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

File: 468a8f81d42950d⋯.png (3.24 MB, 2560x1440, 16:9, agdg pastel fractal.png)

File: 90c524efa05f92e⋯.png (556.24 KB, 860x795, 172:159, ClipboardImage.png)

f940c4 No.15013821

You're the father of your vidya so happy father's day yesdevs edition

>tfw most of us only have stillborns

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: >>14962945

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR August 8th

>Please contribute to the wiki if you can

45090b No.15013866

File: 3ca88425afa31db⋯.png (154.96 KB, 639x358, 639:358, ClipboardImage.png)

>>15013821

>My game is my son

I didn't need to feel that.


7daa5e No.15013873

File: 6f4d393caa7dd71⋯.png (285.6 KB, 622x600, 311:300, 611d839f418b8f8089564f834d….png)

>I'm an abusive father neglecting my daughter for work

Fuck me, as if I didn't want to hang myself enough already. Thanks for the kick in the ass, op.


eeaad6 No.15013981

File: 76a06d777082dd1⋯.webm (11.98 MB, 958x538, 479:269, output.webm)

My newborn baby. I want it to grow into a strong game about commanding your warship in a larger conflict against ayys. I hope this one will survive


69a7cd No.15014347

>>15013981

Looks fuckin awesome. Are you gunna control all the turrets at once, or are some gunna be auto aim like most TD games? Are you going to feature a parallax background with other naval ships in the background firing against their own set of ayys, or is it just a one-ship-navy vs the alien armada?


eeaad6 No.15014500

>>15014347

>turret control

I plan on having the player control the turrets. I still need to do more gameplay tests, but in some variants I'd add an option to automate chosen turrets using some sort of an addon.

>other naval ships

Yes, I'm not sure yet how I should do interaction between them, but I want there to be scenes of bigger battles where our ship is part of a larger formation or some smaller missions where you escort and protect another ship.


9e9f96 No.15014543

File: 7094064b0b15bf5⋯.swf (4.92 MB, Enigmata - Stellar War.swf)

>>15014500

Are you decided on the warship theme? Maybe you could go for a space theme, and have the perspective be top down instead, so you can have guns and enemies in every direction instead of just from above. Kind of like this flash game, but with manually aimed turrets.


629f4b No.15014563

>>15013981

looks like a typical shitty tower defense game, but the retards on steam will probably eat it up. there's a literal flash game called steampunk tower that's like the vertical version of what's in your webm, might want to take a look at that. the sequel seems to be doing well on steam


eeaad6 No.15014905

File: 6bb494b87ae85b5⋯.png (2.31 MB, 1013x1496, 1013:1496, ClipboardImage.png)

>>15014543

I want to set it in WW1/WW2 level of technology world. To be honest I'm not sure if current perspective will work gameplay-wise, I'd rather keep it as it is, because I like the view of the sky and the horizon, but if it proves to be shit then I'll probably try something like in that flash game you posted.

>>15014563

What I have in mind isn't really similar to Steampunk Tower or tower defense in general. If I had to compare it to something I'd say it'd like a more action/less RNG Faster Than Light, if that makes sense.


ca52f3 No.15014967

Maybe this isn't the correct thread to ask this, but this is possibly the thread with the biggest concentration of programmers/modders in /v/.

I'm trying to make a bot for a UE 4 game (SFV) to test some ideas I have for an AI using neural networks.

The problem is, I need to use CheatEngine to find the information I need to read ingame (health, position, etc). I've been able to find the values, but I'm having a lot of problems finding the base pointers. Decent guides and tutorials for this are almost nonexistent since they were made in 2000-2009 by 12-15 year olds that just want to make quick hacks.

Are there better techniques other than pointer-searching manually on cheatengine for this? Does anyone have any kind of experience with this?


26a95c No.15015118

>>15014967

1. Do the cheat engine tutorial. If it's not described there, you're probably shit outta luck.

2. Because of the rollback logic in SFV, you might have a very hard time getting this to work at all.

3. Why bother with neural networks when classic AI that reads inputs is already unbeatable?


e4aa10 No.15015379

File: 22eb978af10a97f⋯.mp4 (969.6 KB, 1020x508, 255:127, switching scrolling and ev….mp4)

Bit more progress and slapped some placeholder things in for testing.

>>15013821

>You're the father of your vidya

Way to make me feel bad, OP.

>>15014967

Does it specifically need to be SFV? You would probably have less hassle using an older game in an emulator where you have easier access to the memory.


99e046 No.15015441

File: 799302fa389a3bb⋯.gif (1.12 MB, 736x627, 736:627, 1450059051463.gif)

How do I make a game?


5f33a5 No.15015467

>>15015441

Learn to code.


9ebafd No.15015522

>>15015118

I did the tutorial, it's mostly basic stuff that doesn't really teach what to do with what I'm dealing with (or I'm not understanding what the hell's going on).

I'm not trying to make an unbeatable bot, that would be extremely boring and it would just be a bot that does shoryuken every time you press a button. I'm trying to make a bot that is more human-like.

>>15015467

Yeah, I could go for SF2, but what I wish to do needs a lot of player input, and with SFV I'd have access to their worldwide player replays to train my AI.


da3481 No.15015543

So I took an anon's advice last thread about integrating Lua scripting into my game engine.

Does anybody here have experience using LuaJ?

Can I get a brief explanation of to use it? The documentation made no sense to me.


c18d3a No.15015812

>>15013866

>>My game is my son

Now I know how my father feels

It's a mediocre good for nothing piece of shit, but at least it has passion


872798 No.15015905

File: 2ba280be64fdbd5⋯.png (830.38 KB, 792x792, 1:1, 1444965221764.png)

>one exam today then I can finally sit down, read a book on physics engine dev and work on my game

It's going to be great. Better than all the nerds' loser games here.


7daa5e No.15015915

>>15015905

>my kid is better than your kid

Your kid is an asshole and he keeps bullying my daughter.


12abca No.15015961

File: 4cff403739cb5f0⋯.png (91.73 KB, 477x729, 53:81, lISSeTn.png)

File: 4f974e46e61e50f⋯.png (91.52 KB, 541x704, 541:704, Untitled.png)

I've been working on rigging the HL1 HECU Grunt model to F.E.A.Rs skeleton since I plan on replacing the Replica soldiers with them. However I have basically no idea what I'm doing in this old ass version of Maya (I'm used to Blender's rigging system) so it stretches random vertices.

Thankfully I got in contact with this Russian guy who's working on a big mod for the game and he shed some light on how this program works. Will update when it doesn't look like trash.


872798 No.15015975

File: 88a39998eccb403⋯.jpg (187 KB, 461x649, 461:649, 1516920924670.jpg)

>>15015915

My son is a FUCKING ALPHA MALE that ANNIHILATES that GENETIC DEAD-END you call a "child".


5e7b8d No.15016007

So, I'm not really an audiophile or understand much about different rights or uses and what is or isn't allowed. Is there a name or label for a type of track/music that you are allowed to use freely while profiting off of it? I mean not the track itself obviously, I mean is there a label for a track that I can use for free in a game that I sell? I know there is a kind of music right or use or whatever the fuck it's called for certain tracks that can be freely used (crediting the artist) as long as you don't turn a profit on it, but I'd prefer to avoid problems if at all possible.

Otherwise I'd just need to find something I can purchase I guess.


0c90f2 No.15016010

>>15016007

cc0 / creative commons.


872798 No.15016254

>>15016007

Just use Disney music or whatever soundtrack you can nab from movies.

Unless you're a BITCH.


5e7b8d No.15016276

>>15016010

thanks

>>15016254

committing copyright sudoku is the best way to an hero

i do it every weekend.


221db7 No.15016324

>>15016007

Or you could get someone to do the music for you for free. Like me

>>>/vg/46229

>>>/vg/46237


abc8d6 No.15016464

>>15016007

Just like make music


872798 No.15016484

I want to make an engine that's less a game and more a simulation of physical objects made up of many particles. Think of every object represented by many (relatively) large clusters of atoms/molecules. I'm thinking of basically scaling up the abstract way molecules attract to each other, meaning there are attracting forces that are resisted by the energy in each "particle".

What are some terms I can use to find more info about these kinds of things?

<molecular dynamics

<fluid simulation

<etc…


9213a8 No.15016567

>>15016324

This is good stuff. I don't have a project suited to chiptunes, but I'll save it for later.


306fb2 No.15016573

>>15013821

How would one implement an ingame character creator? I'm thinking that I would have to supply every model for it and use shaders to tweak colors, but it seems pajeet tier.


5f33a5 No.15016574

YouTube embed. Click thumbnail to play.

>>15016484

"Particle-based simulation" should bring up some things you can work with.

You can look at SIGGRAPH presentations and the papers they share. They'll use a bunch of technical terms as well you can use to search for more information. Vid related.


be6669 No.15016845

File: 8d0c1dc9bb9d480⋯.png (52.77 KB, 657x577, 657:577, ClipboardImage.png)

I'm back. New job means I have less dev time, but I plan on no-lifing for a while to get this game finished anyway.

I've got tree placement working. Boy, this was a shitload of work even though I snagged an algorithm from some Bay Area hipster.


1983f0 No.15017582

File: 04e5645ca46408d⋯.webm (4.62 MB, 600x500, 6:5, locomotion_anim_array_tes….webm)

File: 6cb7789e543e7ed⋯.webm (3.05 MB, 600x500, 6:5, sideways_anim_draft1.webm)

Just working on a 2D directional blend tree so she can have better footing when being pushed around. Maybe I'll throw in some foot IK down the road. Sideways walk animations are sort of difficult. I spent a good couple hours getting the pelvic movements to look good as each foot hits the floor.


20a714 No.15017766

>>15016574

What degree does someone getting go into this stuff?

I've just changed from BA in IT to double degree BA in IT/BA in math. I changed because I felt like my math was lacking for any complex programs. Now I feel like my physics is lacking…

How do I *level up* without violently raping a girl and Livestreaming it like on that CSI show?


20a714 No.15017847

>>15017766

>What degree does someone getting go into this stuff?


0f682e No.15017864

>>15017582

>second webm

L-lewd


58376d No.15017883

>>15017766

Computer Science. Some go for Software Engineering.


563111 No.15018400

>>15017766

Computer Science with a focus on software


c5315c No.15018469

>>15017582

BULLY HER


c5315c No.15018519

>>15016573

This is what I would do. Assuming that your creator is human-only, you need only two models for male and female. What you do is, for every adjustment on a slider, button, or other widget, apply a transformation on the model, apply a particular shader, and so on.


15e26a No.15018813

File: 831239854306c2c⋯.png (77.19 KB, 310x313, 310:313, 1198.png)

>read someone else's code

>#ifdefs scattered all over the fucking code, sometimes cutting the start/end of functions and if/while/switch statements in half and merging them with one another

>0 comments anywhere other than the very top

>indentation fucked to all hell and completely inconsistent

>no extra lines to separate different sections so everything is jammed together into a block of text

This is why I make everything myself


7daa5e No.15018852

>>15018813

I don't indent anything at all. Indents piss me off and make things harder for me to read for some reason.

Python is unusable to me for that exact reason.


652197 No.15018883

>>15018813

Comments are overrated. If you need comments in someone's code to understand shit in it then you are better spending your time reading hentai doujins.


d5aa24 No.15018892

>>15018813

There's various solutions that automatically fix up indentation and break up long lines of text, but they might get confused by those irregular uses of #ifdef


1adbec No.15018980

>>15018883

t. Pajeet


872798 No.15019121

YouTube embed. Click thumbnail to play.

'member wen U feel sad and to give up you no feel sad or give up n keep goin


872798 No.15019161

>>15018883

>>15018980

Comments, non-javascript languages, cutlery, toilets

All of these things are redundant.


61ef62 No.15019198

File: 029e76340957432⋯.gif (29.87 KB, 589x289, 589:289, jerkcity838.gif)

>>15018883

Overly general comments that don't tell you something that a quick glance at the code or the function name wouldn't also reveal are pretty bad, just adding pointless noise that repeats what a few lines above or below said much more concisely. There are cases where separating something into multiple smaller functions would make a piece of code lose coherency, and writing a descriptive function name for the whole lot would turn into enterpriseitis-stricken prose without the convenience of whitespace.

They're also nice for giving either a more general overview of the purpose of some code, a quick sample usage to clear up something otherwise ambiguous, some non-obvious observations, constraints and dependencies, or some quick details on optimized and opaque write-only code.

Maybe some funky math peppered with SIMD instructions or weird intertwingled hacks that only apply this one particular ad hoc solution where a generalization would not be of any utility and would necessitate an extra parameter or condition in god knows how many places.

It's not that you couldn't spend several minutes reading through the code to figure out what it does, sometimes you just want to know that you can't use this particular function with the value 0 because those are handled implicitly, and what data must be initialized before this is used to transform it, or maybe that this piece of code is not the one you're looking for because it's only for edge cases; use the one without the extra parameters, that one has better performance and it'll automatically supply the missing data and do the right thing.

Because maybe the edge case is hard or expensive to check for in code but extremely obvious to the programmer.


49a8d8 No.15019222

YouTube embed. Click thumbnail to play.

did this unity tutorial, am i a colleague with you anons now?


3edaec No.15019331

In your opinion what's the best engine for making a SimCity Classic clone?


49a8d8 No.15019355

>>15019331

unity, start with this.

https://unity3d.com/learn/tutorials/tic-tac-toe/introduction-and-setting-project

i checked and remembered the original sim city is open source since 2008 https://github.com/SimHacker/micropolis

it just had to be renamed because it is a trademark

there are other versions&forks&mods of it available


3d3987 No.15019484

File: 210ef01716ccc32⋯.png (311.91 KB, 1079x610, 1079:610, community center.png)

File: 61ced7207e3ea70⋯.png (286.58 KB, 1079x610, 1079:610, next to be done.png)

Finished the community center/mayor house

Next will be temple or lighthouse/floodgate mechanism, which should i make first?


078919 No.15019530

>>15019222

>>15019355

Unity is SHIT! No seriously, I don't recommend Unity, mainly for licensing issues.


7a4624 No.15019535

File: f77a0c155c67345⋯.jpg (14.48 KB, 400x400, 1:1, 1410931321365.jpg)

>Youtube blocked all of Blender's videos for no apparent reason

>I actually need one of their tutorials

Thanks Youtube you've proven yourself to be incompetent yet again. Companies needed to host their own videos or support another platform.


9556cc No.15019591

>>15019331

SC classic? Just use SFML or something IDK, though it's a framework and not an engine


f5b5c2 No.15019706

File: cc850388578f97b⋯.png (272.73 KB, 739x1579, 739:1579, how-to.git.gud.exe.png)

File: 57d6cb725c020c8⋯.png (294.05 KB, 1443x956, 1443:956, agdg advice.png)


7daa5e No.15019725

>>15019706

It might just be my autism, but working on games that aren't my dream vision at the time was always the best way to get immediately fucking bored and hate what I'm doing.

And yes, it makes making any actual progress and learning far harder, most likely, but it also keeps it interesting. I swear, if my first coding exercise was to make Pong, I would have fucking shot myself.


383ebc No.15019865

>>15015441

Well, first you have to clarify if this is a genuine question or not. How detailed of an answer do you want? How much do you already know?


6dd811 No.15019975

>>15019535

I just discovered last monday that they had a full tutorial series on how to use the program and am fucking pissed that this shit is happening now. I liked how fast the guy talked and moved. All other tutorials I find the speaker puts me to sleep. Seen some people try to convince Blender to host their vids somewhere else. I really hope they do just because fuck yt.


9213a8 No.15020030

>>15019975

>>15019535

Seems to be related to the GDPR:

http://archive.is/qRwDH

Automatic takedown stuff is way too arbitrary.


169c4a No.15020311

>>15020030

Is this Youtube at its peak of retardation?


347f73 No.15020530

>>15020311

It can get worse. It always gets worse.


169c4a No.15020656

File: b6f75d5b2277c6f⋯.jpg (45.65 KB, 1024x768, 4:3, eelfriend.jpg)

>>15020530

Don't remind me.


620929 No.15020686

>>15018893

WE ARE NOW DECLARING A STATE OF EMERGENCY ALL OVER 8CH

http://archive.is/LCZIO

THE WHO IS GONNA GET GOVERMENTS TO BAN PROBLEMATIC VIDEO GAMES

THE TIME IS SOON FOR THE MASS BOOKBURNING


d5aa24 No.15020750

>>15019484

Considering my Dutch heritage, I'm pretty sure my forefathers would come back from the dead to haunt me if I didn't vote for the floodgate.


99626d No.15020872

File: 63aea1a91eebf86⋯.png (622.82 KB, 774x1032, 3:4, 620a7d13ea0e9b30156041d461….png)

>>15018883

>>15018980

>>15019161

You guys laugh, but there are people in the industry who seriously think you should have 0 comments.


2398ad No.15020919

>>15018813

Nothing wrong with #ifdefs


169c4a No.15020950

>>15020919

Not the way it was done in the code he received.


5f33a5 No.15021022

>>15020686

>The draft document describes it as a pattern of persistent or recurrent gaming behaviour so severe that it takes "precedence over other life interests".

It's reasonable that doctors would want to help people who are destroying their lives, but this seems more like a high level diagnosis of an underlying problem. Having a poor life balance could be cause by depression, anxiety, stress, an abusive family, and so on. Hopefully any treatment of this will reflect that.


0e05e6 No.15021099

>>15021022

.. a way of coping with a shit environment you're incapable of escaping alone. But don't worry. Lawyers are working hard to take away anything that could give you relief while doing absolutely nothing to address the underlying problem. In fact, they refuse to recognize it exists.

See, for example, heroin epidemic. Strip away culture and community. force into debt slavery. Replace all common touchstones with post-modernist relativism. Why are you depressed anon? Why do you feel hopeless? You just have to try harder! Maybe cut off your dick and call yourself a stronk women.


872798 No.15021723

>>15020686

Video games are bad for you, idiot. Most media is bad for you. Wow, who would think sitting in front of the idiot box for hours every day impedes proper development?

You don't think television has similar effects but because of how prolific it is it's difficult to quantify abnormal behavior?

Regardless, I hope modern media (including video games) remains popular to keep the population docile, controlled and stupid. It's easier to succeed this way.


645081 No.15021742

>>15021723

Why are you on /agdg/?


872798 No.15021766

File: b5c3764be90d9ef⋯.jpg (80.14 KB, 708x708, 1:1, 14647246545820.jpg)

>>15021742

Because I want to make a physics simulation/game engine??


169c4a No.15021778

>>15021766

>he wants to make a physics-based game engine

>when he just said video games are bad for you

How about you kill yourself


b690ad No.15021782

File: 9f69ffcf235bf4e⋯.jpg (79.26 KB, 947x618, 947:618, 1.JPG)

File: 3e8e5a7f0ee225a⋯.jpg (85.52 KB, 942x631, 942:631, 2.JPG)

AGDG Royale when?


872798 No.15021785

File: fadfbc19749edcd⋯.jpg (305.37 KB, 994x1482, 497:741, 23213213xx.jpg)

>>15021778

How about your crush your little baby head?


169c4a No.15021792

File: d98a927c69ac29b⋯.jpg (63.3 KB, 906x768, 151:128, da402fd83067342e3224cad06d….jpg)

>>15021785

My head is very big, thank you very much.


525ea6 No.15021803

>>15021782

Looks like it was already made.


836bd1 No.15021863

>>15016574

why do i like watching SIGGRAPH videos


872798 No.15021866

YouTube embed. Click thumbnail to play.

>>15021863

/comfy/


5f33a5 No.15021942

>>15021863

People who write research papers are pretty good at concisely explaining their ideas, results, and process.


9213a8 No.15021955

>>15021723

>, I hope modern media (including video games) remains popular to keep the population docile, controlled and stupid. It's easier to succeed this way.

>I want it to be easier for AAA trash to succeed

Kill your sleeves.


872798 No.15021968

>>15021942

>People who write research papers are pretty good at concisely explaining their ideas, results, and process.

Are you being ironic?


3d3987 No.15022091

>>15020750

meh already started the temple, im studying Shinto architecture right now


9213a8 No.15022095

File: 6017594748e6a56⋯.mp4 (1.99 MB, 1280x720, 16:9, pls_rember_wen_u_feeled_ha….mp4)


da3481 No.15022299

>>15015543

Anybody?

>>15021782

>4000+ achievements

Jesus fucking Christ.


645081 No.15022330

>>15022299

They weren't kidding when they said the game was for gay people.


61ef62 No.15022584

File: 5780e99bfdd4080⋯.png (49.65 KB, 251x246, 251:246, moonman.png)

>>15021782

The fags can't get anything right.

Not even a game about killing fags.


872798 No.15023247

File: 0c255cc56b84572⋯.gif (194.48 KB, 360x358, 180:179, 33412421.gif)

convince me not to make the window and renderer global variables


a01c05 No.15023287

>>15023247

There is literally nothing wrong with global variables


872798 No.15023363

>>15023287

ebin.

Now explain to me why SDL has to be full screen to make use of hardware acceleration.


882428 No.15023389

>>15022299

It's under steams' new learning policy bullshit,so i think it's gonna be curved real quick


26a95c No.15023394

>>15023363

I don't know about SDL's own renderer, but there's nothing stopping you from creating a (non full screen) window with the OpenGL flag set, creating an OpenGL context for it, and use that to render to your window with hardware acceleration.


37476c No.15023447

File: c31bc8236e3e981⋯.png (155.81 KB, 1290x760, 129:76, ClipboardImage.png)

I want to make a game in a similar style to Rule the Waves, which looks a lot like a Visualstudio project, but I'm not sure if that's the case. How exactly did they manage to make it like that?


f4df2b No.15023455

>>15023447

The developer is active on the official forums, you can probably just ask.


872798 No.15023497

File: c2268190d138d0b⋯.jpg (471.95 KB, 926x1627, 926:1627, 1445134946622.jpg)

>>15023394

>>15023363

Nevermind, it's probably because I'm a dummy and calling a function to draw each individual pixel instead of passing an array of values. I'm new to this whole "pipeline" and "graphics" and "computer" thing.

But then why would the website say this?

>https://wiki.libsdl.org/FAQDevelopment

>If you want hardware acceleration on Windows, make sure SDL is built with DirectX support and run your program in fullscreen mode.

I should learn OpenGL regardless since I'm trying to draw lots of very small objects.


26a95c No.15023530

>>15023497

There's always some hardware out there that's complete fucking shit and has terrible support for hardware acceleration.

Instead, test for the platforms you actually want to target and go from there. I get that supporting potato hardware and 32-bit WinXP systems might seem cool, but if you're new to gamedev you're better off not bothering.

As an added benefit, by the time your game is done, the market share of potato systems has diminished even further.


872798 No.15023562

>>15023530

I am dumb.

Are you saying that this fullscreen limitation only applies to some platforms and those are the ones I shouldn't bother with?

I'm still unfamiliar with OpenGL though so when SDL says "you can use SDL's 2D accelerated render API using SDL_Texture for pure 2D graphics which itself uses either OpenGL or Direct3D for acceleration" I assume there are much more efficient ways to make use of this (i.e. drawing every pixel by a looped individual call to drawPoints is propbably retarded and not automatically converted to some efficient batch for processing)


0316ee No.15023670

>>15023247

If you're talking about opengl windows and opengl contexts, there's not point, you can pass them around as u32s anyway so you're not saving any pointer derefs.


005fba No.15023685

File: 13bc60ed96a3afd⋯.png (51.16 KB, 295x374, 295:374, 13bc60ed96a3afd565c4fd0cd6….png)

>>15019484

Watching your progress on this is really enjoyable.


26a95c No.15023791

>>15023562

>Are you saying that this fullscreen limitation only applies to some platforms and those are the ones I shouldn't bother with?

You need to decide for yourself which platforms you should and shouldn't bother with. I'm telling you to test for the platforms you give a shit about. If the limitation doesn't exist for the platforms you care about, then you can ignore the limitation and tell legacy fags to fuck off.

SDL's 2D accelerated render API is most likely just for pasting textures and not much more.

That said, a quick glance at the API reveals that it has a function for drawing multiple points at once, so you can just batch your point draw and benchmark it yourself to determine whether its adequate.

What exactly SDL does under the hood is something you'll have to research for yourself. My experience with looking through SDL code however is that it's kinda shite. For example, SDL_WaitEvent[Timeout] actually sleeps in steps of 10ms, polling in between, instead of sleeping against the OS waiting for events as you would expect. As a result, getting a stable 60fps loop with that is not possible.


a01c05 No.15023878

How do I run a different program from inside my program? What do I need to google to find an answer to this question instead of "how to compile and run le program??" ?


fa326a No.15024097


26a95c No.15024142

>>15023878

What do you mean by "inside"?

If you want to have your program simply start another program, then you should use the appropriate system call. (E.g. CreateProcess on Windows.)

If you actually want to actually compile & run code during runtime, like you would with scripting languages, then you're best off grabbing a library that does that for you.

If you want to sandbox foreign compiled code, then get out of agdg.


7d6825 No.15024273

>>15020872

This is true. I work for one of those people.


6dd811 No.15024622

File: 474e88ccb37d49b⋯.png (142.28 KB, 585x355, 117:71, Capture.PNG)


cff1c8 No.15024700

>>15020030

>stop Net Neutrality! It'll fuck us up at YouTube

>GDPR assfucks a bunch of apolitical channel

>oy vey nothing to see here


26a95c No.15024730

>>15020030

>>15024700

This has nothing to do with GDPR, you fucking idiots. That's privacy law, not copyright law.

According to the linked article, it's because Youtube decided to have a more strict ContentID system to support the new copyright directive ahead of time. Except it hasn't even been voted on, and Youtube has historically always been fucking people over with ContentID anyway.


189eda No.15024756

YouTube embed. Click thumbnail to play.

Idk if any of you care, but here's the link to some live stream Unity event thing.

Unite Berlin Keynote

Tbh I'm only going to watch it because supposedly the new Oddworld game gameplay is going to be shown there.


189eda No.15024763

>>15024756

Oh, starts in 15 mins btw.


9213a8 No.15024797

>>15024730

GDPR is related. They wouldn't have implemented the stricter ContentID system if this law wasn't being voted on.


26a95c No.15024857

>>15024797

How is GDPR related? That's a fucking privacy law that requires businesses to be more transparent. It doesn't tell companies to implement a stricter ContentID system or any of the other cancerous bullshit that the new EU copyright still-to-be-voted-on law includes.

>They wouldn't have implemented the stricter ContentID system if this law wasn't being voted on.

That's true, but I think this is more a case of Youtube using this opportunity as an excuse to implement stricter ContentID than anything else. Those cunts have been fucking with their platform in so many ways already.


809336 No.15024909

If I wanted to make a Student Dormitories Sim, what engine/game maker should I use? I have never programmed anything, but I am willing to learn. I swear I am not a troll, I just want to do something in my free time.


872798 No.15024942

File: 14929a5853d3ef5⋯.webm (1.33 MB, 1280x720, 16:9, 14929a5853d3ef56f9c224cc6….webm)

>making game

>expect bing bing wahoo

>actually have to spend hours reading papers

I'm okay with this.


6dd811 No.15025074


e4aa10 No.15025398

>>15025369

You have the sliced assets in pieces. For example for a button you have a left cap, a fill then a right cap. You make asset sheets like your example and have them ready to be sliced, and then any time you make a change to the style you can just mass-export the assets again.

https://en.wikipedia.org/wiki/Slicing_(interface_design)


6dd811 No.15025610

File: 2c232da0af3fdc6⋯.png (57.17 KB, 623x428, 623:428, Capture.PNG)


96e31c No.15025646

File: 0a65832c9a0ed91⋯.png (897.95 KB, 1200x1200, 1:1, CxdmjSQXEAExl_O.png)

>>15025610

>you have to have ads on your non-profit tutorial series to help people get into your free software

Oh piss right fucking off.


6dd811 No.15025765

>>15025646

Google announced a partnership with unity today. I have a feeling it's related.


0e05e6 No.15025860

>>15025610

Someone needs to help them mirror their content on BitChute and Pornhub.


9213a8 No.15025875

>>15024909

It probably wouldn't matter

>I have never programmed anything

You probably shouldn't jump straight to a simulation then, or you'll fail and get discouraged:

>>15019706


c94227 No.15026183

Today I will make videogames.

1. It will be in the best language, C.

2. It will be in the popular genre, rogue.

Thank.


da3481 No.15026343

How would I go about implementing a scale or standard way of measuring things in my game?


3d3987 No.15026394

File: 37ab76f7e8f21ee⋯.png (29.94 KB, 905x619, 905:619, temple progress.png)

>>15023685

thanks man

temple almost done

i will probably have the whole city done for 8/8 demoday with the protag ready for some parkour


eeaad6 No.15028086

>>15026343

What do you mean by scale and standard way of measurement? If it's about converting real-life size into game units, then all you can do is just do it by hand when preparing your models.


f52ab0 No.15028326

I want to make game, what skills do I need?


5f33a5 No.15028347

>>15028326

See >>15019706

Also it really depends on the kind of game you are making.

Also read the Wiki, which you can find in the OP.


61ef62 No.15028389

>>15028326

The ability to figure out what skills and knowledge you need at any point along the way, to figure out how to get the skills and knowledge you need, and the persistence to acquire said skills and knowledge and actually put them to use.

I'm serious. You need self-sufficiency, because you'll end up with a lot of roadblocks and questions along the way, and if you have to ask every time you see something you don't know how to get around, you'll both end up going a lot slower than you could be going, and awakening the ire in those whom you ask. Nothing wrong with questions, but you'll likely end up getting answers to most of them a lot faster if you have the discipline to look for them yourself.

But maybe check out the resources in the OP if you need a quick overview about what kind of stuff goes on in gamedev.


96e31c No.15028426

>>15026183

>not making a game in a niche genre for people who are in desperate need for a new game/IP

And that's why my first game is going to be a murder mystery game.


645081 No.15028450


da3481 No.15028871

>>15028086

Oh yeah that's a good point, now I just feel retarded.


872798 No.15028888

File: 3ec564ec3e7ebad⋯.png (45.23 KB, 414x248, 207:124, 1438333411726.png)

>>15028871

we're all a little retarded


872798 No.15028895

What's the trick to simulating lots (thousands) of individual particles that interact with each other (e.g. collisions)?


872798 No.15028898

>>15028895

In 2d btw


664c82 No.15028906

>>15028895

My guess would be that you dont. Thousands of colliders are always going to be expensive.

Are you sure you cant you achieve the desired effect some other way?


fa949e No.15028911

File: ce892e598618fb9⋯.jpg (117.22 KB, 412x500, 103:125, 1210.jpg)

>>15028895

>thousands

>lots

Proper data-oriented design can easily handle that many times over.

Quadtrees are a common solution for managing collisions between many objects.


5f33a5 No.15028916


872798 No.15028941

>>15028916

I actually frequently have this game in the back of my mind. I've been thinking about it. Wouldn't it be nice to have a particle physics/chemistry simulator where objects were made up of particles that chemical reacted appropriately as well? I've been thinking about it. Each particle could be represented as an object with position, velocity, polarity, energy, etc…

Does source exist for dust or any clones?

>>15028911

Hundreds of thousands as opposed to millions. Each being quite complex in how they're affected by physics.


7fa212 No.15030129

>>15028895

The most basic trick in the book is batching your calls and run them across multiple frames, instead of updating 10k entities you update 5k this frame and 5k the next frame, it's useful for slow moving objects, obviously you'd also need to implement sleeping objects that don't move so you skip those, multi-threading helps but it adds a lot of overhead and create more problems than it solves, you can also use GPU instead of CPU for particles.

If you want to fully rely on CPU, you need to use a data oriented design and have your variables tightly grouped, you want to avoid cache misses at all cost, just by doing that your code would really be fast (somewhere between x5 to x10 the speed of the OOP variant), next would be using SIMD especially for vector and matrix math since those would be used a lot.

Collision would be really tricky to handle here, you are forced to use some kind of spacial hash to cut down needless checks, a grid is the simplest but also most effective, most options tend to kick the bucket as soon as you have more than few thousands objects moving at all time, you can search for academic papers on the subject but usually they're not practical on the current technology.

There are also some over the top tricks like duff's device, unrolling loops, and even coding in assembly, but without those you can easily get a stable FPS with 10-20k objects.


58376d No.15030567

>>15025074

He enjoys the hunt.

>>15025860

Everyone should mirror their channels. I cannot understand why people won't do this. Now youtube is even going after advertising third-party funding pages. Content needs to be elsewhere for users to even think of migrating. It's the only way to defang youtube and still channels won't do it.

>>15028389

yes, researching and learning is the primal skill for gamedev.


c94227 No.15030636

>>15028426

A murder mystery game? I never played one before.


9556cc No.15030855

>public void Blit(FloatRect target, Transform transform, FloatRect source, Color color)

In your opinion, is this method flexible enough to cover most sprites?


872798 No.15030904

>>15030129

I'm certainly going to research all these topics but three questions:

1. Would it be valid to perform collision detection on one thread consistently in the background that updates some array which holds all collision information which is accessed every time the physics are updated? This would enable collision detection possibly at a rate multiple times faster than frame rate or physics update rate.

2. Can I read from this collision array as it's being written to or would this cause corruption errors? This would mean I would have to wait for the collision-updating thread to finish and go into a waiting state before retrieving the collision-info array which may cause odd delays here and there albeit very small.

3. Using pthreads with c, what happens if I make a program built around using 4 threads and someone with 2 threads runs it? Does the OS automatically handle this or do I have to make exceptions in my program?


3d3987 No.15031102

File: 88ea4d6a81b7081⋯.png (196.74 KB, 800x600, 4:3, temple1.png)

File: 2f87b16d108613c⋯.png (35.16 KB, 800x600, 4:3, temple2.png)

File: 8fa1eb7c5e86ffc⋯.png (191.41 KB, 800x600, 4:3, temple3.png)

Temple done, now to remake the lighthouse/floodgates


61ef62 No.15031188

>>15030855

Can the transform handle flipping and rotation? Those can be handy things to have at that level for certain effects. Other than that, it looks like it'd get the job done.

Also, if you have plans for any special masking or blending modes, it might be useful to have some kind of arbitrary bitfield for that sort of thing. That'd be easy enough to add later.

>>15030904

Sounds like the main problems you might have is if two entities are either momentarily touching in the middle of an update but will be separated once the simulation tick finishes (like when two boxes almost touching and moving in the same direction, but the back one gets its position updated first), or when you try to resolve some collisions of an entity before they've all been marked, leading to resolving some collisions that are no longer valid, and others that have been created by the resolution not being marked.

You could probably avoid those kinds of conflicts by making sure an area is fully simulated before being checked, and fully checked before being resolved. Maybe some kind of spacial division.

As for thread counts, just about all remotely modern OSes can run any number of threads on a single core. The threads just won't run concurrently, all being scheduled some CPU time as instructed or as the OS sees fit. Threading makes sense in a single core setting as well, if one particular task is waiting on I/O while there's other useful work to be done.

Conversely, even if you have one thread for each core, that doesn't mean that they will always be running completely concurrently.

Otherwise, if you don't do anything fucky, it'll probably just as well if there are less cores that you anticipated for. Some race conditions might be made much more or much less likely to occur due to the different pauses between units of work, though.

Just avoid tight loops where threads have to constantly wait between each other to do very tiny increments of work. Context switching in threads tends to be quite efficient, but it's still something to minimize if possible.


563111 No.15031311

File: 51aa179ab32569c⋯.jpg (61.95 KB, 960x640, 3:2, pleb_tires_to_educate_crus….jpg)

>>15025610

Shit like this is why I don't disable my adblocker even for channels I like.

>>15030567

This. Everything should be mirrored and hosted on a variety of sites. I remember there was once a YouTube channel with really great and insightful videos and one day the guy just got tired of YouTube and deleted everything. There are no mirrors and no one downloaded his stuff so it's lost forever. If I had the means to archive everything I liked to avoid this kind of disaster I would, my dreams of developing games be damned.


58376d No.15031404

>>15031311

We talk about the importance of being able to archive games for posterity but the internet might be even more valuable. Imagine future historians being able to scour through ancient nets and get a complete view about our time, with full contexts and nuances.


9556cc No.15031507

>>15031188

Well, this is in C#/SFML. Basically, there's a function that's commonly used for all drawing functions:

>RenderTarget.Draw(Vertices, Start, Count, PrimitiveType, States);

The problem is that there's an existing VertexArray object, but it's very cumbersome to use, and you can't retrieve values from it yourself, so you have to recreate the values every frame after clearing it, which means you can't eg change values over time efficiently, so I made my own wrapper around the function call that stores those exact values above. RenderStates contains all the blending modes, but I don't think SFML natively supports clipping or sprite masking, but I'll have to double check that. (eg I might have to dip into the OpenGL context manually)

Anyways, I was mostly just making it as a convenience function. Looking at their source code, doing VertexArray.Add(Sprite) immediately draws it to the screen, wasting a draw call on just 4 vertices, so that isn't even efficient, hence why I made my own. Here's what I have now, for example, but it's just basic shit https://hastebin.com/veqohepiku.cs


7a4624 No.15032168

File: 8632b26f64b96ca⋯.jpg (865.52 KB, 3264x2448, 4:3, I4XUZT4.jpg)

Probably a dumb question but I'm going to ask anyway.

Should I remove the "backs" of things when modeling or do I leave them in? i.e the back of a wall that the player isn't intended to see.


9213a8 No.15032206

>>15032168

Generally no. For outdoor environments though, sometimes you need to keep "unseen" geometry to cast shadows.


9556cc No.15032819

File: df40ba4918ab6ed⋯.png (8.94 KB, 543x213, 181:71, matrix.png)

I have a question about matrix math. I know they're non-whatever so the order matters, but that's what confuses me. I know you're supposed to move the texture/geometry so the midpoint is on the origin, then do your rotation and scaling, and then translate it back.

However, I applied rotation last and it actually worked just fine. I was under the impression I needed to rotate it at the origin.

Pic related to test it out, I made two new translations from an identity, one with the scaling first, another with the translation first. Which is correct, if I wanted an object at (200, 0) but stretched huge?


b0a645 No.15033044

File: 2e23cd00783eb88⋯.png (485.65 KB, 624x653, 624:653, confused crash.png)

So, is it possible to make retro platformer style movement in Unity using AddForce() or manually updating velocity with .velocity = new Vector2()? Basically, I just want "tight" movement. I've read in some forums that you shouldn't use the built-in physics if you want to make a game with "tight" controls, but I can't seem to find any decent guides on how to make my own Character Controller. I've seen people also say if you plan to go that route, you have to do your own collision checking with raycasts, but I have no idea how to do any of that.


9556cc No.15033102

>>15033044

The reason why they don't is because floating points are inaccurate, basically because it's impossible to express certain numbers in binary so they have to use an approximation that's "good enough". That is, floats are perfectly acceptable for shaders and graphics operations, but tracking your character with fractions means that eventually, rounding error will catch up and you could be in a different location in the world, especially common with simple/naive physics.

It doesn't matter in a single player game, but the same floating value on one machine can actually differ by a fraction of a fraction even on two identical virtual machines. Thus, anything that "matters" to the game should limit the way they use floats, which is why that happens


5f33a5 No.15033136

>>15033044

http://info.sonicretro.org/Sonic_Physics_Guide

http://www.please use archive.is/blogs/YoannPignole/20140103/207987/Platformer_controls_how_to_avoid_limpness_and_rigidity_feelings.php

With a ray-cast you will use it to check if the player is on the ground, and from that figure out things like whether or not the player can jump. You should use the built in physics engine to keep the character from going through the floor and walls.

If this is a technical question, like how to code a ray-cast check in Unity, you are better off asking google.


5f33a5 No.15033147

>>15033136

Fuck I didn't mean to use that link.

https://archive.fo/Y3Us2


872798 No.15033868

>>15032819

perform transformations then translate


9556cc No.15033915

>>15033868

That wasn't my question though.

The order I performed was backwards to what I expected. Eg, if I translated, then rotated, then scaled, (so it rotates around its origin) it actually would have been way off, being scaled then rotated then translated and I couldn't figure out why. It's working now, though.


872798 No.15033941

>>15033915

I think you're lying to me.


cf5e7d No.15033984

>>15032819

Maybe your Transform class is already taking care of that internally? Maybe it's storing raw scale, translation and rotation values, and then calculating the matrix on request.


95884d No.15033992

Nevermind, unity has a LOT of menus and shit. It looks like making a game is going to take a long time.


9556cc No.15034041

>>15033941

No way, I showed you my code and stack trace in my original post. You would think that you take the 4 points, move them to the origin, rotate them, and then move them back is correct, but like I said, for some reason I had to do it backwards.


1983f0 No.15034057

File: 052f01887780067⋯.webm (1.48 MB, 600x500, 6:5, IK_bully.webm)

Replaced headpat controls with a spine to neck IK and split the leg animations for locomotion.


872798 No.15034066

>>15034057

You split her legs?


95884d No.15034088

>>15034057

painfully?


1983f0 No.15034101

File: cbb93645c6e6f75⋯.png (97.43 KB, 400x450, 8:9, 1491036204.png)

>>15034066

>>15034088

What? No you fools the animations.


872798 No.15034116

File: 71ffb0c4d9b6649⋯.jpg (438.03 KB, 800x910, 80:91, 1509777229722.jpg)

>>15034101

pfft, whatever nerd


cf5e7d No.15034254

File: f1e3729d3c277d6⋯.mp4 (2.85 MB, 800x600, 4:3, output_compressed.mp4)

Developing an art style for my next game. I like this direction, I think I'll keep at it.


58376d No.15034377

>>15034254

hmm.. gotta see it with more objects to give you an opinion. Right now it looks kinda bland with only two green colors. Why not add a shack and see how it looks?


95884d No.15034402

>>15034254

Hm, your game style reminds me a lot of Speebot


2a61bd No.15034410

File: 9b915f37e255713⋯.png (45.75 KB, 258x327, 86:109, q0luj2aj.png)

>>15034057

Can you grab her hand and pull her like this?


95884d No.15034411

File: 96da11c6292a2d1⋯.png (18.72 KB, 840x638, 420:319, good so far.PNG)

A few hours in, so far so good


d5aa24 No.15034432

>>15034402

You do realize that you just responded to the guy who made Speebot, right?


95884d No.15034436

File: a1b74c7b4b45c91⋯.png (460.15 KB, 600x480, 5:4, shit.png)


b0272b No.15034926

>>15026394

look into archipack if you haven't already

>>15032206

also your engine will generally skip drawing those surfaces anyway


d5aa24 No.15034987

>>15034926

>also your engine will generally skip drawing those surfaces anyway

True, but not having to cull faces > culling faces > not culling faces that should be culled when it comes to drawspeed. Of course this only makes a perceptible difference if you have tons and tons of invisible geometry.

Skyrim making small cabinets by hiding larger ones halfway through the floor, and people using trees to make bushes in Planet Coaster come to mind as wasteful uses of polygons, but also prove that it's not that bad since both of those games generally ran fine even with that shit.


95884d No.15035056

File: 049065a8ccee134⋯.png (1.58 MB, 1280x720, 16:9, image.png)

Has anyone here played Spelunky? Did you have fun? I was working on a very similar game, based around fixing the flaws and adding a lot more content. One major feature I wanted to add was online multiplayer. Any ideas or suggestions?


ea0a01 No.15035621

>>15035056

Spelunky is great

>vehicles that change the movement style:

<bike

<half-track

<motorcycle

<pogo stick

>whip upgrades:

<sticky-whip: makes the whip work like a grappling hook

<length increase

Multiplayer sounds fun, spelunky is a chaotic game and adding in more players just makes that more fun.


eeaad6 No.15035625

>>15034254

Do you experiment with more types of objects and colors? If you focus too much on trees you may find that your artstyle doesn't work with objects other than trees.


e09f2c No.15035659

>>15035056

Remove the shotgun, there's no point on having a "must have" weapon because it trivializes encounters and makes the black market a "free items" level.

Also having your run end due to a stray pellet from a shopkeeper's shotgun is absurd, forcing the player to having to spam bombs thus interrupting the flow of the game.

I mean, spelunky's worst enemy are its items, because then you can ignore a lot of mechanics (like climbing and ropes).

Also, I'm a fan of interlacing branching paths/alternate levels (not just gimmicks like the lights out ones), that way you don't force the player to experience the same levels and enemies over and over again (an example of this would be BoI: Anti-birth or even the original BoI: Rebirth)

english is not my first language, so sorry if I don't make a lot of sense


b0a645 No.15035750

>>15034254

We SpeeZelda now


665aa2 No.15035774

>>15015905

is there any resource for mathlets like me?

like, replacing equations with pseudocode etc?


6e3773 No.15035800

>>15035750

Are you the Speebot guy, Kiril I think ? >>15034254


2a61bd No.15035832

>>15035659

You could just not rob the shopkeepers if you don't want to deal with the consequences.


b0a645 No.15035875

>>15035800

No, just a passing brainlet, unfortunately.


eeaad6 No.15035957

File: 155cfeb32f61b5d⋯.jpg (14.2 KB, 208x241, 208:241, terror.jpg)

>OnMouseOver() doesn't work on gameobjects that are parented to a gameobject with a rigidbody

>it works when you add rigidbody to that parented object


38a279 No.15036011

>>15035800

READ THE IDS YOU NIG


61ef62 No.15036049

File: 14d4aac39c1a103⋯.gif (89.85 KB, 588x587, 588:587, jerkcity230.gif)

>>15035774

If you can figure out the name of your problem, you can probably find someone who's gone through the trouble of explaining it in excessive detail, or someone with a working implementation of whatever you're trying to do. Books give you those names.

Making a game probably isn't that bad of a way to learn this sort of stuff, because your shit will look all fucked up if you don't do it right. This is a good thing. You have visual feedback and a pretty good intuitive understanding on what "not fucked up" looks like. Even if you can't completely follow along with a book or guide, or pajeeting someone else's code isn't getting you all the way there, you can tweak some variables and iteratively figure out how to unfuck your way to success.

On an unrelated note, "unfucking your way to success" sounds like a good description of some forms of software development.


cf5e7d No.15036150

File: 7fa1dda10fc2bfa⋯.mp4 (2.03 MB, 800x600, 4:3, output_compressed.mp4)

>>15034377

>>15035625

You're both right, I'm still experimenting and adding stuff. I am trying to implement the background-foreground composition pattern often seen in old 2D adventure games (which in turn borrowed the technique from comics I suppose), where the edges of the screen are covered with dark solid-color props like grass or furniture. I'm trying to use a similar idea in 3D to obscure the level edges with silhouettes of trees. I'm alternating between different rendering modes for different objects: trees are rendered as silhouettes without shading, while everything else is rendered as regular 3D objects with all the shading enabled.

>>15035750

This is actually a good point, it didn't occur to me before that what I'm doing is sort of like Zelda. I'm mostly inspired by Cave Story and Nier right now.

>>15035800

Yes, hello!


2a61bd No.15036172

>>15036150

>where the edges of the screen are covered with dark solid-color props like grass or furniture

If you can't rotate the camera, you should try making the trees on the southern edge shorter. That way they won't get in the way as much.


9556cc No.15036309

>>15035832

But that's the thing, there's no reason not to rob the shopkeepers. A mild bump in your run at the end of the level for tons of awesome items, consistently, every run. That's a flaw in the game design, since the reward greatly outweights the risk (especially considering you need to visit the Black Market for the good endings anyways), and there's no good reason for a player to punish themselves for that.


2b3787 No.15036516

File: c982885bcf1bb7f⋯.webm (1.46 MB, 637x517, 637:517, output.webm)

Pretty much my first game, probably being a little too ambitious with this engine as it doesn't even really require coding knowledge, but essentially trying to make a 2D standalone version of Garry's Mod DarkRP with hotline miami-esque combat


95884d No.15036565

>>15036516

>6

>purchase money


58376d No.15036616

>>15036516

>>15036565

<Purchase money D

>Purchase money Dongle

>Purchase money Dildo

>Purchase money Dindu

>Purchase money Donatello


9556cc No.15036629

>>15036516

I've been programming casually for over 10 years and I still haven't implemented dragging and dropping before


2b3787 No.15036641

File: a2ed4fa60765116⋯.mp4 (1.76 MB, 640x400, 8:5, cookie clicker.mp4)

>>15036616

>>15036565

Oh it said "money printer". I was implementing money printers, but the timers are broken, because once one timer turns on for the printer they all turn on.


1bb154 No.15036719

I hate how Minecraft is so barebones regarding aspects such as NPCs, and these cities people build.

Would a minion system be a neat idea for Minecraft/minetest?


872798 No.15036724

File: b0fa781f8ed53f2⋯.jpg (146.02 KB, 550x839, 550:839, 1526981317956.jpg)

How do I ensure the jews don't steal all my good ideas?


95884d No.15036731

>>15036724

People don't really steal videogame ideas, they wait until they've become successful and then try and rip them off


b0fe6c No.15036740

>>15036724

By killing the jews, duh


6e3773 No.15036956

>>15035875

Sorry, I copy and pasted like an idiot and inverted the post numbers I was replying too.

>>15036150

Do you plan on adding some kind of twist to the "Zelda format" ?


3d3987 No.15036964

File: 06d1567dc076d98⋯.png (282.97 KB, 991x935, 991:935, lighthouse floodgate mecha….png)

File: 31bc8592fe6f084⋯.png (179.57 KB, 991x935, 991:935, lighthouse italy mode.png)

File: c37d4a8c766edb4⋯.png (134.08 KB, 991x935, 991:935, lighthouse light crystal.png)

File: 184296af3ecfbae⋯.png (59.5 KB, 991x935, 991:935, lighthouse.png)

File: 4788250d24a7036⋯.png (190.37 KB, 991x935, 991:935, new lighthouse.png)

Fuck yeah remade the lighthouse and floodgate mechanism, now to make the last and largest district

Port/Market District

(need a decent name)


ee620e No.15037006

File: c17a2d4a7dcedda⋯.webm (699.49 KB, 1000x500, 2:1, poopybutthole3.webm)

I started learning Java last autumn and now I'm working on my first Java game.

So far the player can create a house by dragging and releasing the mouse on the ground.

I'm thinking of turning it into a Theme-Hospital meets Stardew Valley or something, and I always lurk the AGDG so I thought I'd share my progress with you.


99626d No.15037099

>>15036731

Wrong. Case and point: Minecraft. It stole all its ideas from obscure games, became insanely popular, and the only people who ripped it off where nobodies. Not AAA monsters.


2a61bd No.15037115

>>15037099

AAA studios don't know how to rip off games that they can't make mildly interactive movies out of.


9b7181 No.15037116

>>15037099

Notch essentially made digital legos and didn't expect his game to blow up the way it did. /v/ was also responsible for popularizing it in the first place. He was an anon back then after all.

>the only people who ripped it off where nobodies.

No, big studios copied it too. A lot of games had crafting and building mechanics for a while, if you remember.


4a3ff0 No.15037119

>>15037046

That guy's been trying to shill his shit here a couple times now.

https://archive.fo/1WfEz


bd517b No.15037124

>>15015441

>find vidya waifu

>perform coitus on her

>???

>PROFIT!


99626d No.15037128

>>15037116

>No, big studios copied it too

Examples

>A lot of games had crafting and building mechanics for a while, if you remember.

It wasn't minecraft crafting, it was survival crafting, which was getting huge. Building I'm going to need an example. Base making has been creeping into the industry for a while now.


9b7181 No.15037144

>>15037128

The survival crafting and building fad was absolutely in part thanks to Minecraft, is what I'm saying. Rust is a good example, and whatever other shitty survival games that followed.

It all largely fell out of relevance once battle royale became the current industry meme, which people are getting sick of already.


bd517b No.15037146

>>15017582

that hip motion actually looks pretty good anon. btw, you should link your thread whenever you post here imo.


99626d No.15037174

>>15037144

>The survival crafting and building fad was absolutely in part thanks to Minecraft, is what I'm saying

Rust is more likely inspired by the DayZ mod, which the open world zombie apocalypse was an idea people wanted to do for decades but never pulled it off. Maybe minecraft took a part, but I doubt it. It plays so differently than all the survival games even down to the crafting until Notch started buying into the meme and shitting up his own game. These where all ideas floating around for ages. Look at Arx Fatallis.


9b7181 No.15037404

File: 836357b05c6cc02⋯.png (29.93 KB, 646x260, 323:130, poisson.png)

>>15037174

Rust and other survival games were also copying Day Z, yes. Most of those types of games came out around 2013-2014 though, while Minecraft came out before that in 2009, and survival test in 2010 or 11 I believe. The time frame lines up, since the industry always has to play catchup with whatever is currently popular. And the mechanics across most of them are too similar for those studios not to have looked at one of the most popular games at the time and think "we should also do what this game does."

Anyway, to address your original point. I don't think there's anything inherently wrong with copying ideas from other games as long as you're honest about your influence and try to innovate instead of chasing trends. It's also silly to worry about people stealing your ideas because all they'd be stealing is a vague wording of something that's entirely in your head. Which is why if you're not putting an idea to paper nobody will realistically care to copy it, since it's unproven and untested. DayZ might be one of those exceptions where someone did take an unrealized idea that was out there, but the execution was dogshit and probably nothing like how people imagined it. I guess being the only game of its kind helped it get popular though.

By the time you make something that's good enough to be copied, you should already be successful. And if you're not, your game is missing something to be successful. Case in point Infiniminer. Notch absolutely copied it and didn't give it credit, but at the same time he had to have done something differently that made people like Minecraft more. He simply copied from multiple existing games he liked and changed some stuff up, which is how people have been making games for decades. Hell, in human history almost every work is derivative or influenced by something else. Lord help us if people like Brendan Greene get their way and get rights on gameplay concepts like battle royale. Imagine if his lawsuits weren't just a fucking joke.

I'm having a hard time writing right now, so I'm gonna head to bed. Sleep snug, smug.


f0571d No.15037447

File: 1ccf941c8989770⋯.png (342.04 KB, 894x811, 894:811, 1485285289807.png)

how much do you put into your games? time, money?

I'm an artist and I practice 5 hours every day.


7daa5e No.15037472

>>15037447

I work from home, but there's quite a bit of work. That, and life in general takes up quite a bit of my time. I'd say that I still manage to put in at least 4-ish hours a day at the least, up to 6-7. It's hard to tell, since it's fairly spread apart.

On the other hand, I nearly never post, because despite all that work, I don't seem to get much done. It's mostly because what I'm working with now is completely foreign to me and I want to get it right.


bd517b No.15037492

>>15037472

>and I want to get it right.

admirable goal, but honestly, critiques from others is one of the keys to success in artistry for the vast majority of us (including you) anon.


7daa5e No.15037524

>>15037492

While I agree, at the same time, if I don't think it's good then it's not even worth presenting for critique. At least, that's the attitude I've always taken. Generally, when I finish something up, I consider it 80% done. That's when I show it to other people, and set it aside for a period of time to look at it later, with a fresh outlook. Especially helps with music.


bd517b No.15037591

>>15037524

understandable. but still, at the least it would help the community here if you participated with your project work. might inspire someone else, you never know.


c94227 No.15037596

On a scale of 1-Gay how gay is level persistence in a roguerike. Respawning is the way to go right? How else will people grind for those lootboxes.


841790 No.15037657

File: 0417815cc07c464⋯.gif (2 MB, 360x264, 15:11, 0417815cc07c464597b1c6c6ef….gif)

Can you recommend me a very simple little 3D game to show off a rendering engine that

>could feasibly be implemented in one week

>requires no specific assets

>is fast paced to show off a lot of fancy graphics

>doesn't require a fully fledged physics engine


2a61bd No.15037685

>>15037596

Stop thinking in terms of genres, and start thinking in terms of your game and what's good for it specifically.


38a279 No.15037758

>>15037596

What the fuck are you talking about, nigger?


bdef57 No.15037772

>>15037657

If you want to show off an engine, you need more than a week. That said, go for a 6DOF camera controller with no interactivity whatsoever. If you absolutely must have actual gameplay, make it a deathmatch FPS and steal someone's bot code.


841790 No.15037822

>>15037772

>6DOF camera controller with no interactivity whatsoever

That's where im at right now

>If you absolutely must have actual gameplay

No, it would just be a nice bonus i thought of

>deathmatch FPS and steal someone's bot code

I don't want to add a large physics engine into the project, and that would certainly require one

We do have nice testing scenes work in progress, a little interactivity just adds so much more to that.


bcdb96 No.15037831


bd517b No.15037852

>>15037822

since you got dubs.

http://www.physicsgames.net/

just rip off one of these anon.


c94227 No.15037917

>>15037685

hmm yeah maybe a respawning level you could unlock with $$s

>>15037758

Talking about game development.


0bd279 No.15037951

>>15034057

Is there anyway to set the physics on the skirt so that it will never ever clip with the legs/body?

I see this sort of clipping so much in games and it bugs the shit out of me. I want to know how to keep it out of my game.


841790 No.15037956

File: d1f2a605836d160⋯.png (400.93 KB, 720x672, 15:14, d1f2a605836d160eb17e69d7ae….png)

>>15037852

>i want to show off a 3d render engine

>something fast paced

>please no heavy physics

<here anon how about these 2d physics based static screen game ideas


7daa5e No.15037964

File: 92864bb32f24c33⋯.mp4 (9.76 MB, 1280x720, 16:9, Lily.mp4)

Well, I was talking to that anon about only posting stuff when I think it's ready, and I think that this is finally ready. Spent ages figuring out what general proportions would work better for a 3D Platformer character, and the texture work as well. I'll probably post some close-up pictures later, some of the details are lost from further away.

1230 tris.


69ce39 No.15038143

File: e19e9a8e7a64324⋯.png (171.1 KB, 1024x600, 128:75, melee.png)

File: 8f2b8343c6bfd1c⋯.png (109.66 KB, 1024x600, 128:75, swamp.png)

File: 58e4a230ee204a4⋯.png (194.65 KB, 1024x600, 128:75, shop.png)

Just released 'v1' of 'Keep your pants on', a blend between Diablo-esque games and dungeon crawlers (such as Dungeon crawl stone soup). I'd say it's still in its infancy but I think it has grown enough to get an audience.

I'd love some feedback! I'm not sure if I'm allowed to post links in this general but it's on itch.io; and it can be free if that's what you want!

Cheers!


0054a7 No.15038158

File: 4546a086fb49076⋯.png (664.72 KB, 1608x908, 402:227, ClipboardImage.png)


99626d No.15038165

>>15037447

>time

A fuckton. Especially now that I quit all my hobbies games included

>money

$0


bd517b No.15038173

>>15037956

If you're too dull to at least get some inspiration from them, after asking everyone here to give you inspiration, then meh.


c76915 No.15038183

File: 217a280a2608f58⋯.webm (1.27 MB, 1272x742, 12:7, h2.webm)

File: 0332fffd41e222a⋯.webm (1.2 MB, 632x370, 316:185, 0332fffd41e222ad08c91ed26….webm)

Does the anon who made this still post?


bd517b No.15038184

>>15037964

pretty cute proportions anon. keep at it! we'd all like to see the finished project.


5f33a5 No.15038187

>>15038183

Not here.


99626d No.15038222

>>15038183

He had a mental breakdown when Nier Automata came out.


9dc8c9 No.15038234

>>15038183

If I recall correctly, he still posts on Tumblr.


563111 No.15038288

File: 63ff847bec02070⋯.png (961.18 KB, 1269x670, 1269:670, the_prophecy.png)

>>15038183

Tetradev no longer posts on 8ch due to anons bullying him because of a sperg fit he had. Earlier this year several anons agreed not to talk about it anymore after concerns regarding if he deserved the vitriol he received (Actual targeted harassment, none of that "muh mentions" SJW Twitter shit)

Personally, I think it should be discussed if only as a cautionary tale of how to not handle a game similar to yours being released to critical acclaim.


0054a7 No.15038290

File: 0f70ad92e0ab90e⋯.png (535.74 KB, 1608x908, 402:227, ClipboardImage.png)


c76915 No.15038367

File: 8f70e09e9e9d5ab⋯.png (213.19 KB, 450x600, 3:4, toilet on fire.png)

>>15038234

>>15038222

>>15038187

>>15038288

Didn't expect this, I just wanted to see some more of robowaifu.


9dc8c9 No.15038376

>>15038288

>several anons agreed not to talk about it anymore

>Personally, I think it should be discussed if only as a cautionary tale

Like anything and everything else that exists, he shouldn't be brought up unless he's relevant, but I won't accept something being off-limits to discuss.

>Spoiler

First I've heard of this. What happened? Proof?

>>15038367

Hopefully he still releases. I still think he should come back, but it looks like he thinks we hate him.


7d6825 No.15038469

File: 55927d6ac08f98b⋯.png (94.59 KB, 1920x826, 960:413, lol.png)


7d6825 No.15038475

>>15038376

Other anon's probably have more than I do.

He seems to be under the impression that Yoko Taro stole his game's idea after visiting /v/


c76915 No.15038516

>>15038475

Well he should consider himself lucky then, because he now knows what not to do both nier games are shit and the second is a desperate attempt at waifubaiting that worked.


58376d No.15038537

Does anyone have that 4 panel "I'll follow YOUR dreams" comic?


d704a7 No.15038550

File: 992a418f4dc09fc⋯.png (1.04 MB, 1200x1455, 80:97, c93b020c90787087139ad5d951….png)


5f33a5 No.15038552

File: 9e22b843eb0b88d⋯.jpg (778.3 KB, 1200x1455, 80:97, agdg.jpg)

File: c93b020c9078708⋯.png (1.16 MB, 1200x1455, 80:97, CsJx-V3WAAAd2_e.png)


1983f0 No.15038664

File: 9b51c2478312087⋯.webm (1.27 MB, 400x400, 1:1, december_2017_hips.webm)

Post something really old from your project and say something bad about it. Just to show what you have improved and progressed.

<Terrible spine bone placement

<breasts lower than the rib cage

<poor pelvis deformations


9556cc No.15038670

File: c81375ecb63aa3c⋯.png (53.83 KB, 1280x720, 16:9, may 6 mockup copy.png)

>>15038664

Here, have a mockup I did in 2015. Still no finished games/demos


872798 No.15038685


deccf4 No.15038692

>>15037404

>sleep snug, smug

If that's you Tuco, how have you been?


f0571d No.15038736

>>15034057

thats really cool


cf5e7d No.15038751

File: 38b95f7fffa196e⋯.png (801.96 KB, 527x1899, 527:1899, yume_progress.png)

File: 4101c6b14e67ef6⋯.png (21.63 KB, 639x638, 639:638, speebot_workshop_v1.png)

File: cdb15b0f2af1221⋯.jpg (10.27 KB, 414x685, 414:685, speebot_char_v1.jpg)

File: 327f47760c269a5⋯.mp4 (715.95 KB, 480x360, 4:3, speebot_old.mp4)

>>15038664

Here is some early Speebot stuff. The character was supposed to be an android girl. The collision was buggy, as was the engine in general. The levels were supposed to be set high in the sky (à la the skyscrapers from Unreal Tournament) instead of in the ocean.


1983f0 No.15038802

>>15037951

Yes if you add capsule colliders to the legs and then just feed it to the cloth component. I haven't added colliders to the spine and that's why it clips with the belly and pubis.

>>15038751

That's neat. Didn't know that.


b2d156 No.15038803

File: 0c73979fd180979⋯.png (324.29 KB, 829x606, 829:606, KirbyILY.png)

>>15038751

I actually like the setting it turned out to be. It fits the story more. If this is you Speebotanon Keyreal, thank you for your game, I really enjoyed it and I thought it was really nice. Gameplay, artstyle, feel, all of it. You even took the time to patch the game on my note, a huge thank you for that!


33e7fa No.15038855

File: fa965ead181fe54⋯.png (518.28 KB, 1446x2039, 1446:2039, WideBrim1_2export.png)

File: 83a68ae6f9c57e4⋯.png (145.26 KB, 723x745, 723:745, blender_2018-06-16_00-33-2….png)

>>15038664

I made the transition from crappy 2D to crappy 3D


f0571d No.15039077

File: a7a4a48b797cae1⋯.jpg (146.35 KB, 1280x720, 16:9, 1459353885178-1.jpg)

>>15013873

>>15013866

show me your children


6d07dd No.15039107

File: 858c023d2997e48⋯.jpg (44.67 KB, 472x472, 1:1, 858c023d2997e482485d089fa8….jpg)

>>15038855 (checked)

>from crappy 2D to crappy 3D

You are doing a much better job with this character model then I would be able to do with my block man model.

t. blender pro user


8429c5 No.15039204

File: 4b717e29c8d406c⋯.png (3.57 MB, 1920x1080, 16:9, ClipboardImage.png)


5f33a5 No.15039223

>>15039204

The hero we need.


da3481 No.15039228

>>15039204

What's the nipponese page for?


8429c5 No.15039233

>>15039228

just where I found it, neglected deleting the link


58376d No.15039266

>>15038550

>>15038552

Never gets old.


58376d No.15039284

>>15039204

>Public domain textures

>No paywalls, accounts or emails

>Supported through crowd patronage

This is the kind of thing that warms my heart. You can tell the guy just wants to help out others.


f5a670 No.15039461

>>15038234

>If I recall correctly, he still posts on Tumblr.

He does not, unless there's some sort of shadowban feature I'm not aware of, his tumblr requires an account but if I connect with a throwaway I get a message about it not existing.

**Someone probably should tell him about >>15024514

**


99626d No.15039497

>>15038751

>That progress pic

Damn you work fast.


2a61bd No.15039554

File: b219afc6dc56f25⋯.png (32.66 KB, 796x492, 199:123, smoth.png)

>>15038664

All the bad things were technical that can't be "shown". Here's one of the earliest screenshots I have, back then I though testing AABB collision against this many static obstacles would be too slow to be viable.


9b7181 No.15039559

File: 4503a040ba25dc6⋯.jpg (65.06 KB, 700x700, 1:1, the jhoinney.jpg)

>>15038692

How did you know? I've been doing fine, finished most of my school exams so I'll get to focus on dev soon.

Is that you, Polina?


1e8da3 No.15039581

>>15038469

Is there any real proof that his whole game design was stolen? because the videos don't make me think they are quite alike, hell, my client on GDIdoujins also has a game with a white haired girl in a gothic attire, in this case she is a gunner though and the game has been in development before Nier Automata came out.


1e8da3 No.15039584

>>15039581

Oh wait, now that I remember she has blue/violet hair.


da3481 No.15039593

>>15039581

>implying all ideas aren't in the hivemind

I had an idea of the Souls (inb4 >le souls clone) combat with a vertical layer (jumping etc) then From Software puts grappling hook jumps in Sekiro


841790 No.15039601

File: 9f4e34c7bde4430⋯.png (4.76 MB, 2009x1122, 2009:1122, google mecha anime girl.PNG)

>>15039581

>proof

Whether an idea is "stolen" is pretty subjective, personally i think its ridiculous in this case. 2B might be a robot, but visually she's really just a girl. Tetradevs character looks absolutely generic, exhibit A: pic related. Im not saying his work wasn't excellent but the character is hardly unique. As for the gameplay, if anything he was the one taking inspiration, Platinum is father and uncontested king of the curayzee genre.


872798 No.15039602

File: 50cf31afee350c8⋯.jpg (95.2 KB, 668x1370, 334:685, Oh boy not this again _76e….jpg)

>>15037404

I'm more worried about creating a very unique combat system, posting about it and then a team of small time devs decide to pick up the mechanic, throw it together quickly with some existing libraries and existing assets then push it out.

I don't actually care about game design and see the whole process as more of a learning experience for programming/maths/optimization so I want to post updates and get advice from more experienced people BUT if there is a chance that it turns out good and an artist shows interest then I could possibly publish it legitimately.


da3481 No.15039612

>>15039602

See my other post >>15039593

You do have a point though, I wouldn't be surprised if there were vulture (((devs))) scavenging for ideas to steal here.


3d3987 No.15039751


3d3987 No.15039772

File: ce44691d97e4144⋯.webm (7.45 MB, 1144x822, 572:411, 2018-06-22 10-22-34.webm)

It's been ages since I posted anything.

Now the map maker is starting to get any reason to exist. It can now auto-place prefabs into the world. Those are prefabs, so they can have any script you want on them.

Optimizing those prefabs for rendering will come later. Currently they are only for show, since the whole map is being rendered in Graphics.DrawMesh to not shit the whole hierarchy with objects.

The maps will have to be compiled/built/whatever before use.

forgot the webm


f396d7 No.15039775

>>15037404

Phil Fish meant that unironically of course. And you're supposed to take it unironically. 80% of B+ games never make any profit, sometimes even AAA games crash so hard the company has to file bankruptcy. You can however try undertaking the soul-sucking prospect of making shovelware and turn minimum wage profits, but at that point you might as well just work at local fast food joint.


601f0e No.15039794

>>15039612

>>15039602

Don't give yourself so much credit, people have been inventing fucking nuclear physics independently multiple times over, you think you can think of something truly unique that no one else possibly could? Get a grip.


872798 No.15039856

>>15039794

And new studies come out every single day in different scientific disciplines. People take existing knowledge, they see a gap of information and they create something new.


58376d No.15039861

>>15039602

You know, I want to make a space sim game. I was worried when Star Citizen, Elite Dangerous and No Man's Sky were announced, but it turns out none of them did what I want to do. Even if they had my exact idea, it wouldn't be like my attempt. I've learned to stop worrying about my idea being used, or being beaten to the punch by some other game. That thinking will take you to Tetradev levels of madness.

>>15039772

This works within Unity? Hell, you can sell the tech to them. Kudos for making better tools for other devs.


f396d7 No.15039867

>>15039856

My point is, don't label your idea as great and unique, because some random people may come up with something exactly the same. I've had plans to make a bunch of software only to find out it already exists exactly as I'd imagined it, such as Hydrus.


872798 No.15039883

>>15039861

My plan is to get all the basics done, finish a complete prototype then come back and demo my game and ask for tips on any optimization issues I run into and gauge whether there's interest for my game. If it's commercially viable then I'll try and find an artist. Boom. 2 E Z.


e4aa10 No.15039953

File: a15e418f9079f3b⋯.mp4 (1.84 MB, 794x592, 397:296, september low.mp4)

File: adfc111249da7d4⋯.mp4 (1.08 MB, 792x526, 396:263, triggers.mp4)

File: dcffcfe596a3ce8⋯.mp4 (3.54 MB, 1272x714, 212:119, amazing box technology low.mp4)

File: 55a1d00d06d1cc2⋯.png (1.81 MB, 1280x2782, 640:1391, dead projects.png)

>>15038664

Everything was shitty and I spent way too much time trying to replicate ancient rendering methods. Have some dead projects as a bonus.


f1d48c No.15039977

Advice on ARGs?


0b8b0c No.15040002

>>15039953

Some of those dead projects look pretty cool. Have you released the sources? It would be pretty cool of you to do so if you haven't, even under a restrictive license like GPL, given that they are dead. It really couldn't do any harm if you aren't planning on picking them back up.


4d9c43 No.15040136

>>15039204

this should be useful for my next project, thanks


1ff80f No.15040165

Check out my lil' raycaster (must have little endian processor)

kizvm.net:8080


61ef62 No.15040190

>>15040165

>100% CPU usage

>4FPS

Think of the toasters, Alex.


1ff80f No.15040223

>>15040190

Lol. Why do you think I'm an Alex? And yes… optimizations are needed.


9b7181 No.15040235

>>15039593

That's not really a groundbreakingly unique idea since the series already had a lot of verticality. But yes, different people can get similar ideas entirely seperately from each other. That's happened a lot in the course of human history.

>>15039602

>throw it together quickly with some existing libraries and existing assets then push it out.

Then the game is going to suck. Your wording already makes it clear it'd be a cheap knockoff. Unless you publish your indepth design document or make a prototype and abandon it for a year, nobody would even have the entire picture of what your game would be anyway. I think it's a pretty irrational fear.

If you're really that scared about "idea vultures", keep quiet about your game until you have actual progress to show. At that point people can see you came up with your concept first, if you care about that. But it's not like the market is a race, there's a lot of room for similar games to be successful.

>>15039775

I posted it as a joke because he's a spiteful cunt who made millions and then tells people not to bother.

>80% of B+ games never make any profit

Because 80% of those games are derivative, unpolished trash made by people who think making games is easy money.

>sometimes even AAA games crash so hard the company has to file bankruptcy

Because AAA games are a development nightmare with bad management and sabotage by their publishers, with the goal of obtaining the IP from the studio. Notice how it's never publishers filing bankruptcy. As a small fry dev, that situation is completely irrelevant to you.

>You can however try undertaking the soul-sucking prospect of making shovelware and turn minimum wage profits

So you can be one of those 80% that don't turn a profit? If you think that's what it boils down to then yes, do go work at a fast food joint. You'll be a lot saner for it.


9556cc No.15040253

>>15040190

>Factorio has no problem making 8 16k sprite atlases at game start

>Try to load two smaller textures and shove them onto a 16k image and save to disk

>Game hangs

Dev is fun


58376d No.15040261

>>15039953

Do you also have that problem of not finishing things because you lose the interest after you crack the big challenge and some other idea is becoming fascinating?

>>15040235

Vidya is a true meritocracy. There's perpetual demand for true quality (fun). Build it and they will come (assuming you can deliver fun).


9b7181 No.15040318

>>15040261

Amen to that. I believe that a good game will always be well received, and historically that's almost always been true. There's really no reason to think otherwise and not try your best.


1ff80f No.15040323

Why don't people do more web games? Steam is lame. Give your game a cool URL and spread the word.


9b7181 No.15040331

>>15040323

You mean like surviv.io or wanderers.io or bonk.io? People do make those.


3dabe4 No.15040337

>>15040323

>doing web games

First off, that requires a good Internet connection; secondly, not everyone bows before the Steam golem; and thirdly, people already do, even if they're mostly shit-tier.


2a61bd No.15040342

>>15040323

Because the web browser is a shit platform.

t. someone who used to make nothing but html5 programs

Maybe when webassembly becomes more widespread.


1ff80f No.15040373

>>15040342

>>15040337

>>15040331

Well, WebGL + Javascript is already good enough for most any 3D game. Webassembly is like at 90-something percent adoption. You can code the entire game in C++ and run it in the browser if you want. To me, the web seems like a natural game platform. Downloaded stuff gets cached, and you can cache it yourself using the localstorage API. They don't have to be multiplayer.


0fc28e No.15040380

>>15034057

Can you make it where you can choke her until she passes out?


61ef62 No.15040389

File: 5baefe1d5f32208⋯.gif (22.81 KB, 550x269, 550:269, jerkcity127.gif)

>>15040223

You might want to go and get your details nuked from cutestat, from before you got on Domains by Proxy. There are a few credible reasons to believe that this is not just some previous owner.


0fc28e No.15040403

What happen to the Anon that had a 2d today down look game that had like Indiana Jones and there were monsters n sheeit? look really really good work. Dude also was kinda older or seemed like it instead of immature. He posts barley and rarely.


872798 No.15040407

>>15040323

Get the fuck out before I hurt you.


9556cc No.15040456

>Quadtree can hold say, 5 items per cell, at which point it gets divided into 4 and items are split between children cells

>If an item doesn't fit cleanly into a child cell it goes into the parent cell

Okay, so if you had a tree from -1 to +1, whose children each went from -1 to 0, or from +1 to 0 on each axis, that means anything inserted at (0,0) would stay in the parent node. But then what happens if you insert 20 objects at this place, or even along one of the axes - they wouldn't overlap, but they couldn't go into a child, and it violates the maximum size of the parent bucket. What do?


95884d No.15040459

>>15037099

>one vaguely related example of something else happening means I'm wrong

you sure showed me


95884d No.15040501

>>15035659

How would you keep shopkeepers dangerous without them having an absurdly broken item that the player can also use?


61ef62 No.15040525

>>15040456

You could try to only enforce the bucket size if it's actually possible to place an item somewhere lower. If placing items into a leaf isn't possible, they'll just have to live in whatever bucket can fit their coordinates, right up to the root itself.


e4aa10 No.15040550

>>15040002

The skeleton game's client code was GPL if I'm remembering right but I never got around to releasing the server code since it was rushed for Halloween and wasn't very well thought out. I've not really thought about the others.

>>15040261

I'm not sure if there is a typical reason for my project dying. It's usually a mix of things like making scope too big, work interfering, getting burnt out on whatever inspired it or just general loss of interest. I'm determined to keep at my current project though, since there's multiple types of FPS games I'd like to make.


0b8b0c No.15040568

>>15040323

>>15040373

Because it's actually kind of a pain in the ass. Working with the gamepad API and all the various bits and bobs is often more of a pain in the ass than just compiling for different platforms. You're right that it's easier when you bring in WebAssembly (because javascript is a fucking pain when you get larger than a toy program), but setting up a full WASM toolchain can be also a pain in the ass, especially when you have to recompile all your dependencies. Using proprietary components is also out in that case.

Distribution is easier, but it also means that it's harder for somebody to just download the game and run it off their desktop, and running it means you have to open a browser. It's not impossible by any means, but the average person would vastly prefer a native program, or at least something that appears native.

You're right that it is a viable platform for a lot of reasons, but not for all games. If you have a very large game, you'd have to use massive memory to match, or stream in assets over a network as you go, which would make it impossible to store it entirely locally. You couldn't keep assets in plain files and load them in at runtime like you normally can, they'd have to either be compiled in, loaded in through some memfs shim or something of the sort, or loaded over a network at runtime. The former options still have them all loaded into memory at startup, and the latter requires regular network access.

It's fine for small games, though, like agar.io and the like. When having your entire game in memory at once is no big deal, and your game is something that it makes sense for somebody to just load up in a web page and then forget about it when they put it down, it's fine.


4d8e9f No.15040576

Would learning C# with Visual Studio in order to make the simplest, most bare-bones text adventure game be a decent starting point in learning how to do simple coding stuff or am I underestimating the complexity of it all? I figured I might as well learn something to renew my mobility in terms of work opportunities and something like that sounds simple enough on paper, but is it actually viable? I know there's a specific program for shit like that - Twine or however you spell it - but that feels way too limiting and can lead to creating bad habbits.


fe29fc No.15040584

>>15040576

That's a fine place to start. Python would be OK too.


4d8e9f No.15040594

>>15040584

I know Python and Java are the most commonly used for stuff like this, at least from what I've heard, but my main worry about them is in regards to remaining stuck with just those two options. I know almost nothing of coding itself but those are mostly relegated to website shit, correct? I figured starting directly with C# will allow me to more easily work up the steps into very basic games / programs and shit once I'm comfortable enough with a text-adventurer.


cf5e7d No.15040607

File: a2fe6576b75b43a⋯.mp4 (2.99 MB, 800x602, 400:301, output_compressed.mp4)

>>15036956

Shooting and jumping are currently the biggest differences, I guess. I'm going to prototype a lot and see what's fun, but I don't really have a clear idea of what I'm doing yet.

>>15038803

I'm really glad you enjoyed it.


95884d No.15040622

>>15040594

Java is the dedicated pajeet street, a human won't be happy there.


3d3987 No.15040642

>>15037447

Minimum 40 hours weekly

I work everyday, you need discipline if you are going to work fulltime on your dream

i also spent a lot of money on assets, about 3k dolaroos i think


58376d No.15040643

>>15040568

>stream in assets over a network as you go, which would make it impossible to store it entirely locally

You're describing the future of DRM: streaming game data through a quasi-browser program, for a subscription fee.

>>15040594

Forget Java, start with C#. It's practically the same in terms of difficulty.


4d8e9f No.15040647

>>15040622

>>15040643

Good to hear. I remember stumbling over some student giving a 150+ video tutorial on the basics of C# in visual studio and getting you started that was recommended by a few people online, I'll have to look him up again and get to work then.


9556cc No.15040654

>>15040525

So basically, the tree should always accommodate as much data as the user throws at it, but pushing things from an overflowing root to leaf nodes is an optimization but not always possible?


fe29fc No.15040692

>>15040594

I think C# is a pretty good choice. I just suggested Python in case you are later interested in getting into machine learning, scientific data analysis, or scientific models and simulations. Python is pretty heavily used in these areas with extremely power numerical and symbolic packages written for Python.


b0272b No.15040736


61ef62 No.15040751

>>15040654

You could also just insert an object that overlaps a border into all of the neighboring cells. Then you'd just have to check for duplicates when doing certain operations.

Unless you can somehow guarantee that bad things never happen, it should still accommodate all the data you throw at it. Maybe resorting to just bruteforcing some query if can't think of anything better. Like when you have entries at coordinates outside of the quadtree.


1ff80f No.15040765

>>15040190

>>15040165

Have people checked out the demo? It it shift FPS for all of you? The GPU is not utilized at all - it's just canvas & JS.


b0272b No.15040772

>>15040501

guards and bounties


cf5e7d No.15040802

>>15040765

It seems to run fine (don't know how many FPS - add a counter?) until I run into a wall and get stuck in it - then things really start to lag, and even turning around is choppy. The collision seems to be broken, too - sometimes I can slide through a wall and can't get back out. Other than that - good job getting so far with pure JS and canvas.


9556cc No.15040926

>>15040751

So looking at wikipedia, there's 3-5 different kinds of quadtrees, but most of them are region trees. Duplicates seem to be an implementation detail. It's a naive data structure, so I don't see a problem with that. Capacity is only used to determine when to split, and data should always go into the smallest bucket that contains it. After splitting for example, if I pile 100 large objects into a parent node and it won't go into the child, that's just how it is, I guess.


1ff80f No.15040948

>>15040802

If you're on Chrome you can bring up an FPS counter. Just search how to. And I'm aware of the up-close lag and wall corner gaps.

It's all done with pixel manipulation too, which took forever to get right. It was way harder to do than I expected.


1e8da3 No.15041028

>>15039601

That's what I thought, unless he had literally every aspect of the plot outlined exactly like in Nier:A I don't think it can be considered plagiarism.


da3481 No.15041128

>>15037447

not enough

Luckily everything I use is foss and I won't need proprietary software until the end of production


2cb7bb No.15041480

>>15028895

It’s called n-body simulation


c8e6db No.15041609

Gamedev is a lot more difficult than software development. I have no idea how I'm going to handle multiplatyer.


2a61bd No.15041634

>>15041609

>Gamedev is a lot more difficult than software development

Try making a web browser or something like Photoshop or Blender.


c8e6db No.15041653

>>15041634

I made a generalization. If think that mentioning two specific programs with millions of lines of code each disproves that, you're a fucking idiot.

>men are taller than women

>that's not true, I know a guy who's, like, really short!


58376d No.15041665

>>15041609

>>15041634

Some games are more complex than some programs, and vice versa. A 3d authoring program must be extremely complicated, but I don't think Photoshop is that hard to make.


c8e6db No.15041676

>>15041665

>some men are taller than some women and vice versa

nice job dipshits


2a61bd No.15041687

>>15041653

Non-game software is inherently smaller and simpler because it needs to do less things, and once you have a program you rarely need another like it, so comparing the two is stupid to begin with. But you did anyway.


c8e6db No.15041696

>>15041687

>comparing two things with many similarities is stupid to begin with

I was right about you being a fucking idiot.


2a61bd No.15041700

>>15041665

>I don't think Photoshop is that hard to make.

A simple raster editor maybe not, but there's some incredibly complicated things in it that literally do not exist in any other program, at least not in the same quality and performance.


58376d No.15041701

>>15041676

Some games are more complex than some programs, and vice versa. Your height analogy doesn't apply. Photoshop and Blender are very different in complexity. An advanced game is easier to make than Photoshop and harder than Blender.

>dipshits

pffff.


2a61bd No.15041703

>>15041696

I meant it's stupid to compare them if you're then going to get butthurt when someone else expands upon that comparison.


c8e6db No.15041723

>>15041701

>Some games are more complex than some programs, and vice versa. Your height analogy doesn't apply.

Let's play that back slowly.

>Some games are more complex than some programs, and vice versa.

>Some women are more complex than some men, and vice versa.

You just confirmed that my height analogy applied perfectly one (1) sentence before saying it doesn't.

>>15041703

Your response was completely unrelated to what I said, yet it sounded like you were trying to disagree with me.


872798 No.15041757

>>15041609

>>15041634

>>15041653

>>15041665

>>15041700

gamedev is a subset of software development. It is impossible for software development to be less complicated than any subset of itself.


2a61bd No.15041790

File: 2fc838f0021613e⋯.jpg (73.23 KB, 601x625, 601:625, 111066939.jpg)

>>15041757

There's no word for "software that isn't a videogame" and nobody says "software development" when talking about gamedev, especially when they use the word "gamedev" in the same sentence.


872798 No.15041824

>>15041790

gamedev is a subset of software development. It is impossible for software development to be less complicated than any subset of itself.


95884d No.15041856

File: 41cc0865d65105b⋯.png (1.99 MB, 988x516, 247:129, oh hell.png)

>>15041757

And yet you obviously understood what everyone was saying because you speak English and understand exactly what it means to compare "software" and "games". I don't understand why people pretend to be obtuse


872798 No.15041866

>>15041856

Maybe people should stop saying stupid things.


95884d No.15041869

nevermind, I just realized this was the (34) who asked how to stop his game ideas from getting stolen


645081 No.15041888

>>15041869

He's also the autist who said he hates video games earlier in the thread and shat up /tech/ with >>>/tech/931653


9556cc No.15041942

Is there a way to use geometry to test if a point is contained within an AABB? I know the proper way to do it and have it implemented (with ifs), but can you mathematically arrange the equality left<x<right so you only have one actual test to solve it? Mostly for curiousity


58376d No.15042009

>>15041942

left<x<right is two tests regardless of how you write it.


95884d No.15042080

>>15042009

I think there are some processors than can return a greater/smaller integer of two without any branching operations. That should be enough. So in theory it's slow, machine-specific, integer only, and probably gives you less bits to work with.


58376d No.15042100

>>15042080

There is a line where optimization becomes madness.


95884d No.15042114

>>15042100

you could probably pack everything into a 64 bit integer and use half the bits for x and half for y to do an entire box/point check in a single branch

this is madness

#include <iostream>
#include <string>

int main()
{
// Always returns true if box_x1 == box_x2
int point_x = 2;
int box_x1 = 1;
int box_x2 = 3;
bool passes = ((point_x ^ ((point_x ^ box_x1) & -(point_x < box_x1))) == box_x2 ^ ((point_x ^ box_x2) & - (point_x < box_x2)));
std::cout << "Point is contained : " << passes;
}


95884d No.15042122

>>15042114

I forgot to say how it theoretically works

>return the greater of the left side and point

>return the lower of the right side and point

>if point is greater than the left side, and lower than the right side, it's contained

>if point is returned both times, it passed both tests

>or it failed both tests and you're checking against a width of 0


95884d No.15042177

File: b2c7d612630d4a0⋯.png (22.99 KB, 621x316, 621:316, degen.png)

>>15042122

I checked the generated gcc 8.1 assembly for this, and it somehow optimized out the last branch, so there you go. I think you could just do the same thing for the y axis, and there you go, branchless point/box comparision. don't do this


95884d No.15042245

>>15041942>>15042009

bool passes(int point_x, int point_y, int box_x1, int box_x2, int box_y1, int box_y2) {
bool passes_x = ((point_x ^ ((point_x ^ box_x1) & -(point_x < box_x1))) == box_x2 ^ ((point_x ^ box_x2) & - (point_x < box_x2)));
bool passes_y = ((point_y ^ ((point_y ^ box_y1) & -(point_y < box_y1))) == box_x2 ^ ((point_y ^ box_y2) & - (point_y < box_y2)));

return (passes_x & passes_y);
}
passes(int, int, int, int, int, int):
push rbp
mov rbp,rsp
mov DWORD PTR [rbp-0x14],edi
mov DWORD PTR [rbp-0x18],esi
mov DWORD PTR [rbp-0x1c],edx
mov DWORD PTR [rbp-0x20],ecx
mov DWORD PTR [rbp-0x24],r8d
mov DWORD PTR [rbp-0x28],r9d
mov eax,DWORD PTR [rbp-0x14]
xor eax,DWORD PTR [rbp-0x1c]
mov edx,eax
mov eax,DWORD PTR [rbp-0x14]
cmp eax,DWORD PTR [rbp-0x1c]
setl al
movzx eax,al
neg eax
and eax,edx
xor eax,DWORD PTR [rbp-0x14]
cmp DWORD PTR [rbp-0x20],eax
sete al
movzx edx,al
mov eax,DWORD PTR [rbp-0x14]
xor eax,DWORD PTR [rbp-0x20]
mov ecx,eax
mov eax,DWORD PTR [rbp-0x14]
cmp eax,DWORD PTR [rbp-0x20]
setl al
movzx eax,al
neg eax
and eax,ecx
cmp edx,eax
setne al
mov BYTE PTR [rbp-0x1],al
mov eax,DWORD PTR [rbp-0x18]
xor eax,DWORD PTR [rbp-0x24]
mov edx,eax
mov eax,DWORD PTR [rbp-0x18]
cmp eax,DWORD PTR [rbp-0x24]
setl al
movzx eax,al
neg eax
and eax,edx
xor eax,DWORD PTR [rbp-0x18]
cmp DWORD PTR [rbp-0x20],eax
sete al
movzx edx,al
mov eax,DWORD PTR [rbp-0x18]
xor eax,DWORD PTR [rbp-0x28]
mov ecx,eax
mov eax,DWORD PTR [rbp-0x18]
cmp eax,DWORD PTR [rbp-0x28]
setl al
movzx eax,al
neg eax
and eax,ecx
cmp edx,eax
setne al
mov BYTE PTR [rbp-0x2],al
movzx edx,BYTE PTR [rbp-0x1]
movzx eax,BYTE PTR [rbp-0x2]
and eax,edx
test eax,eax
setne al
pop rbp
ret

It works in the few tests I've bothered running, and probably fails if the point is exactly on the edge of the box


95884d No.15042367

Posted a very specific question on stack overflow. Posted the error, the log, what I've tried, the versions of the software I'm using. Now I just have to prepare for half a dozen responses that have already been addressed in the OP


9556cc No.15042490

File: 497bfef7036e919⋯.png (14.73 KB, 808x827, 808:827, asdf.png)

It "works" but it feels like it's held together with scotch tape


1e2ee0 No.15043013

>>15042367

Have you tried killing yourself? If you can't figure these things out yourself you are already beyond help.


95884d No.15043029

>>15043013

If you've never had an issue installing a piece of software, you're either extremely lucky or extremely stupid.


95884d No.15043159

Is using state machines for platform game characters actually a useful design pattern, or just a meme? I already have a lot of nested if statements and I'm wondering if this actually will save work in the long run.


9556cc No.15043252

>>15042367

Well what was the problem?


95884d No.15043285

>>15043252

Basically, a program couldn't detect itself when trying to install one specific extension for it It was inexplicably fixed by disabling my editor's SSL verification


81c2a5 No.15043824

File: f4f23af8b129178⋯.png (192.42 KB, 400x400, 1:1, hopeless.png)

>shader graph tutorial

>install Lightweight Render Pipeline in package manager

>now put LightweightAsset into Edit>Project Settings>Graphics

Where the fuck do I get this LightweightAsset? It's supposed to fix the shaders being pink, according to what I read. I tried to download it from Unity's GitHub but it's not recognized as such. I also tried to follow the instructions on GitHub but it not only didn't work, it for reason took away my ability to open graph editor after restarting the project.

Am I just fucking retarded? Every time I tried to look for solution everyone behaves like it either just works or when someone has a problem then it's just a matter of connecting that LightweightAsset, which seems to be available just like that, from the get go. I just don't get what I'm doing wrong.


deccf4 No.15043908

File: 9e670bc94cf078f⋯.png (1.22 KB, 172x96, 43:24, chat_20180328_031955_Rabbi….png)

>>15039559

Yeah it's me. Just had a hunch, and I'd been meaning to reach out to you for a while.

Glad you're doing well and will get to jlmg soon. I never got around to asking how that competition you entered went. $GUILD is on life support, and I'm going to be busy this weekend, but maybe stop by sometime if you want to talk.


1d2b12 No.15043939

File: ea653d355a261cf⋯.webm (1.25 MB, 640x472, 80:59, Unity 2018-06-23 11-54-11….webm)

i wanted to try and do something with a neural network

so here's my idea

a network controls an ant hive (in the example i have 2 hives with 3 ants each)

ants still work based on pheromones left by other ants, if there aren't any pheromones the network controls where they go

inputs are the 8 neighbor tiles (0 if empty/out of bounds, 1 if ant, 2 if food, 3 if wall)

outputs are the 4 possible orthogonal directions, move to the one with the highest result, only if possible

now i just need to actually implement the fitness and food


95884d No.15043952


1d2b12 No.15044004

>>15043952

yea, i think that's basically what i wanted, except that the queen would be controlled by the network

before i do that though, can someone tell me if this is even correct? i'm never too sure about this stuff

https://pastebin.com/t9qGBQbw


7ef37d No.15044008

File: cb7fa78437351e5⋯.png (40.2 KB, 766x421, 766:421, first actual level2.PNG)

There we go, my first proper generated level. I'm fucking tired of random generation in games so maybe I can do it right. There's a lot left just to get the toolset functional, my character controller is a mess, and the platforming don't feel right yet. Anyone have tips on the platforming physics? My character seems to skip around a bit when I hit the corners of blocks and it's not fun.


bd517b No.15044135

>>15042490

looks like some kind of space-partitioning scheme?


61ef62 No.15044151

>>15044008

How are you handling your collisions? Because it sounds like you might be either resolving multiple collisions in a row when less were necessary, or maybe you're just flipping the velocity instead of making it touch the corner and stop there.

Or are you talking about outside corners? In that case, you probably want to solve for one direction first before checking for the other


1d2b12 No.15044438

File: f6519c0c10f5863⋯.webm (1.52 MB, 800x600, 4:3, demo 2018-06-23 15-57-19-….webm)

right, so the way i have it, the terrain is a total of 3 70x70 textures

one for the walls/corridors, one for pheromones, and one that blends the two together and gets rendered

if an ant finds food, he carries the pheromone over 20 tiles, meanwhile the pheromone trail also decays over time, so in reality the entire pheromone trail will only be around 10 or so tiles long

still not actually doing anything with the food/pheromones but i think it works as a base framework

my idea is to just get the non-queen ants to move towards the neighbouring tile with the highest pheromone color


c94227 No.15044663

Best combat system in game is rand()%100 then if >= 50 you win else you lose. This is fair and balanced pleasing for brain angered.

However what is it when you fight many such enemied? 1/2 * 1/2 * 1/2 = 1/8 == unfair

Solution; Only one combat per game.


cd7309 No.15044689

>>15038143

Felt bad that no one replied so here's your (you)


d5aa24 No.15044883

>>15044663

Just change the win percentage per enemy the Nth root of .5 where N is the total amount of enemies, so 2 enemies with a 70.710678119% chance of success each, or three with a 79.37005259841% chance.

>>15044689

Why would you feel bad for someone who comes here just to market his already finished game? That's not what these threads are for.


d7a49d No.15045369

>>15044438

WHAT ARE THESE? ANTS FOR ANTS?


95884d No.15045440

>>15044135

How do you know the words "space-partitioning" but not "quad tree"?


872798 No.15045464

>>15045440

Is that a tree made of quadriceps?


9556cc No.15045505

>>15045440

Incidentally, I was going back to finish it today.

Do you think it makes sense to keep a capacity? It feels like it makes more sense to just drop whatever value into the smallest child it possibly can. Though, it'd end up making more child trees early, but at the same time, I can't figure out how to resolve it when the children are full and at maximum depth.

Eg, if I made a tree with maximum depth of 2 trees, capacity 4, and added 1000 elements at (1,1), this means the parent node would have either 0 or 4 elements, and the child would be weighted to have many. Is that a correct implementation?


472e17 No.15045508

>>15043159

It actually is, especially for a platformer, a lot of good platformer games have different values for friction, speed… for air, ground, water and others, shoving all that in one big function isn't that great, I even used it for states like wall clinging/sliding, variables that belong to a state will never bleed to other states so the code becomes far cleaner and easier to maintain.


95884d No.15045542

>>15045508

Did you end up using multiple state machines running at the same time? Like one for movement, attacking, etc


472e17 No.15045581

>>15045542

It wasn't needed for my case but I did have self contained code that ran regardless of the state, hierarchical and layered state machines would definitely be needed to allow state combos instead of doubling them.

Just don't forget about having a pushdown automaton for states that need to be remembered and paused instead of totally switched, taking account of them from the start helps a lot.


4c4297 No.15045739

>>15045581

State machines seem overly complicated but I'll give it a try. Thanks. While I'm asking for advice, how do you actually finish a project? They always seem to get extraordinarily complex, fragile and time consuming before I even get to the fun part.


61ef62 No.15045776

File: 5031b3b884edce3⋯.jpg (24.78 KB, 443x388, 443:388, you're now thinking of tha….jpg)

>managing a grid of objects

>set bounds for grid positions for lookups

>lower bound of 0, upper bound of column_count-1

>somehow still loops to column_count, segfaults

>suspect an off-by-one error

>go over everything

>nothing seems wrong

>go over with a debugger

>somehow still seems to just ignore the condition

>printf column_count and (column_count-1)

>they're the same number

Time to look for memory corruption, I guess.


9556cc No.15045891

>>15045776

>for (int i = 0; i < someArray.Length; i++)

This has never given me off-by-one errors


95884d No.15045917

>>15045891

I'm constantly left wondering why people don't actually read the post they're responding to.


61ef62 No.15045938

>>15045891

Already caught what was going on. The place where the column count was being stored was being overrun by some previous allocations being done out of order.

I still don't get how printing out a regular integer and one lower than it in the same printf could possibly give the same answer. It's just a fucking int, not some overloaded monstrosity masquerading as a standard data type.


9556cc No.15046010

>>15045917

>printf(x) and printf(x-1) have the same value

Well no shit, he obviously did something wrong. Fuck off with your elitism.


95884d No.15046028

>>15046010

It's not elitism, I just expect people here to behave less NPCs. Somebody said something, and you responded with something vaguely related like you're trying to have a conversation. It's not actually related, it's not interesting, it's not relevant. It's just faggotry. You might as well have responded with "It's sunny here. I like to code in the sun".


872798 No.15046035

File: 3c5611f4561c6e0⋯.gif (78.3 KB, 160x160, 1:1, 1511817686174.gif)

>>15046010

ur a fag


9556cc No.15046061

>>15046028

>New to gamedev

>Overwhelmed by Unity's menu systems

>Try to help anon with a problem

>Off by 1 errors are very common

>Get shit on by the above anon for trying to help

Yeah okay. How about you post with a flag or something next thread so I can filter you as soon as it starts?


95884d No.15046073

>>15046061

>anon is probably dealing with memory corruption

>uhhh have you tried a for loop?

Assuming that you didn't read the post was extremely generous


9556cc No.15046079

>>15046073

Why the fuck would it be memory corruption? He said iteration, which implies looping a collection.

This is amateur gamedev, I'm going to try and troubleshoot the most common issues first.


61ef62 No.15046182

File: ec19774f20ebece⋯.png (275.53 KB, 507x400, 507:400, the modern state of comput….png)

>>15046073

He was just trying to help. While I appreciate your faith in me, one of you might be thinking too much of me, the other too little.

I didn't exactly let on that I had been fucking around with some weird manually allocated data types and pointer arithmetic. Without much context and a singular reference to memory corruption, it's sensible to assume it's a beginner problem has a much, much simpler solution than the one bringing it up might have thought.

That printf business is still spooky, though. They don't call it undefined behavior for nothing.


7a4624 No.15047382

>>15039204

Reminded of another place that does free textures.

https://www.cgbookcase.com/downloads/

These are PBR.

>All the textures are licensed as CC0, which means you can do anything with them.


99626d No.15048062

File: 3ebf7dd3735207b⋯.jpg (60.54 KB, 842x1024, 421:512, 3ebf7dd3735207ba98aa58dde1….jpg)

Anyone know the standard way games store their animations? What throws me off is you rig a every model to the same Skeleton, but surely you don't save the skeleton to the model. Do they just give the skeleton its own file and a unique name and have the model reference it?


58376d No.15048185

>>15048062

Every character has a "skeleton". That is, information on how the specific character's vertices are tied to bones. Then you have animation files which are bone rotations.


1983f0 No.15048362

>>15048062

Animations are just a bunch of frames each with its own sets of transforms that get lerped between frames. These transforms are then applied and sent to vertex shaders so they can be applied with a weight and deform vertices. None of this is trivial and depending on what you want to do it can be very difficult to achieve. E.g. packing 4 vertices per transform and quaternion lerping.


986a61 No.15048854

File: e91f22cd7fa8371⋯.png (23.08 KB, 808x627, 808:627, Sigma Editor 2_2018-06-24_….png)

Progress on Sigma II for the first time in a while: I have successfully generated a portal, it's not correct right now and there is still a bit wrong with my portal code. But soon it should all be OK, letting me generate portals between all of the leaves and letting me compute a PVS. Then I will have occlusion culling in my engine, in time for 8/8. I don't have as much time for this because of work but I will have two and a half weeks of crunch time before 8/8 without work so I think I can deliver a good demo.


1d2b12 No.15048896

File: 3cce9886fc765d8⋯.webm (5.74 MB, 800x600, 4:3, demo 2018-06-24 11-23-59-….webm)

well i have no idea what i'm doing and i've pretty much lost all interest by now


986a61 No.15050053




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