x754, 644:377, skelefinal.webm)


e4ad99 No.14931735

>>14931668

can't say I like the screech

I imagined it would be more bones clacking on stone with the wheelbarrow creaking and rattling


795cd6 No.14931747

>>14931735

Yeah I know it's goofy, I just overlaid the daggerfall skeleton sound for kicks.


ef7d46 No.14932111

How can you determine a client computer's maximum texture resolution?

Again, using Factorio as an example, the HD mode breaks all the high res art into several sprite atlases. It ends up creating approximately 8-9 16384x16384 atlases, for example


6f5e4a No.14932123

>>14932111

Have you tried querying the graphics card like a normal person? https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGet.xhtml


87f1b1 No.14933449

YouTube embed. Click thumbnail to play.

aaand done

download link for anyone who wants to try

https://doctard.itch.io/laser-chess

time to abandon it


dd0d99 No.14933616

File: 10444d7ae245a2d⋯.png (262.46 KB, 1288x748, 322:187, Screenshot_2018-06-09_11-2….png)

Textured cubes with different textures for each face.


afcc26 No.14933872

>>14932111

GLint size = 0;

glGetIntegerv( GL_MAX_TEXTURE_SIZE, &size );


f48a19 No.14934411

File: 1525e15379e123e⋯.png (7.82 KB, 500x250, 2:1, Oekaki.png)

How do I calculate the base of an isosceles triangle? Like in the picture, I have the alpha angle and height. I've been looking for30 minutes and all I could find were equations for the area of a triangle.


ef7d46 No.14934690

>>14932123

No, because I went from XNA to SFML and haven't touched OpenGL or the underlying stuff at all


87f1b1 No.14934870

File: 94b4ab4ea2ff51c⋯.png (7.97 KB, 361x139, 361:139, изтеглен файл.png)

>>14934411

tan(l/2) = a/h

a = tan(l/2)*h


6d9dec No.14935060

>>14934411

sin (alpha/2) = (a/2)/h

area = (1/2) * b * h

If you divide your triangle in two down the middle, you can use the sin() of the resulting angle to figure out the base of your half triangle. Then you just double that and you have the base of the original triangle. Then when you have the base, it's just area = b * h * (1/2)


6d9dec No.14935089

>>14935060

Fuck me, >>14934870 is right, it's the tangent, not the sin.


05a750 No.14935151

>>14935089

yes its tan not sin but

>>14934870

is wrong in that it isnt tan(α/2)=a/h, its =(a/2h) like you have


d236ef No.14935999

File: cc26ac72519ba37⋯.webm (12.77 MB, 1280x720, 16:9, SEAMLESS LEVEL STREAMING.webm)

>>14931255

>What are you trying to do?

Asynchronous asset loading, webm related. It consists of two parts, first being IO and data preparation which can be done anywhere, second being OpenGL object creation and placeholder swapping, which has to happen on the main frame at a certain sync point in the game loop.

Right now the asset has a ::stream(std::function<void> callback) method. It creates and detaches a std::thread which has quite a bit of overhead. I tried to use std::async using a std::shared_future which is stored within the asset itself, effectively "detaching" the async task, but that lead to ECS-related shared_ptr circular references and memory leaks.

>Are you creating/destroy many threads periodically?

Not really, its more many threads at one point in time (new scene part starts loading). The periodic threads in the render loop all use std::async running nice and smooth.

>Do they? I've only heard of the old Nvidia Cg and it was terrible. Are the abstractions usually custom, in-house setups?

Yes, most just use HLSL with a transpiler, or more recently with OpenGL 4.6s support for SPIR-V, you can do that officially now. Write HLSL, compile to SPIR-V, load shader binaries in the OpenGL application. Also GLSL "optimiziers" are considered mandatory in production which are pretty much GLSL to GLSL transpilers with some added preprocessor options like proper loop unrolls etc.


f48a19 No.14936375

File: 0f0fb00486c0430⋯.webm (4.14 MB, 480x360, 4:3, anime congruent triangles.webm)

>>14934870

>>14935060

>>14935089

>>14935151

Took me another 45 minutes before I figured out I'm supposed to convert degrees to radians, but it's working now. Thanks.


c65fa7 No.14936656

>>14935999

Why do I keep getting 403: Forbidden with webms?


afcc26 No.14937058

>>14935999

I haven't tried multi-threaded streaming assets yet. I was considering sending messages to a single thread to load assets. When an asset finishes it would message the main loop and mark the asset as ready. Just have the disk access thread work through it's task list until finished. Are you are creating a thread for each asset? I think all 3 major OSes have significant overhead creating threads, and you might want to use just one for disk access reasons anyway.

I haven't noticed a performance issue with the Nvidia driver's glsl compiler. I could see needing an optimizer for each piece of hardware though as some of AMD drivers are still pretty bad with glsl.


d236ef No.14937420

>>14937058

>you might want to use just one for disk access reasons anyway.

Very good idea, yes, right now i have one thread per asset.

>haven't noticed a performance issue

I think it's not so much about performance issues, it's just that you can squeeze out a little more with certain optimizations.

>>14936656

Only for you anon:

https://my.mixtape.moe/yynhyr.webm


f6f71d No.14937676

>>14928839

got any idea on how the glider/skateboard should look?


67032f No.14937742

>>14937676

The skateboard should be a gun


df271e No.14937841

>>14937676

The glider is going to be a big hat like the man in the yellow hat wears in curious george. The board I didn't have a specific idea for, just that its a primitive piece of technology, like a wooden snowboard.


f6f71d No.14938072

File: 0027d150480edc1⋯.webm (1.68 MB, 637x503, 637:503, So like a sail board.webm)


f6f71d No.14938544

File: 529242d32057ab7⋯.webm (3.19 MB, 637x503, 637:503, Dat streach Armstrong's @….webm)

>>14938072

holy shit why cant i get the ik handles to parent to another armature without the model shitting its self, was fucking around with the child modifier but that doesn't override the existing parenting to the armature.

holy fuck why did i take a job where i was going to be on the road 5-6 days a week busting my ass, and the days i get to my self are swamped with me being fucking exhausted so i haven't done shit seance that fucking game jamnext to 05/05 demo dayi think i'm loosing it


c4366e No.14938563

>>14901542

Every other language in the C tree is easier so just jump in to Java/C#/whatever.


795cd6 No.14939690

File: abebdbfd914d43e⋯.png (89.64 KB, 500x375, 4:3, ClipboardImage.png)

>>14938072

They aren't going to be used at the same time. The glider is going to be shaped like this character's hat, except it's much bigger compared to the player character (who is a child).


c65fa7 No.14939878

>>14937420

Thx. Don't know much about async loading but it looks like you've nailed it.


d236ef No.14940041

>>14939878

Pretty laggy if you ask me, but thanks. I implemented the single worker thread that >>14937058 suggested now, it already runs much nicer, also meshes now stream in just like materials. Next steps would be a lock free queue for the worker thread, im just using a std::queue with a mutex right now, and to benchmark if using more than one worker threads improves performance.


f6f71d No.14940389

File: be8635998aa325f⋯.jpg (164.71 KB, 1280x720, 16:9, maxresdefault.jpg)

>>14939690

oh wait, you're fucking serious?

i don't mean to discourage just took a break to do some laundry, otherwise i would have shitposted more. do not read unless you want to dig threw some fucking drunken rant so your going for the more traditional platformer look shared by that drill boy game/speed bot/ the seemingly abandoned robo guy "platformer" / banjo kazzoie/ looka layleee/ conkers bad fur day… basicaly looking like a netendo 64 release with a few extra triangles, rather than a hip surfer bimbo with tittie jiggle physics? i think i might just be poisoning the well at this point, ill never make my own game and i want to at least influence someone else's game. i must be a fucking wonder to work with ive only realy been able to get into working on other anons projects and never really my own i really don't get why we cant collaborate on something like how those fucking rpgmaker threads got made and seemed to work until some fuckwit decided to swap versions but i got to go to sleep earlier tommaro and then i'm going to be gone another week so fuck it i guess. if you can send me something or i might draw some shit up on my down time no promises as far as what your vision is being maintained unless you do it yourself but a tiny man with the yellow hat chibi proportions i take it? i might have a blank chibbi rigged up here someweare if you dont mind used goods also what type of board are you using? or you going full mini ninja with that boat hat they had going. at witch point i would recommend something more like the jamanji hunters hat i guess its called a pith helmet. but come on man give me a theme to work with. what is the setting come on dump your ideaguyfaggotry you have earned it. i mean how far are you in to getting the game play working to what you want? i can do some animations too you want that tied to the input or the motion of the character? it would just be a lean in each direction i guess, easier than a walk cycle. is it going to be a platformer or more of a track game1 player racing game ?


4df153 No.14940393


d236ef No.14941136

File: 21c31b4e55e358a⋯.png (7.23 MB, 2560x1440, 16:9, Base Profile Screenshot 20….png)

Why does loading textures from a shared context fuck my shit up?


afcc26 No.14941156

>>14937420

>I think it's not so much about performance issues, it's just that you can squeeze out a little more with certain optimizations.

I need to look into this. My parallax bump shader has poor performance and it ends up on a large % of the screen pixels. I'll take whatever gains I can get with it at this point. I'm about at the stage of cutting out features and moving towards a more "faked" effect.

>>14940041

>also meshes now stream in just like materials. Next steps would be a lock free queue for the worker thread

That's really cool. I'm glad your threaded streaming is working out. your lock free queue system seems like the ideal setup.


795cd6 No.14941251


d236ef No.14941261

>>14941136

nvm, i forgot to glFinish() the streaming before swapping out placeholders

>>14941156

>I need to look into this.

This is the GLSL optimizer Unity uses, might wanna have a look:

https://github.com/aras-p/glsl-optimizer

>My parallax bump shader has poor performance

Care to post the code? Does it contain loops or multiple texture sampling?


4df153 No.14941299

>>14941251

why wouldn't you make an engine for a generic 3D unity asset flip?


d236ef No.14941359

>>14941251

>A timestep system ensures that an engine displays frames at specific intervals. Unlike most current game engines, YUME does not have a framerate cap, i.e. it's not tied to 30 or 60 frames per second. In fact, the framerate can be anything from 1 to 250 frames per second, and the game will still appear to be running at the same speed no matter what the framerate is (only the screen will be updated at different intervals). This is achieved by separating game logic from rendering. Rendering a single frame can take different amount of time on different computers, so the render framerate depends on the program's performance. The logic cycle, on the other hand, is tied to a 64 tick rate - meaning the game logic is updated 64 times per second, no matter what the render framerate is. There are a few edge cases that the timestep system must account for, but the principle remains the same. As a result, the framerate decreases on weaker computers without ruining the game flow.

Speebotdevs work is very impressive, but this is paragraph is pretty jarring. What current game engine has a locked framerate, and game logic that is tied to framerate? If there even is one, it's probably some obscure japanese legacy engine used exclusively for PS Vita JRPGs. Certainly not a good reason to develop your own engine.


4df153 No.14941401

>>14941359

most of his work seems like very generic unity platformer.


d236ef No.14941420

>>14941401

He's a very rare yesdev, even if its the game is not technically impressive, the fact that he went through with it from concept to release on steam, over 20 consecutive months, and with a custom engine, is impressive.


34053d No.14941713

>>14941299

>>14941359

TBH I originally started making the engine as a learning experience. It was my first encounter with OpenGL, 3D math, shaders and all that stuff. I wanted to learn and understand the underlying basics to later use that knowledge with Unity. Turns out that the complexity of writing a custom engine is over-exaggerated, so by the time I had a functional renderer I just decided to roll with it. This also let me shape my own workflow, which is important to me.

Speebot was an experiment to complete a proper polished game mostly from scratch. My current project is more ambitious, and is using the same engine.

If you're starting out and a platformer is your end-game then you should probably use an existing engine.


87f1b1 No.14941838

File: dceb919ff09dd45⋯.webm (10.6 MB, 800x600, 4:3, LaserChess 2018-06-10 09-….webm)

minor update

AI vs AI mode where they just play endlessly, boards are generated randomly

for the player mode after level 5 the levels are also generated randomly

and i got rid of the 3d cursor, apparently having 2 more cameras just so i can render the ui and cursor in whatever order i want was hitting performance, even if the ui/cursor cameras were only rendering one layer

guess i'll just try to pre-render it or scrap it all together

i'll definitely abandon it this time


0159ed No.14942031

File: 1e3575e034ee413⋯.webm (4.19 MB, 500x500, 1:1, chopsticksProgress.webm)

Play chopsticks with Shinobu. I need to fix the game logic and add a few more animations including the winning state. Still haven't implemented VR but all the pieces for that are in.


795cd6 No.14942124

>>14942031

I'm consistently impressed with how good you are at animation and programming, you're a waifu one man army.


3e38a8 No.14942545

>>14942031

i wonder what the creator of Shinobu thinks of your work


43f185 No.14942609

I saw a roll image awhile back with a bunch of game ideas with post numbers tied to them. Would someone mind posting it for me? I don't know what to do with my life right now so I want dumb luck to decide for me.

>>14942031

Those animations are incredibly adorable.

>>14941838

>i'll definitely abandon it this time

That's too bad. It looks like it could actually be a decent mobileshit game worth downloading. I'd play that on my way to work.


930c69 No.14942647

>>14942609

>1: Character action game in the Taimanin Asagi setting.

>2: Overhead puzzle game with block grabbing mechanics

>3: Spiritual successor to Space Harrier/Panzer Dragoon

>4: First person dungeon crawl

>5: Isometric strategy RPG with a focus on exploration instead of battles

>6: Vertical scrolling bullet hell

>7: Dating sim (SLG, not VN)

>8: Spiritual successor to Mechwarrior Mercenaries/Armored Core

>9: Crime game set in a comic book capeshit world

>0: I Wanna Be The Guy fangame

>Dubs: HEAVEN OR HELL: Pick the one matching the number and one other and combine them


703b07 No.14942695

>>14942031

I was just driving by the thread, and was surprised to see the animation that well done.

What exactly are you doing that makes it so much better than most projects I see?

Is it the animation speed?


f0f1f6 No.14942876

>>14942695

The whole body's involved and coordinated, and there's subtle anticipatory motion and follow-through to most movements. A bit of bounce after overshooting the final destination and then coming back. Those are what sell it. It's not perfect, but considering how many artists fail miserably at it, it looks damned good.

Often you see something like parts of the body remaining oddly static or acting completely independently, or you have that particularly disconcerting situation where actions that should come after one another happen at the same time instead. Like a lazily thrown fist not putting an opposite force on whatever it's connected to during acceleration, or not tugging the body along after the arm joints are at their straightest, but instead all involved pieces simultaneously moving toward their final destinations and reaching there at roughly the same time.

The general speed, pacing and easing are good, too.

Being cute and expressive in the reactions helps, too.

At least that's what I see. It's not that much different from the qualities you'd want in traditional animation. Maybe he can give some better insights himself.


97f294 No.14942926

File: c0cddf0439914f2⋯.gif (146.67 KB, 458x608, 229:304, 2018-06-10_14-40-19.gif)

File: c6fc74aa5d23c01⋯.png (27.21 KB, 409x609, 409:609, Fireworks_2018-06-04_18-28….png)

I hate UI shit. Juicing later.

no one showed me their progress


6f5e4a No.14943070

>>14942926

Progress is for the weak. A real aggy daggy would dev every day, never making an inch of progress towards their dream game.


3392c3 No.14943092

>>14942926

>Fireworks

Holy shit that takes me back. I used to do all my artfag shit in Fireworks before migrating to Photoshop ~12 years ago. What happens to the item you craft based on the ranges in the bar? Do you get a shittier version? No progress as I'm getting distracted by side projects and spring cleaning.


97f294 No.14943157

>>14943070

I think it's more about making progress that constantly pushes you to work in circles.

>>14943092

Fireworks is #1 pixeldev software. The bar will scale based on your smithing skill and crafting difficulty. The bar's speed/scale will scale with that meaning that it's harder to create good weapons/armor if you're not skilled. You can repair shitty weapons later at the cost of more materials.


87f1b1 No.14943198

File: 15930da0d8dad6f⋯.png (42.75 KB, 180x169, 180:169, 180px-Klingon_Dukat_Head.png)

>>14942609

here's an android version if you want mobileshit

https://drive.google.com/open?id=1u5UWjaW-uxKr_oO0-xbpOFxifHUF7x6b

can't guarantee that it won't run like shit. it only ever goes as high as 10k polys but even then i can't really trust phones

at the lowest of the low quality settings i think it gets to around 30 fps, even though on pc it's only taking up like 2 ms for rendering

tell me if there's any issues with the controls


e8eebe No.14943358

>>14943070

Gotta optimize this implementation of linked lists for the credits screen.


87f1b1 No.14944067

File: 49e03ada600ce1f⋯.webm (8.64 MB, 800x600, 4:3, LaserChess 2018-06-10 19-….webm)


f0f1f6 No.14944233

File: 662aaafb00b4283⋯.webm (2.64 MB, 800x600, 4:3, gamedev.webm)

Fell off the dev train quite some time ago, recently got back on. Started mostly from scratch again, lifting some utility code and assets from the last time I had a crack at this and was forced to stop.

Enginedev is fun, but you can't really display the extents of the results, and with some things, you don't really know if something is a good idea until much later.

Trying out that there data-oriented design. For the time being, it's pretty nifty. Almost everything is just a group of components tied together by a single ID, all tightly packed into preallocated buffers that each hold only one kind of component, and those get processed every frame with as little redundant work as possible. Got a quadtree going on to cut down on collisions checks. Got some events-listeners and the capacity for jobs that can span multiple frames outside of the usual array processing.


afcc26 No.14944250

File: fb909019f0e80fb⋯.jpg (112.94 KB, 1920x1080, 16:9, ship corridor 5.jpg)

Learning Blender by doing random tutorials. My goal is to model spacship interiors and plantet rover interior for game. Now I'm unmotivated because my GL renderer is kind of shit and won't look all that good. I'll probably have to kill 99% of the dynamic lighting and bake all the lightmaps I guess.


3e38a8 No.14944448

>>14944233

>guts man's ass

now that is a vintage meme


e8eebe No.14944458

>>14944233

Fugg yeah turrican.


4df153 No.14944632

sometimes I think that with all the shit that the industry is making, all the bad practices, all the generic gameplay, I think any fucking indie game that is barelly functional, have interesting new gameplay, don't look like crap is like a masterpiece for games.


ae52d0 No.14944783

File: f96e395923b341f⋯.webm (13.8 MB, 640x480, 4:3, video_ (13) (2).webm)

Barrowman boss work in progress, you have to get him to slam into the metal poles, ( I haven't made the slammed animation yet)


795cd6 No.14945169

>>14944783

Damn that filter really puts a tax on compression, huh? Gameplay idea seems solid but it definitely needs sounds.


ae52d0 No.14945648

>>14945169

yea I should of turned it off


0159ed No.14945893

>>14942695

It depends on which animation you are talking about. Some are mostly procedural and others are mostly regular static animations. When she reaches out with her arms to tap your hand, that animation is done procedurally with some realtime IK. I animated a little "bump" on her hand as it reaches the end. Also the whole body moves forward with a blend tree. Then it has a layer of "look at" logic with random blinks generated for her eyes, spine, and head which is sometimes turned off depending on the animation. The look at target changes with every animation as well.

For the static animations I try to animate all parts of the body. There usually isn't a single part of the body that doesn't move for anything. Also I don't sync up bones. Syncing makes stuff look robotic and inorganic.

>>14941359

>What current game engine has a locked framerate, and game logic that is tied to framerate?

You'd be surprised. Dark Souls 1 engine had the network packet loop tied to the framerate.


f0f1f6 No.14948829

>>14941359

>>14945893

Didn't Fallout 4 have actual loading times tied to the framerate, at least for a while? Might have been some weird shader issue.


d236ef No.14949771

>>14942031

You are the once in a decade nodev that could actually land a decent job in the industry if he wanted to and spoke japanese

>>14945893

>Dark Souls 1 engine had the network packet loop tied to the framerate.

That's because From is one of those obscure japanese developers who don't know their shit. The actual engine, PhyreEngine, supports everything he talked about. It's a ubiquitous and trivially implementable feature


795cd6 No.14949975

>>14949771

He apparently got a job as a technical artist by showing off his marriage.


b2895e No.14950007

>>14949771

>You are the once in a decade nodev that could actually land a decent job in the industry if he wanted to and spoke japanese

He got a job as lead technical artist you dumdum


d236ef No.14950226

>>14949975

>>14950007

Oh boy. is his current progress part of the new job?


795cd6 No.14950296

>>14950226

No, I saw a webm of it last thread, it's some other game.


afcc26 No.14950420

>>14949771

>That's because From is one of those obscure japanese developers who don't know their shit.

Have you played their PS1 and PS2 games? It's a study in just doing shit and putting it out. I celebrate their early methods even though the results are technically unsound. I'd rather have interesting ideas in trash games than the empty, professional, polished and committee approved kike propoganda at $60 + DLC. Game logic and physics chained to framerate is far less of a creative sin.


1d8c64 No.14950473

Anyone got resources on writing damage equations for RPGs and the like? I'm not entirely sure if I'm making mine interesting enough and wanted to see how other RPGs did it.

>>14950420

I don't think he's saying they're a bad dev, the point he's making is that on the technical side they don't really know what they're doing.


d236ef No.14950743

>>14950420

Im not saying they are bad developers, they made some great games. For some reason it's prevalent in japan to tie everything to the framerate, it's not exactly a unique Fromsoft quirk.


f0f1f6 No.14951079

>>14950743

Perhaps it's a relic from bygone times, back in the Win95 days where the OS was a little more obtrusive with inserting random delays to do its thing. Dojinsoft has almost always done that. They like their integers, too. Working on ticks and integers keeps everything more predictable as well. In some 2D games, I could see slowdown being preferable to dropped frames.

That's a habit that doesn't translate all that well to 3D, in my opinion.


d236ef No.14951331

>>14951079

Honestly as dumb as it is, i kind of like the fact that in DS1 whenever the game stutters for a bit, the logic never jumps ahead to catch up with the time passed, the next frame will be displayed exactly as if the game just paused


f0f1f6 No.14951697

>>14951331

Yeah, I guess it could still work. I'm not entirely sure how DS1 handles inputs when it's stuttering. Does it just queue them up or drop them entirely if something was both pressed and released during the lag spike?

I was thinking the kind of hell it'd wreck on something like a first-person shooter if it ate mouse movements. You want to flick a rail at that guy on the right edge of the screen? Fuck you, you shoot the wall in front of your face instead. And because weapon switch and firing arrived on the same frame, shooting got given priority, you shot a rocket instead and blew yourself up. And even if you had shot in just the right place, he wouldn't have been there yet.


0159ed No.14951832

File: c4fcd504f755dae⋯.png (87.75 KB, 824x288, 103:36, Screenshot_2018-06-10_16-0….png)

>>14951331

But it's terrible overall because it literally requires the players to have a minimum framerate or else they are get kicked from network play. DS3 had the same retarded design decision.


87f1b1 No.14952096

>>14951832

i remember quitting street fighter 4 because for some reason multiplayer slowed down time for both of us because i was running at around 40 fps, even though singleplayer ran at the same framerate but at normal speed


6a2871 No.14958828

Replaying a stalker has given me an extremely strong urge to mod it instead of working on my own game.


afcc26 No.14959209

>>14950743

OK, that's pretty much how I see them too. I have a little sympathy for From and the framerate-locking of game logic. I tried it both ways myself. Once I separated the game logic (and physics) from framerate I had to start interpolating object transforms between render frames. Also I had to run Bullet3D in multi-step mode with variable timesteps. Getting rid of the jittering and other issues this caused was extremely frustrating. I never got the Bullet3D syncing issues completely solved. Debugging was a nightmare - Bullet was also running in a separate thread. I absolutely understand the decision to lock to framerate. Then throw networking into the mix. The right way to do it is to unlock everything and interpolate but it does take a little more processing power and it's a real pain in the ass.


0c2a70 No.14960639

I'm trying to learn javascript and I have seen some shit. I don't know anything about this but it seems like everyone is fat, flat out retarded, and blatantly contradicting themselves. I hate everyone who uses JS.


c98dbf No.14960796

>>14960639

>I'm trying to learn javascript

>I hate everyone who uses JS

Are you trying to tell us something?


3e38a8 No.14960846

>>14960639

learn C instead


0c2a70 No.14960849

>>14960846

I want to learn an actually useful language, though.


b2895e No.14960877

>>14960849

Which is why anon told you to learn C


27d72c No.14961177

>>14960849

C is the most useful language you idort. You have basically every API at your fingertips, you don't need tookits and you can just fucking interface with the operating system directly. C++ is the most widely used language in the industry and even professionals write it in C++ that is basically C. C is just C++ that's easier to use, and doesn't have C++'s flaws.


822eb1 No.14961438

>>14959209

>Bullet in variable timestep

Pretty sure Bullet and most physics engines weren't meant to do this. Usually you're supposed to run physics at a fixed timestep and use interpolation to match the framerate.


87f1b1 No.14961581

File: 2c2fb5d155ea9d8⋯.webm (7.8 MB, 800x600, 4:3, LaserChess 2018-06-11 17-….webm)

brb, making sure i can never make money off of this


795cd6 No.14961597

>>14961581

>/strek/ memes

Best board.

You should highlight enemy firing patterns when you mouse over them.


67032f No.14961622

So how exactly to people develop openGL?

It was a bitch setting up GLEW and GLFW with MinGW.


822eb1 No.14961635

>>14961622

At least tell me you're using Mingw-w64.


67032f No.14961642

>>14961635

of coursh.


11096b No.14961772

>>14961622

I use OpenGL and GLU. For the windowing system I use the native one for that platform (win32 and xlib). I don't use GLEW or GLFW. Since all of the libraries that I was using seem to come with the compilers I was using, I didn't need to download any new libraries to do this.


481c39 No.14961938

test


87f1b1 No.14961972

>>14961597

i considered it but it wouldn't work on mobile since that's only one touch controls

i could make it work if you click on an enemy and it shows his possible attacks, but then it just gets confusing since it's identical to your attack previews

tbh i just want to not do work


87f1b1 No.14962964




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