3e18b5 No.15242893
Panic edition
SIX DAYS UNTIL DEMO DAY
How's your demo going, anon? You do have a demo, right?
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: >>{previous thread post number}
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR August 8th
>Please contribute to the wiki if you can
3e18b5 No.15242900
>forgot to link previous thread
Previous thread: >>15186873
3e18b5 No.15242945
Been working on engine stuff lately, but between that and procrastinating, been doing some music work.
Wrote this a couple weeks ago, but didn't get around to posting it. Please bully accordingly.
https://files.catbox.moe/ufucy7.mp3
Also, tried to figure out how to make guitars sound right yesterday. This is as good as I can get it.
https://files.catbox.moe/u2mo5q.mp3
Anything you could think of to improve it would be nice. Also, if you know any good guitar VSTs, please share them.
Yes, it is Way to Fall, I'd rather rip something off while learning to have a better reference on whether it sounds right or not.
e15f92 No.15243162
I just finally got back to work after a hiatus of shit only to have the project spitting a bunch of errors I can't trace down that is related to Unity and not really clear how or why everything's breaking. Probably not gonna make it on demo day and have to push back my demo. Feels bad man. I'll try to get something up, but it won't be too spectacular for something 3 months after the last. Been a rough quarter.
eced7a No.15243383
Gave up on my top down shooter game because it wasn't fun. Made a puzzle game prototype instead. The player has a magical lamp (not modeled) which can be used to transport fire, one "fire" at a time. There are multiple flame colors that trigger different things.
It's not very fun, but I improved my engine and map editor along the way, so I can prototype game ideas faster now. Maybe I'll try making a puzzle adventure game.
914e88 No.15243430
>>15243383
>lighting your own head on fire
Please keep this in the final game.
ffc9f9 No.15243525
Haven't posted progress for a while. Last thing I posted was model & animation import working together.
I now got my own shitty model & animation fine for the tech demo, though I'll have to make some tweaks since swing hitboxes are generated off of the animation, an entity that uses it and can perform some actions, a bunch of weapons with their own attacks, the ability to moveswap one action onto another weapon, and an entity AI that uses violence if you invade its personal space.
>>15242893
>How's your demo going, anon?
It's going alright. Aside from (now cut) features that I didn't actually put thought into how much work they would be to implement, everything is going to schedule with time to spare. If it wasn't so fucking hot I'd probably have finished it all.
>You do have a demo, right?
Of course. Only a total loser wouldn't have a demo for demo day.
1f9d09 No.15243563
Been working on some small editor improvements like copy-paste while mulling over how I want to handle projectiles and dealing with lack of sleep.
afeab4 No.15243695
>>15243563
That looks very user friendly and I can't wait to explore it.
914e88 No.15243841
Speebot: Tesla edition when?
Have some bonus screenshots of our favourite Twine developer "ironically" posting daddydom cancer.
3e18b5 No.15243857
>>15243841
Lindsay Ellis is still around after getting the cops called for being wasted outside a bar and getting hogtied because she tried to kick the cops' van doors out?
6fa965 No.15243874
e672df No.15243876
>>15243841
A normal day on Quinn's twitter.
But the Tesla stuff sounds neat.
How long until Musk has monopoly over everything that's fun?
28e0d1 No.15243881
>Took 2-3 days off work in the last month because reasons
>Also discovered Elona+
>Also La Mulana 2 came out
Not gonna make it lads
470d09 No.15243927
>>15243881
ok man, keep up updated
b18774 No.15243963
>>15243841
>game that involves real life cars and using the phone
ffc9f9 No.15243974
>>15243963
It's a great business model if you ask me.
People crash their cars, insurance gives them a refund, which then goes straight into your pockets as people want to continue playing your car-exclusive mobileshit game.
2d39f5 No.15244230
>>15244178
you may want to work on the emotion. She looks more terrified than surprised and embarrassed.
cfa67f No.15244270
>>15244230
Yeah I'm not very satisfied with how it is right now. I also think she is moving around too much. I am hurrying though for demo day.
0df20b No.15244478
New interiors, better textures, big guys are working on a new camera for us.
2b5528 No.15244552
Quick question: would you call this /agdg/*2, full /agdg/, or just /agdg/?
914e88 No.15244664
6ba31b No.15244716
>>15244178
>>15244270
How do you animate the face? I am no expert but depending on the tools I usually know how to make decent face "expressions."
b21428 No.15244722
THREADLY REMINDER THAT FAPPING IS THE ULTIMATE DEMOTIVATOR
6ba31b No.15244728
>>15244722
ironic, I want to make somethinig fap worthy, sometimes it means I am horny while working on it.
eda690 No.15244733
>>15244722
>he doesn't fap to his code to get an extra dopamine rush associated with progress
cfa67f No.15244853
>>15244716
I just didn't spend enough time on it. I did it all in one day. Here's a review.
6ba31b No.15244871
>>15244853
Still, what are your tools in that regard?
18526e No.15244904
YouTube embed. Click thumbnail to play.
Need coding help for Godot Engine. Maybe not the best place to ask, but I'll ask here anyway:
I'm doing Game Programming Academy's 3D tactics movement method (embed related) since it would let me arbitrarily extend a tactics scenario vertically, but I'm adapting it to Godot's codebase as possible as I don't want to deal with Unity's weak render code on my underpowered laptop. I've got most of the basics figured out but with a single rather large snag
The problem starts at around 22:00 in the video, where he uses Physics.OverlapBox to create a box that checks for tiles you can move or jump to (using an extents value you can feed to it to determine the height it should check). Specifically the problem is that Godot does not have a Physics.OverlapBox command, nor similar as I could find.
I want to cast a RayShape box to substitute for the OverlapBox, return all hit objects, check their group/tag, and send a command if it matches expectations, but there are precisely zero tutorials on the entire internet on how to properly cast a RayShape (plenty of people bitching that they can't get one to work though)
Help? Alternative suggestions with code examples?
cfa67f No.15244936
>>15244871
My tools? It's Blender and a bunch of blend shapes.
6ba31b No.15244962
>>15244936
Looks good, the mistake I see even in "professional" works with expressions is how sometimes they overdo it.
cfa67f No.15244977
>>15244962
Can you elaborate? What do you mean they overdo it? They have totally different requirements and circumstances. This is just using blendshapes, professionals use many bones and small expression changers because they sometimes also have to deal with mocap.
6ba31b No.15245033
>>15244977
Here is an example in DAZ, yes, they got pre-made stuff and sliders, the first pic is basically full slider for "happy" the second pic was made using individual sliders to make a less creepy smile.
cfa67f No.15245065
>>15245033
I don't think we are on the same page. I am using a model optimized for games. Meaning grouped up very generalized blendshapes like "smile" are not in my model because overall it would add more overhead from the more blendshapes. (Mine is just named smile but really it's a blendshape only for the zygomaticus). With a set of specific muscle blendshapes I can combine, transition, and make many more expressions better than a bunch of generalized expression sliders. DAZ probably doesn't have realtime in mind so they can do whatever they want and have 100 different generalized expression sliders.
ce6a20 No.15245073
I am working on code to generate a PVS out of my portals. The tutorial I am using makes a lot of sense. So I just need to get my code to stop crashing and fix all the mistakes I made following it. Then I can change the map format to .sw4 with a new PVS field and set up occlusion culling. That is all of the features I want for Demo Day. Maybe it can be done in 6 days…
This is the map I am using for tests right now.
6ba31b No.15245111
>>15245065
What I mean is, with the sliders you have you can do better stuff than those pre-baked expressions, you just need to save them not as new blendshapes per se, you can just make driven keys that you can use to save some time.
c97f97 No.15245138
>>15244904
for the set up just add the node, set it to enabled and make it point where you like pic related
https://gitgud.io/OSTORu/GD-jam-2018 here is a project where i use raycasts just look for "bullet cast" in the player script
also is there any reason to not spawn an area scene and use the body_entered() signal instead?
a056c2 No.15245364
Drunk programmming is the best!
3e18b5 No.15245722
Tried out a bunch of guitar VSTs and plugins, and all of them sound like cancer shit, even the "professional" ones.
Tried some other techniques, though, and I think I improved it somewhat.
https://files.catbox.moe/xqt8om.mp3
Anything else I can do to improve it somewhat?
470d09 No.15245743
Any C developer can give me some advice?
I just started making this game, never made a game before, really, only messing around
Anyway, I have a struct called entity and it holds a void* and 4 function poiinters for initializing, deinitalizing, updating and drawing, and I'm planning to just make pretty much everything an entity, from game states to enemies to the player, and casting the void* to the right data structure for that type of entity in the callback functions.
Is this considered bad design? Please don't just say use C++. I can't think of another way to really do a game in C without this sort of method.
ce6a20 No.15245769
>>15245743
It is bad design, you are designing your code around not being aware of the type anything has, and just typing it as an entity struct. Why can't you just pass your structs into functions while being aware of the type? It's going to be very bad writing a one-size-fits-all struct for your entire program. Just write specialized structs and functions for the tasks. Write it in a way where you are aware of the types. Don't just force everything into one "entity" type.
470d09 No.15245853
>>15245769
I did it because I didn't know how to have a state system without having the anonymous pointer for the states data. I have my loop just call the update/draw function of the current state atm so that I can just change easily.
Like I said never done a game before, so I'm pretty in the dark for this type of thing. I mean, if I keep on top of what I'm passing where it doesn't seem to bad.
501c66 No.15245904
>>15244722
No it's not. It's just an addictive procrastination method. And procrastination should be avoided whenever possible.
18526e No.15245914
>>15245138
Either way the goal is to not bloat the scene with active nodes but instead run checks on command. Wherever the start box is, it cascades outward, activating nodes within it's range while iteratively reducing a distance left variable. Making multiple rayshape nodes would require excessive coding as well (though I admit it might be the most effective solution)
Instancing a collision box node would have it's own problems too. The checks occur every movementt phase, so I'd have to properly destroy each new node after returning collision
Thanks for the input though.
Any other suggestions?
ce6a20 No.15245984
>>15245853
Use specialized structs and specialized functions for every class of "thing" in your program. That should make the code a lot better, even if you have to give up on having one function that loops through every resource.
75796a No.15245989
>>15243525
>Of course. Only a total loser wouldn't have a demo for demo day.
but i don't have enough assets to make anything worth showing
c97f97 No.15246031
>>15245914
last time i checked godot had no trouble keeping track of millions of static colliders, however it had framerate issues moving around 50-ish kinematic bodies or 20-ish physic bodies
ffc9f9 No.15246342
>>15245743
>I can't think of another way to really do a game in C without this sort of method.
Have you tried just using a "type" variable and switch()'ing off of that?typedef enum entityType {
ENTITY_TYPE_RAD_LAD,
ENTITY_TYPE_SHITPOST,
ENTITY_TYPE_SHITPOST_MAXIMUS,
} entityType;
typedef struct entity {
entityType type;
float x,y,z,w,a,b,c;
} entity;
void entityRender(const entity* e) {
switch(e->type) {
case ENTITY_TYPE_RAD_LAD:
// render the raddest of lads
break;
case ENTITY_TYPE_SHITPOST:
case ENTITY_TYPE_SHITPOST_MAXIMUS:
// render shitpost or shitpost maximus: they use the same render code
break;
} // No default case; this way our compiler warns us if we forgot a type.
}This is how most C code works. It removes a lot of the abstractions and merges all your entity types into one.
The downside is that you'll end up with rather large & more complex objects.
I think the question you need to ask yourself is: "Do I really need to create different data structures for different entity types?". You'll often be reusing tons of code between entities anyway, so why not keep it all in the same place instead of copy-pasting it about?
If you want more meaningful advice, talk about the game you want to make, rather than pure code.
>Please don't just say use C++.
It's worth knowing what C++ does under the hood, though.
Instead of storing all the function pointers inside of the object, it stores a single pointer to a vtable, which contains all the function pointers. This makes objects smaller, is less error prone in general, vtable pointer & vtable itself can be entirely const to help the compiler optimizations, allows you to retrieve the type of the object by looking at the vtable address, and is also pretty much required if you want to have sane inheritance.
Of course, if your object has no abstraction, C++ wont create a vtable for the object to obtain maximum performance.
>Is this considered bad design?
If you have to ask then the answer is always yes. Making mistakes and getting burned by them is a great way to develop an intuition for bad design though!
The correct answer is that it's bad design if you apply it in a situation where the design is not optimal.
>>15245989
Embrace programmer art.
ffc9f9 No.15246358
>>15246356
I think you forgot your images, friendo.
491cad No.15246398
>a templated member function pointer argument
470d09 No.15246421
>>15246342
>If you want more meaningful advice, talk about the game you want to make, rather than pure code.
I'm just making a roguelike, but I don't think it's too revelant, I'm just trying to make an easy to scale structure for the game states/loop, the type of game should really affect how this works should it?
I want to try and avoid having a big switch statement if at all possible, I'm gonna keep experimenting, thanks
ebff75 No.15246461
>>15242893
Sync (was the Unreal engine 1 guy),
Haven't been working on my game, been planning a Godot 3.2 info series. Udemy series sucks, most of these other tutorials only cover a few concepts or are run by someone with either a weird accent or a motor mouth. I've spent months trying to get answers for shit that I got in 2 seconds from the SamsTeach Yourself guide, better than the documentation in some areas. Already got the editor basics, scene tree, nodes, resources, 2D graphics, vector, and some other stuff written to flash cards. The SamsTeach Yourself guide is surprisingly not bad, but needs some editing with language being either imprecise or not spellchecked hard enough.
e0272d No.15246469
>>15246359
Your good at getting a season 2.
050c23 No.15246493
>>15246421
>I want to try and avoid having a big switch statement if at all possible
For what reason?
On a marginally related topic, for C programming I recommend learning a function naming convention that makes it easier to find/remember things. I prefix the names with the subject, and add the target after it, for example "render_someObject" and "render_anotherObject". Then that switch statement would look something like this;
switch(e->type) {
case ENTITY_SOMEOBJECT: render_someObject(e); break;
case ENTITY_ANOTHEROBJECT: render_anotherObject(e); break;
default: render_genericObject(e); break;
}
ffc9f9 No.15246499
YouTube embed. Click thumbnail to play.
>>15246421
>I'm just making a roguelike, but I don't think it's too revelant, I'm just trying to make an easy to scale structure for the game states/loop, the type of game should really affect how this works should it?
Of course. If a game doesn't need abstraction, then why would you introduce any in the first place?
In fact, roguelike is one of those genres that really doesn't need abstractions. It's a common staple of the series that every entity is capable of the same things. Whether it's a shopkeeper, quest-giver or the occasional neutral; every one of them has the same combat capabilities as enemies that it'll use against you if you upset it.
>I want to try and avoid having a big switch statement if at all possible, I'm gonna keep experimenting, thanks
Big switches are ugly, but using function pointers when you have only 2~3 entity types is even uglier.
>>15246359
If it's guaranteed that someone will come along and outdo me every step of the way, isn't that all the more reason to try? It means that by making any effort, I'm forcing the hand of destiny to make someone else put in more effort.
7885c9 No.15246563
>>15246398
Wait, now hang on.
show code
ebff75 No.15246642
>>15246359
I'm starting to think negative motivation is more powerful than positive. Look up SBN3 on YouTube, find his Rogue One video. Great twist at the end, makes ya want to be someone. Saw that a couple months back and been turning my shit around because of it.
491cad No.15246686
>>15246563
It's from SFML Game Development by Example. Here's a pic. Sorry, I don't know how to embed code.
I've worked through it now but I thought it would be fun to post my initial reaction.
470d09 No.15246698
>>15246499
I think you're misunderstanding what I'm doing, I'm not making the game yet, I'm working on the loop and game states, like menu state, loading state and then game state, I haven't even begun the actual game yet. Which is what I meant by it not really mattering. I'm not planning on abstracting everything anyway, that was just my inital idea for a base struct to hand updating and initalising things. Thanks anyway man, I'm gonna keep trying stuff
>>15246493
Because I don't like it
7bf88b No.15246727
>>15246642
It is his "The Last Jedi" video. It really is a good video.
I think that we've immersed ourselves in negativity to the point that it no longer affects us. So when a part negative/part motivational statement is made, we only feel the motivational aspect.Or maybe it's just two talented creators with a lot of writing experience intentionally using reverse psychology.
08839c No.15246814
>>15244722
Especially when you're making a porn game.
ffc9f9 No.15246833
>>15246698
>Which is what I meant by it not really mattering.
Sorry. I misread your post. and you made a typo
It really does matter though. Different kinds of games require different approaches and data structures. A "one size fits all" solution doesn't exist, especially if you want to build complex features like online multiplayer.
9debd1 No.15247261
>>15244722
I've had to resort to walking a mile and a half or so up to a local internet spot just to quit. My brain is trained to fap at two times in a day and breaking that cycle is important.
9debd1 No.15247360
>>15246461
Here's what I've been up to lately. I still have the game project made but realized I need a beefier computer if I'm gonna be building levels with lighting. UEngine 1 this is not, much more taxing on this garbage laptop. Fine tuned a bunch of code, still gotta look up how to use certain functions. I am taking the "In-Game Debug Console" apart, there are some issues with it that need to be touched on, such as the fucking thing not opening at all because it has an animation group that isn't being found for some reason.
Enjoy comfy background, Solatorobo is an easy game but god are the art assets great. I wish someone would have shot whoever thought it was a good idea to have so much dialogue though. And the people who designed the difficulty deserve a beating to show them how hard the game should have been half way through. Tail Concerto is difficult by the first boss, on Hard.
1f9d09 No.15247390
>>15244178
Those are some saucy undies.
>>15243383
>>15243430
>head on fire
What if the player was a candle?
>>15243162
I hope shit gets better for you anon. Progress is progress, keep at it.
>>15243695
Thanks, there's still some gotchas and rough parts but it feels usable enough for me to work with. I'm not sure what I'll be posting this demo day so you might have to wait until 11/11.
c734a4 No.15247438
>>15245989
My project isn't significantly different enough from last demo day to show anything notable. Still waiting on the LIKO-12 dev to finish the sound and music tracker backends. technically sound is already functioning but completely undocumented
eda690 No.15247492
>>15247360
Wait for the new OpenGL ES 2.0 renderer. Godot team fucked themselves over with shitty performance in their ES 3.0 renderer and they're going to make a Vulkan and ES 2.0 renderers. I stopped using godot because my laptop only supports GL 2.1
914e88 No.15247584
>>15247390
I tried drawing Lantern-chan but my artfag skills still aren't up for that.
2b5528 No.15248087
>>15244664
>>15244552
Thank you, any other take?
feab59 No.15248849
>>15246359
You should post the part where he laughs at the architect guy instead. That bit is actually motivating.
That video is still one of favorites he's done in the series. Risk management, learning your skill and all that are often things devs forget about.
>>15246727
You need both positive and negative examples to improve. Can't train a dog on just discouraging it, you have to reward it sometimes too. I spend a lot of time looking at good examples of art and analysing it, but I also spend just as much time shitposting and complaining about bad art in games.
914e88 No.15249406
>let your friends work on the game while your ass heals
>it will be fine
914e88 No.15249476
That's it, this has gone too far
501c66 No.15249568
>>15249406
>>15249476
>Disembodied heads half submerged in the ocean
>Strobe lights
>Shit glitching out
I think your friends have been watching End of Eva
914e88 No.15249614
>>15249568
It's supposed to be sand
501c66 No.15249964
>>15249614
My bad. My brain just assumes huge flat planes with repeating textures are bodies of water.
b9c85c No.15250970
>want to work on project
>Open project
>Remember all the tedious work I have to do to clean stuff up
>Close project
e63d96 No.15251013
Working on making armor sprites modular so I can recycle and palette swap them.
cd6ab1 No.15251032
>>15250970
THREADLY REMINDER THAT WORKING ON A PROJECT IS THE ULTIMATE DEMOTIVATOR
45c000 No.15251041
>>15250970
>want to work on project
>HUNDRED BILLION DEGREE HEAT WAVE
>can't even fap
1184d9 No.15251214
>>15251013
That is some nice spritework. I especially like how the different ground textures and bushes look.
c20f94 No.15251243
>>15250970
>want to organize images
>realize I have tens of thousands of images that don't even have names
3e18b5 No.15251252
>>15251243
Do a hundred a day, sort them by topic and if you need to, rename them. That's what I did.
there's only so many folders because I further sorted all the 2Ds by either name or focus
It's also a good way to delete duplicates, which I'm sure you'll have, and just pictures you don't find funny or interesting anymore.
45c000 No.15251257
>>15251252
>and just pictures you don't find funny or interesting anymore.
d0a04a No.15251290
ea2b39 No.15251324
I was playing botw and I was wondering how webm related is done.
Essentially even if you spin the analog 360 degrees incredibly fast Link still completes a 360 degree rotation.
I can't figure out how to get something similar. I thought using Vector3.RotateTowards(movementVector) would do it, but it only partially fixed the problem.
Is it some kind of coroutine?
Help
4a63ec No.15251352
>>15251324
i've been trying to do the same thing for days now and still can't get it to work quite right
easiest option is to only do this when your character is turning
problems occured for me when i wanted to also do it for strafing, because then the directions conflict, and having one rely on the other ends up with a lot of janky-looking rotations
this is the entire code i use for movement
}
public Quaternion Rotate(float _yaw,float _pitch,float _roll,float step)
{
Quaternion _rot = Quaternion.Lerp(self.rotation,Quaternion.Euler(_yaw,_pitch,_roll),step);
//roll has it's own timestep, if any
self.rotation = Quaternion.Euler(_rot.eulerAngles.x,_rot.eulerAngles.y,_roll);
return self.rotation;
}
float roll=0;
[HideInInspector]
public float yaw,pitch;
float lastPitch;
void HandleMovement()
{
Vector3 dir = self.InverseTransformDirection(nav.velocity).normalized;
float deltaPitch = (pitch-lastPitch)*(1-Mathf.Abs(dir.x));
float cRoll = Mathf.Clamp(-(deltaPitch+dir.x)*Mathf.Abs(dir.z)*150,-15,15);
if(Mathf.Abs(cRoll)>0.1f&&curAnimState==AnimState.idle)
{
roll = Mathf.Lerp(roll,cRoll,Time.deltaTime*4);
}else{
roll = Mathf.Lerp(roll,0,Time.deltaTime*4);
}
Rotate(yaw,pitch,roll,Time.deltaTime*8);
Vector3 d = self.InverseTransformDirection(nav.velocity);
anim.SetFloat("Speed", Mathf.Clamp(d.z, Walking ? -0.5f : -1, Walking ? 0.5f : 1), 0.1f, Time.deltaTime);
anim.SetFloat("Direction", Mathf.Clamp(d.x, Walking ? -0.5f : -1, Walking ? 0.5f : 1), 0.1f, Time.deltaTime);
lastPitch = pitch;
}
but if you only want it for when your dude is turning, ignore the delta pitch
4a63ec No.15251364
>>15251352
actually ignore that, it's absolute spaghetti
pseudocode would work better
float roll = 0;
void HandleRollRotation()
{
Vector3 dir = self.InverseTransformDirection(velocity).normalized;
float cRoll = Mathf.Clamp(-dir.x*Mathf.Abs(dir.z)*150,-15,15);
if(Mathf.Abs(cRoll)>0.1f)
{
roll = Mathf.Lerp(roll,cRoll,Time.deltaTime*4);
}
else
{
roll = Mathf.Lerp(roll,0,Time.deltaTime*4);
}
Rotate(yaw,pitch,roll,Time.deltaTime*8);
}
ea2b39 No.15251377
>>15251364
I'll give this a shot, thanks anon
ea2b39 No.15251443
>>15251352
>>15251364
I think I might've explained myself wrong.
I'm not looking to change the roll of my character, my question was more about how to widen the rotation when spinning the analog stick and on how to not interrupt the spinning before its done
4a63ec No.15251461
>>15251443
oh no idea
doesn't that happen naturally when you're not with a mouse?
the radius of the spin depends on how much your rotation is limited
ea2b39 No.15251468
>>15251461
Well it does if the rotation is happening slowly, but if the direction vector goes faster than the rotation can complete then another rotation will start
ea2b39 No.15251470
>>15251461
Good roll script though
4a63ec No.15251475
>>15251468
>but if the direction vector goes faster
so limit the speed while turning
ea2b39 No.15251479
>>15251475
oh fuck that might work
b4cc9c No.15251564
Vulkan engine anon here.
So, using lower poly meshes (cubes instead of spheres WITH redundant vertices) allows me to easily get 32,000 different objects in screen at once with an FPS of 700. Why 32,000? My program crashes with any more, I assume the vertices buffer is getting overloaded or something. I'll figure it out later. Its made me really optimistic about the performance I can squeeze out if I get rendering to work how I envision it to.
My idea for representing objects now is similar to how i assume fluids are represented in graphics, essentially a bunch of spheres colliding logically but are not visible since a texture is rendered to some surface that conforms to the general shape of the spheres. Does anyone know search terms I can use to find info regarding this specific idea?
1f9d09 No.15251615
>>15251564
Volumetric meshes might be up your alley.
ea2b39 No.15252002
Is there a way to specify which direction I want Vector3.RotateTowards to rotate to reach the target vector so that it doesn't just take the shortest rotation to reach the target?
4a63ec No.15252072
>>15252002
you do the rotation yourself
Vector3 currentRot = Quaternion.LookRotation(vector).eulerAngles;
Vector3 desiredRot = Quaternion.LookRotation(target).eulerAngles;
if(desiredRot.y<0)
{
desiredRot.y+=360;
}
currentRot.y = Mathf.Clamp(currentRot.y+Time.deltaTime,currentRot.y,desiredRot.y);
transform.rotation = Quaternion.Euler(currentRot);
haven't tested but i think it makes sense
if the desired rotation is to your right, give it 360 degrees so it's actually a whole rotation to your left
then just rotate until you reach it
i could be wrong though, i've failed geometry 4 times
really wish we had a way to edit posts
db2ebe No.15252180
Messing around with geometry for level 2, going for a tudor look, major WIP
afeab4 No.15252226
>>15247390
I understand, because I won't have another demo until 11/11 myself.
>>15249476
That is surprisingly grim.
>>15251013
Are your armors generated or are they pre-defined items?
1046f8 No.15252270
>>15249406
>>15249476
>stealing my content
>not posting an epilepsy warning
You're looking to get sued x2
the mask is off kilter because the model isn't centered on the origin, which isn't my department. This is meant to be one of our battle transitions.
914e88 No.15252271
>>15252226
It's even grimmer when you try loading the fucking thing. Loading the default scene in the editor takes over a minute on my machine, and you quickly realize this is from the almost complete lack of scene instancing. Filenames use inconsistent and cases as wel, so most textures don't even show up on Linux, and trying to run the fucking thing makes my window manager shit itself.
At this rate re-creating the project from scratch, renaming all the files in lowercase, and screaming at the mapper until he reads the fucking manual will be less time and effort than sitting through these loading times or crawling through the codebase copypasted from web tutorials in a hunt for capitalization errors.
bba996 No.15252284
YouTube embed. Click thumbnail to play.
I have a demo but it's not a game
ea2b39 No.15252313
7bf88b No.15252401
>>15252284
This is really nice. Did you do the art and music yourself?
3bdc37 No.15252422
>>15252401
The first tune was made for this demo by PVCF (it's not released yet) and it's a double sid track. I've also made the font in the second part (that's why it's so butt ugly) and the logos in the first and third part (some PC fonts converted to sprites) . Everything else is old music and art. First pic (doggo) is by Electric and the second picture is by Archmage
7bf88b No.15252436
3bdc37 No.15252448
>>15252401
>>15252422
forgot about the music. Second part is by Jeff and third by Daf. Credits for each part will be listed in the end part (once I make it, I want 5 parts + ending)
I'm also working on a PC game, I even posted here about a year ago, but I've got a real job and put the game on halt. I had to do some low level code though to not go totally insane (at work I'm doing Enterprise (tm) cloud(tm) based software (sprinkled with pajeet poo, literally)
Once I release the c64 demo I'll go back to the game and post here.
1b3f69 No.15252472
>>15252271
Just write a script to rename the files to lowercase lolnoob
914e88 No.15252496
>>15252472
>just like rename files
That's the easiest part faggot, if I rename the files through a script I have to go through the Godot editor again and update all the project's case-sensitive references to these files. I could also make a script which combs through the scene files (pretty sure they're all plaintext) and replaces all references to these files, but all this is unnecessary for something which needs a complete rebuilding anyways.
7bf88b No.15252503
>>15252448
>I'm also working on a PC game, I even posted here about a year ago
Was it a top down shooter game?
3bdc37 No.15252513
>>15252503
yea although I later repurposed the code yo be side scroller, honestly though at this moment it cam be both very easely and maybe it will be used in the game yo have 2 kinds of levels.. can't decide for sure yet, just experimenting with the engine.
7bf88b No.15252515
>>15252513
Alright. It's nice to see you're still around Anon.
b21428 No.15252522
>>15245904
>No it's not. It's just an addictive procrastination method. And procrastination should be avoided whenever possible.
You're full of shit. You're overloading the dopamine receptors of your brain by jacking off, so your brain grows resistant to dopamine. Which is the CHEMICAL FOR MOTIVATION. Even something as basic as sugar causes this.
3bdc37 No.15252538
>>15252515
thanks. Since I'm here I can say something about it.
It's written in c++98 and its only dependency is sdl (although recently I managed to get the game working without it directly on /dev/fb). It should be possible to run it on any device and so far I tested windows (from 98 to 10) linux and adroid. It's lightweight. My inspiration for making this was Hotline Miami. At one point I was stuck with an old I3 processor. I thought it's good enough to play 8 bit looking game, but it was lagging quite a bit. Decided to make a good engine for low rez low color games… I think it's pretty fast so far, although I didn't try very hard to optimize it, I'm jist not being retarded and know what is expensive and how to do it better… on my 166mhz Pentium 1 laptop I get 40 fps (640x480@256 colors).
661c11 No.15252598
>>15252538
Anon I commend your efforts but surely you can use your talents to make something that will give you money?
c286ab No.15252730
>Spend 5 hours experimenting with different movement options
>End up going back to what I had in the beginning
3bdc37 No.15252775
>>15252598
I said I have a job as a programmer, it's just not making games (or efficient code in general as it's running in the gay cloud and if it's too slow they'll just buy more computers)
d6c414 No.15253140
How do I compose songs with exactly 9 different notes?
ed5b6e No.15253164
>>15253140
Different rhythms and arrngement of note
1046f8 No.15253191
>>15252496
>implying we have enough files for this to be an issue
The few references we have are within the context of the scene tree. I'll right it if our head won't, and we'll just have to get him and everyone else to follow it. I've been naming my files properly at least.
dfb9e6 No.15254283
>>15251252
Even organizing my general chan folder it's taking up more room than I thought…
40adf6 No.15254302
>>15254283
just delete it and start again, I give it a good look over, svae anything that makes me chuckle and delete the rest
28e0d1 No.15254347
How do you handle "interactions" in a puzzle game? For example if a player object is beside a monster object, you should die. Or if a rock is inside a water tile, it is removed.
I know how to handle general behavior via events (eg OnMove, OnIdle, etc), but not sure of a good pattern to use that's flexible and lets it check for a variety of arbitrary conditions
dfb9e6 No.15254425
>>15251324
>>15251443
Seems my current controller is replicating exactly as they're doing there with link.
For rotation, I use a basic rotation towards the velocity of my controller per tick by a delta, but as you figured it's highly dependent on your movement controller (how wide it turns); to actually have a proper circular path of motion (of velocity dir that forms a circular arc) to rotate towards.
Rotate towards velocity script:
//do rotation (towards velocity as forward):
Transform t;
Vector3 velocityForward;
float rotationSmoothDelta;
//spherically interpolate towards targetRot by delta per tick
//lookRot is the target rotation (towards forward velocity)
// //in accordance w/passed delta per tick
t.rotation =
Quaternion.Slerp (t.rotation,
Quaternion.LookRotation (velocityForward, Vector3.up),
rotationSmoothDelta * Time.deltaTime);
Character controller is a bunch of layered systems so can't really post here, nor is it meshable with usual unity EC+OOP design pattern.
For main meat of my approach that results in this effect, I use the unity provided CC as a base, with a drag system (approx. of real drag), and a normal interpolated cc.ApplyMovement (dirSticks * moveSpeed) for directional movement.
It results in a nice circular movement pattern if I do a pull 360 around the extremities of my controller's directional movement analog stick.
From testing it seems the drag system is really what creates the effect.
Drag code/formula I'm using:
Vector3 controllerVelocity;
float dragFactor; //strength of drag relative to velocity vector length
CharacterController cc;
//get drag approximation:
float dragForce =
controllerVelocity.magnitude * controllerVelocity.magnitude * dragFactor;
//scale opposite dir of velocity by drag force (or passed in "drag direction")
// //resulting in force opposite of traveling dir (a drag approximation)
Vector3 dragVector = dragForce * -controllerVelocity.normalized;
//final steps (IFF using character controller):
// //get step offset as to keep CC grounded (for isGrounded detection/grounded flags)
dragVector.y = -cc.stepOffset * Time.deltaTime;
//apply & get grounded flags;
cc.collisionFlags = cc.Move(dragVector);
28e0d1 No.15254496
>>15254347
Basically I'm in C# and since it's a strong-typed language, I want to have a way to set object behavior intuitively from script files, but not have to compile them (and executing dynamic user code at runtime in C# is … quite a hurdle)
Do you think a simple parser like this would work? It would end up highly moddable which is a plus, but I don't want to be too verbose, or too simple with how I set things up
43ec36 No.15254514
Does anyone know what program this is?
0948a8 No.15254553
>>15254514
Looks like a homebrew editor to me.
dfb9e6 No.15254625
>>15254302
True, that's one way, and now that I think about it I did that a few years ago.
Though I do have some qualms about doing so as it's sort of nice to be able to go back and look at an archive of old material. Pretty quality nostalgia, and relatively speaking to HDD tech 10GB is nothing.
7bf88b No.15254756
It may not look like much, but this shows that if / else statements work in my custom scripting language, I can set the value of variables using the assignment operator, and I can print text to the screen by putting it between quotes.
It's actually starting to look like a game. I may even have a linux build for demo day, but no promises. If I do have a demo it will be one room and you won't be able to pick up any of the items.
af1e44 No.15254779
>>15254514
That sound bite was from ideas man. It's when Sam and Charls were smashing the spic's car in suits.
ce6a20 No.15254840
I finally fixed the code for rendering my maps using the PVS I generated. Of course the PVS is absolutely fucked but the rendering code works correctly. Now I need to debug the PVS generation code in the next 4 days… maybe I will manage to fix it and maybe I wont.
f55133 No.15254887
How do I export rigged models from Blender and import to Unity while retaining IK functionality?
None of my IK bones work. Pic related.
c99b53 No.15254895
>>15254887
Looks like it's working fine for a Psychonauts game.
dc3567 No.15254943
Anybody have resources on turning 3d models into 2d sprites?
Recently saw a few games with this style and want to try it myself
98bb1e No.15254958
>>15254943
Go be a giant autist and render these automatically at the start of the game, massively reducing the game's filesize
914e88 No.15254963
>>15254958
While massively increasing the startup time.
f55133 No.15254971
>>15254958
>>15254943
>>15254963
just write a program that brute-force complies random code until it makes something that can run, that's your game
98bb1e No.15254973
>>15254963
Make it part of the game installer, people are too stupid to tell the difference. Rendering a 16 MB spritesheet certainly might be faster than downloading it.
28e0d1 No.15255029
>>15254982
>Not using BOGO Compiler
>>15255020
Me for next Demo Day
98bb1e No.15255049
>>15255020
post some of your code, friend
cfa67f No.15255092
>>15255049
Not sure what I should post. Here are 2 functions I use for her chopsticks logic. I like using modulo for logic a lot and tend to keep my functions at most 20 lines of code, if it's anymore I wrap it off and call it. Makes code clean, tidy, and reusable. Also her core logic is big so I split it up among several files but still in the same class.
320888 No.15255105
YouTube embed. Click thumbnail to play.
>>15254514
This >>15254553 and I think it's using Dear IMGUI or some other immediate mode GUI library.
>>15254943
Use Blender, it has a professional quality path tracing ("raytracing") renderer now and is very scriptable.
7bf88b No.15255173
Do we have an image for the upcoming demo day?
7bf88b No.15255381
Demo Day image, unless someone else makes a better one.
>>15255243
Exactly two people. Sigma Dev and Keyreal.
ed5b6e No.15255494
>>15253140
uh, i probably should have asked earlier, but what 9 note re you using, and do different octaves count as "new" notes?
b18774 No.15255501
>>15255243
I think for 8gdg it looks something more like this.
98bb1e No.15255508
>>15255501
/agdg/ - goatse edition
b18774 No.15255509
>>15255381
This describes my summer better.
f55133 No.15255553
these are the brave men who will fight and die for your kingdom
98bb1e No.15255584
>>15255578
make the text readable and we've got a perfect logo for demoday
491cad No.15255681
>search #agdg on twitter
>Albuquerque Game Developers Guild
Who do these fuckers think they are? I was expecting to browse gifs and videos of development progress but instead I'm getting soylfies and shit
491cad No.15255695
>Austin Gray Design Group
>"Your home is living space, not storage space."
Who. Do. They. Think. They. Are.
cfa67f No.15255703
>>15255381
/agdg/? More like /adhd/.
548a66 No.15255752
>>15243841
A game that keeps track of how many cars you overtake and how make over take you and gives point appropriately but takes points off when you are over the speed limit, thus promoting fast but safe driving.
ffc9f9 No.15255792
Don't forget to stress test your demo by spawning a couple hundred entities.
4a63ec No.15255911
>>15255792
>expecting games to run well
get a load of this dreamboy
ffc9f9 No.15255942
>>15255911
I don't play any of Todd's games so I have no idea how many entities they can handle. I don't want to know either.
3bdc37 No.15255968
my engine can handle over 4000 polygons per krundle
ffc9f9 No.15255982
>>15255968
How many krundles can it handle?
3bdc37 No.15256026
1ab098 No.15256065
>>15254887
As far as I'm aware the function doesn't transfer to the bones but it stays for any animations you made in blender. In-Unity IK would need to be added inside Unity.
15cf94 No.15256135
>>15243383
Great work anon. That torch lighting mechanic looks fun.
4a63ec No.15256182
finally got around to exposing node variables via the controller inspector
it's one of those tiny things that you really don't think you need until you actually do it
now if i wanted to just make a few copies of the mob you kill i can simply duplicate him and change the variables rather than having to make a trillion duplicate scripts for some tiny differences
ba7198 No.15257108
Music for a nation-management game set in a semi sci-fi cold war. Probably too bossa nova.
3e18b5 No.15257128
>>15257108
Not bad for an opening, though the lead instrument is not very good. Just hope that the rest of the song is less repetitive.
I don't think it quite fits what you have in mind, though it could perhaps serve as menu music or something of the sort, that could work. Not actual gameplay though.
4ee505 No.15257271
>>15255681
Not even 4cucks' /agdg/ uses twtitter afaik
185b0f No.15257516
>>15254496
Just use an existing xml or json parser
28e0d1 No.15257533
>>15257516
Well I don't have a problem with JSON, but it's the part where I take arbitrary text and hook it into functions and possible gamestate that is unknown that throws me
f5f263 No.15257881
This works in Clion but not in Visual Studio
char * test = "test";
Why?
f5f263 No.15257883
>>15257881
Woah this fucking formatting, jesus christ.
ce6a20 No.15257936
>>15257881
What error is it giving you? In C this is valid, there might be some warning or C++ rule that wants you to declare it as a "const char *"
7bf88b No.15257952
>>15257881
https://stackoverflow.com/questions/48554625/vs-2017-doesnt-implicitly-convert-const-char-to-char
>VisualStudio 2017 15.5 started setting the /permissive- flag for all new solutions, which disallows the implicit conversion of string literals to non-const char*. You can edit the solution's properties to disable that flag while you update your codebase to conform to the C++ standard. It's listed as "Conformance mode" in the "Language" tab under "C/C++" in the project's properties.
f5f263 No.15258003
>>15257936
You're right, it's that exact error. I presumed it worked the same as in C.
>>15257952
Thanks for the spoonfeeding. This helped a lot.
What IDE do you guys use btw?
a4fb68 No.15258064
>>15257881
can't assign literal string to non const char* as literal strings are in your binary and you cannot change them at run time (well on x86 you can but on some exotic platform it could be haram and so the standard of c++ says it's haram also)
>>15258003
I don't use IDE. notepadqq (notepad++ clone for linux) and a terminal window is all I need.
ce6a20 No.15258101
>>15258003
Pelles C IDE on windows and geany on linux.
7bf88b No.15258104
>>15258003
You're welcome.
>What IDE do you guys use btw?
I don't use an IDE. I use a spacemacs, write my cmake files by hand, and run my programs from the terminal. If an IDE is how you write the best code then that's what you should use, but for me this setup is how I am the most comfortable.
a479e9 No.15258193
>>15242945
Its nice. Very calming ngl. Keep up the good work anon
185b0f No.15258195
>>15257533
What about it specifically? Checking the input? Handling failed parses?
185b0f No.15258206
>>15258003
Emacs and makefile like the other anon, visual studio and xcode in particular disgust me
af1e44 No.15258208
>>15255501
Video games aren't all that fun honestly. I'd rather study graphics and rendering rather than develop a game.
0a27ce No.15258242
>>15258208
Ditto. The science behind it all is much more interesting than the game design side THOUGH I would like to produce a finished product. I have a couple ideal games in my head and nobody else will make them because the games industry is trash… So I'll do it myself.
>>15258003
Code::blocks on windows. It handles projects fine, I wanted to use GCC on windows (instead of visual studio's compiler) and the visual debugger is nice.
1f9d09 No.15258401
Been working on more QOL editor stuff. Entity orientations are editable now and used in-game. Portals change colour based on the floor height differences of the sectors, so you can more easily see if player will be able to step up or jump up between them. And you can use expressions in numeric fields. Some other stuff I'm probably forgetting too.
>>15258003
I use VS Code and terminal.
28e0d1 No.15258746
>>15258195
Let's say my object is the player. If it's adjacent to a monster, it should be destroyed and you'll have to start the level over. So how would that look in a flat text file? You can't necessarily pass arguments like CheckAdjacent(left) since "left" is just raw text, so you'd have to interpret it, and then that might fail etc etc. I can't have this shit happening every frame
Like
185b0f No.15258764
>>15258746
You're trying to move the actual game logic out into text? Why would you parse every frame? Either way you need to create a strict standard that limits and defines what can be in the text files
7bf88b No.15258773
>>15258401
>And you can use expressions in numeric fields
That's real fuckin' neato.
185b0f No.15258790
>>15258746
If you are having trouble imagining how to define interactions between objects, consider letting the script mark an object as a certain arbitrary type ("monster", "obstacle", etc) and letting it define some simple interactions based on distance with other types. Unless you're making an engine I don't think the actual proximity checks need to be scriptable, i.e. CheckAdjacent should probably be internal logic
28e0d1 No.15258798
>>15258764
No what I want to do is have game objects be defined in text so you can change things around without having to recompile the game. I just don't know how to tie the text data into game logic, as far as comparisons, behaviors, etc
c6e378 No.15258832
>Unity's capsule casting returns a normal perpendicular to the surface of the capsule rather than the actual normal of the surface that was hit.
How do I go about fixing this without creating an abomination? In most cases the above is fine, but I specifically need a capsule to be able to sweep downwards and return the normal of the closest surface without being skewed by edges and corners. It would work find with a box cast since it's bottom would be flat, but I also need it to work with capsules.
7bf88b No.15258878
>>15258832
Take the collision point, raycast downward from right above that point, use the normal from the raycast.
28e0d1 No.15258917
>>15258790
Some objects need to check adjacent tiles to see what are beside them, though. I like it'd have to be a specific object or type of object and then it does something. Alternatively, I could have it check top, then bottom, then left, then right, etc, but I don't know again how I'd have it combine checks in text
185b0f No.15259040
>>15258917
But that check logic should be self contained and internal, and the objects constructed from the parsed script should know what to do given whether an object of a specific type is nearby.
e.g. in the script:
[adjacent] "monster" hurt
[adjacent] "obstacle" stop
[near] "terrible" fear
[far] "friend" lonely
[adjacent-left] "spring" jump-right
With the last word being baked-in interactions and the first word being baked-in proximity checks. Obviously formatted in a nicer way, that's just an example. Then the objects just compare the type of the objects found in their proximity tests to know how to react. I'm not sure if this helps at all, it's just my naive stab at it.
185b0f No.15259051
>>15259040
And some sort of inheritance or prototyping would make this cleaner
28e0d1 No.15259235
>>15259051
Right but how do you do inheritance with text? Sorry, I'm feeling really stupid and tired tonight. I feel really discouraged about my game in general
afeab4 No.15259365
>>15255792
Does this count
c6e378 No.15259458
>>15258878
Tried something similar to this which works most of the time, but it sometimes hits the wrong plane when on corners. Will continue trying more with this.
7bf88b No.15259500
>>15259458
You could try a narrow box cast instead of a ray cast and see if that works any better.
cae1d6 No.15259564
>>15246359
So Sam is saying I can get by with being an ideas guy with no worries? Sounds great!
dc3567 No.15260189
ce6a20 No.15260251
I managed to confirm that my PVS is generating correctly! This means that I will be able to put a demo out on demo day since the error is just related to PVS compression. In this case I had a debugging mode that told me what leaves were in the interior of the demo map, and so I wrote out some reasonable PVS's for those leaves, and the ones in this debug file match those. So I know that the PVS is generated correctly!
b18774 No.15260461
094db9 No.15260484
>>15245073
When do you think sigma 2 will be ready? I really wanna be able to use a quake/source type engine that isnt source
914e88 No.15260497
>>15260484
>Source
>not remaking Kowloon in id Tech 4
dc3567 No.15260521
>>15260461
Many thanks anon
0df20b No.15260742
>>15260497
Learn to read IDs, feggit. That anon writes nothing like I do.
>>15249406
>>15249476
I've mostly fixed the file system by now after getting bullied by the team. It's not properly organized and is kept to strict non-capitalization.
>>15257108
I like the idea of it but it seems to meander a bit. It needs a bit more variety.
0df20b No.15260749
>>15260742
* It's now
What an unfortunate typo.
ce6a20 No.15260948
Sigma II finally has occlusion culling! I haven't tried with other maps but this means that I can finally render large maps at an acceptable performance instead of brute-force rendering every single polygon, so my framerates on my ATI Radeon Mobility 9000 should be much nicer. And I have finished all of the features I wanted to finish for demo day, I just need to make sure this culling doesn't have bugs on different maps, and map out a demo day map to show it off!
>>15260497
In a year I bet it will be somewhat usable for those kinds of games. But still a large amount of C programming will be required to do anything with it. It has a long way to go. I think that by the next spring or summer demo day I could have an FPS game with enemies and maybe online multiplayer with terrible netcode.
ffc9f9 No.15261791
>>15260948
>maybe online multiplayer with terrible netcode
Don't worry anon, it's not like netcode is something that you need to design your engine around of ahead of time.
31db7e No.15261891
YouTube embed. Click thumbnail to play.
What motivates you?
I really like this video
4b9464 No.15261896
I added a page for C in the wiki
http://8agdg.wikidot.com/c
Fix it if I wrote something retarded t. not a C pro
31db7e No.15261917
>>15261896
Honestly, it looks like trash but I don't know what to expect from the wiki.
>Pros: easy to learn
What does this mean?
>Encourages data-orienter thinking
Not necessarily. Should replace this with a pro being memory management compared to other languages
>Cons: Lacks of slot of modern functionality
Completely ambiguous. Mention specific things like the fact C is missing complex data structures
>game engines that support C are rare
This means what? A game engine SUPPORTS scripting languages. You probably mean it's rare to find modern game engines written in C then make a note of old id tech engines
>Sample code
It would be nice if there was a sample hello world for each language then a demonstration of a something like fizz buzz to be considtent
4b9464 No.15261954
>>15261917
>What does this mean?
It's "small" and very straightforward. There aren't too many features to learn and there isn't a lot of things to learn about the things there are to learn.
>pro being memory management compared to other languages
Now I'm going to ask what this means. How it memory management in C different from C++ or something?
>Completely ambiguous
I didn't want to autistically list every little thing.
>This means what?
You know what it means. Every engine supports every language if you want to be pedantic enough. Nobody is going to decompile Unreal Engine so they could use it with C.
>It would be nice if there was a sample hello world for each language then a demonstration of a something like fizz buzz to be considtent
I'd like that too but I don't know other languages enough. I was wondering about what kind of piece of code to write that would show a fair amount of the language, isn't completely obtuse to people who don't write it already, and isn't too long. Even better if it does something sensible, unlike the code I made.
31db7e No.15261993
>>15261917
You need to write the wiki from the perspective of someone reading it for information.
If I was reading an article on Haskell and it said "it's easy to learn" and "lacks a lot of modern functionality" I would learn nothing.
Also, other languages meaning languages with garbage collection.
5ff50a No.15262000
>>15243841
Can she become even more pathetic.
ffc9f9 No.15262010
>>15261896
I'll be a good goy and write up something better later.
4b9464 No.15262050
>>15261993
>other languages meaning languages with garbage collection
Some of the language pages had "no garbage collection" in the cons. I tried to write similarly as the other pages, plus that isn't necessarily a pro or a con in my opinion.
>If I was reading an article on Haskell and it said "it's easy to learn" and "lacks a lot of modern functionality" I would learn nothing.
You need to write a lot more than a single bullet point if you want to adequately describe what makes it easy or what functionality it's missing. I think that's meant to be just a quick overwiew of what the language is like, I'd gladly add a longer paragraph along with it going into more detail, but I'm not confident enough in my C knowledge.
ce6a20 No.15262142
>>15261896
such a page already exists:
http://8agdg.wikidot.com/wiki:programming-in-c
>>15261791
the engine is already designed around netcode. I just mean that I would probably implement online multiplayer, just without implementing prediction, etc, yet.
31db7e No.15262152
>>15261791
Reading between the lines of what Todd said about changing the engine for fallout online, it seems like the entire engine was originally built around a single player which means they had probably had to fix all that for fallout online.
ea2b39 No.15262185
I'm trying to check when the player is making the analog stick spin around 360 degrees at a certain speed.
Quaternion.LookRotation(stickInput).eulerAngles
This gives me the angle of the stick from 0 to 360. I was thinking of something like this
>check if angle is 30
>if true check if angle is 60
>if true check if angle is 90
etc until I get to 360
If all of these checks return true then the player has made a full spin.
Anyone got better solutions?
ffc9f9 No.15262203
>>15262152
>Reading between the lines of what Todd said about changing the engine for fallout online, it seems like the entire engine was originally built around a single player which means they had probably had to fix all that for fallout online.
All for that massively* multiplayer online experience.
*Up to 4 players
4011d9 No.15262220
Am I a brainlet or can pretty much all overflow problems be easily solved by clamping values?
6794f6 No.15262227
Anyone knows if there's a way in UE4 to have a variable exposed on spawn that has a default value you can override? Basically I got this variable X* in a class that has a default, but sometimes when I spawn an instance of said class, I want to set that variable X to something else. The issue is, if I simply expose X* on spawn, UE4 defaults to nullptr if I don't hook anything into it in BP, so instead of using the default if I don't supply a parameter, it will use nullptr.
I know I could just set the variable right after spawn, but if there is a way to tell it "use supplied parameter or default to class default", that'd be swell.
3c1929 No.15262299
I added fizzbuzz and hello world sample programs to the pages for C and Python (the python code should be compatible for both 2 and 3)
Feel free to improve on my code, but let's not turn this into stackexchange levels of autism
ffc9f9 No.15262321
>>15262299
>Feel free to improve on my code, but let's not turn this into stackexchange levels of autism
Don't tell me what to do.
>Declares a variable inside of the for loop without specifying that a language standard newer than C89 is used
>Brackets around modulo, as if comparison takes precedence over it
>Both hello world and fizzbuzz have the main function prototype return an integer, but the code doesn't return anything
ffc9f9 No.15262331
>>15262321
I accidentally hit reply instead of writing more shit & proofreading my post but I think it's better if I leave it at that
3c1929 No.15262370
>>15262321
And to think, worse code than this is in our cars, airplanes, satellites, etc
and I get paid to write that code
c6e378 No.15262747
>>15262185
I'm not sure where you are ast, but this would be my complete solution
1. Store your inputs somewhere
2. Grab inputs within a certain timeframe in the past
3. Calculate the stick angles, your way is fine
4. Calculate angle deltas between each input
5. True if >= 360 or <= -360
c6e378 No.15262758
>>15262747
Forgot to mention to sum the deltas
ea2b39 No.15262980
>>15262747
>>15262758
That is much better than my solution, thanks anon
b403b3 No.15263004
>>15260742
He's a big guy i thought scared ones were supposed to be women
>bullied
You did a pretty good job with it, it will make everyone's jobs easier. Today I'm going to try out some more battle systems stuff and maybe try out some new movement. There's some disagreement over using tank controls but I think having over the shoulder/behind the back mixed with fixed camera angles will be what we end up with.
914e88 No.15263022
>>15263004
>over the shoulder/behind the back
I don't remember anything about that outside combat.
f5e632 No.15263064
New to gamedev. Say I wanted to remake Etrian Odyssey for the PC, complete with map-drawing (would be nice if dual monitor people could have the option to display the map interface on their second monitor). I have development documents and can probably do all the art myself. Two questions:
1. What should I learn in terms of game engines and programming? Unity? Assume I'm starting from scratch even though I know some java.
2. Does anyone here commission composers for decent game music? How much does this cost?
ffc9f9 No.15263386
>>15263064
>1. What should I learn in terms of game engines and programming? Unity? Assume I'm starting from scratch even though I know some java.
Using an engine like Unity or Unreal means you get to skip all the shit that comes into engine dev (rendering, audio, setting up a game loop, loading assets, etc.), letting you get results much quicker. I dev my own engines and despise other engines so don't ask me for advice.
I can't say dual monitor support is possible or not with these engines, so you'll have to do your own research for each. Note that barely any games have dual monitor support, so nobody really expect support for this. From a business perspective its safe to disregard it entirely.
>2. Does anyone here commission composers for decent game music? How much does this cost?
I don't, but there's fucking piles of free to use music. (Though it often requires attribution.) Incompetech is a very commonly used source for placeholder music in games. Free to use with attribution, cheap license if you can't even be arsed to do that.
The actual price of commissioning composers will vary wildly. You can expect to pay out of the ass for anyone well established, but new people will often make music completely for free if your game is interesting enough. That is no joke; if you lurk r/gamedev & both 4&8/agdg you'll come across people regularly offering to do so.
ea2b39 No.15263524
>>15263064
>1. What should I learn in terms of game engines and programming? Unity? Assume I'm starting from scratch even though I know some java.
Java will probably help a lot. If you're familiar with OOP all you have to learn are Unity's docs and build in functions and you're pretty much set.
Just set out to make something and search the docs for what you need and you'll end up learning pretty fast.
>2. Does anyone here commission composers for decent game music? How much does this cost?
Honestly, get a project started so that you have something to show and then go to soundcloud and find someone to collaborate with. If they like the project they might not even ask you for money.
Hiring people in this cases I think is absolutely awful because you never know how much you're going to need or if the work you get from them is going to be good enough. You might as well try to make a friend and have someone to collaborate with.
c6e378 No.15263613
>>15263064
Unity lets you do that sort of multi display stuff very easily
d91a2f No.15263670
>>15245722
sounds good anon, i think it just needs some delay/reverb to give it a fuller sound
2d47d9 No.15264256
getting ready for demoday
2d47d9 No.15264264
>>15255381
nice, i gonna expand my beach to look like this eventually
28e0d1 No.15264829
>>15259040
>>15258746
Now that I'm in a clear state of mind, I think what I want to do is load the files and while parsing them, use a stack to build a set of expression trees for behavior, then store that behavior on the object types' metadata. That is, if the text says to check "self position left", then it "remembers" how to find that value at runtime based on said expression tree
cfa67f No.15265198
Tomorrow is the last day for bugfixing. I swear it is virtually impossible to create something bugfree for clients. There is no such thing as idiot proof.
66ee1a No.15265202
>>15265198
Post-release, Customer service terrifies me more than anything.
I can't handle telling 12 year old why their parents MacBook won't run my app.
ffc9f9 No.15265244
>>15265198
>tomorrow
>not today
You're a little late to the club. I haven't made a windows build in 2 months.
75796a No.15265248
>>15265198
>for clients
i can't even make something bugfree for myself
every day i find new issues
75796a No.15265487
is there a water shader for unity that can do reflections/refractions via cubemap rather than the way the standard assets one does it? because that one is a bit too performance heavy
ffc9f9 No.15265687
>>15265683
Please spoiler your image next time.
5b5751 No.15265699
File: 56924350c7e0094⋯.jpg (Spoiler Image, 16.71 KB, 240x312, 10:13, Excessive Sweating Treatme….jpg)

where the fuck did the last 8 months go?
afcb1d No.15265728
Serious question: Does anyone have any experience in Fusion 2? I just wanna know if it is possible to make a /gsg/ game in that program. Like CK2 but way smaller.
a49ee2 No.15265885
>>15264256
That is one ugly game, just everything about it as ugly, isn't this that farming game, man that shits ugly, nice work on the game though.
813e22 No.15266038
ef541a No.15266097
>>15265728
Anything's possible. The question is, why would you ever consider this a good idea?
b81505 No.15266146
>>15264829
That sounds more complex than any solution I would tend towards, but good luck. If that's the solution that fits then I may have misunderstood your problem
882b91 No.15266335
>>15265885
It is ugly, but I think it has a certain charm that many mediocre-looking games do not have.
7ff358 No.15266350
>>15262227
There's a node called "Get Class Defaults" which you can hook up to the exposed variable to prevent the nullptr issue. Just add some branching logic to select between the default and the override.
Still alive, but stuck in real life for a bit
520b7a No.15266360
>haven't worked on game for months
>decide to open up the project
>hey lemme check agdg
>demo day tomorrow
lol maybe this hobby isn't for me
ffc9f9 No.15266364
>>15266360
Don't be a wuss, post your game tomorrow.
45c000 No.15266366
>>15266360
Get working, maybe you'll have something ready for next demo day.
3e18b5 No.15266369
>>15266360
I made a promise /agdg/ to release a demo on 2/2/2020 and don't know if that's realistic.
worst part is that I'm actually working on it, so I can't really blame procrastination too much.
afcb1d No.15266460
>>15266097
Gamedevving or fusion 2?
ef541a No.15266513
>>15266460
Fusion 2. Are you dense?
26d02d No.15266516
How good do I need to be at math to just like make games in Godot? My math skills just covers the elementary part and some python. I could probably do every damn game tutorials there is out there for Godot but those tutorials are owl drawing tier "just like type out all those codes and then you have a game." which at the end of the day I have learned nothing, it doesn't really go in depth what they do know so that they can do it, they don't explain all those concepts, requirement and other background knowledge. I know it is important to practice a lot but how can I practice if I don't even know were to start? I looked at other board for help and this is the only threda I have found >>>/prog/3034 >>>/freedu/92 I find those vast amount of information quite overwhelming which is better than nothing. If I would read every pdf out there that other anons have recommended I would probably spend much more time with math itself than the actual programming part, which is not really my goal. I have also this pdf file "3D Math Primer for Graphics and Game Development" will it be sufficient enough for the start? but obviously it seems to cover only about the 3D part only despite I would like to learn the 2D part first before moving on to another dimension.
TL;DR how do I become a independent Godot vidya game programmer?
b403b3 No.15266591
>>15266516
I learned vector math a while ago but only felt it was useful when I started having to use it for godot. I would recommend reading up on it (the godot .pdf/wiki has plenty of info on this and other things relevant to your devving). Really, what's more important than straight math is an understanding of logic.
fd3121 No.15266618
>>15266516
CompSci is not mathematics, mostly. You might need some calculus, trigonometry, and linear algebra for understanding CS topics like algorithms, automata, data strucutes, etc., but you shouldn't need to use these for making a pong or mario clone.
Obviously, it depends on the type of game you're making. Oftentimes, physics is a more important topic in designing games than CS. Even then, you won't need to know the math, just which math is necessary. Think about Asteroids for example. Pressing forward makes you move in the direction you're pointing. The computer has to calculate how much to add to the x and y positions of the player's ship, which is done by calculating the angle. Most programming languages have their own functions that'll calculate that angle for you, so you won't have to implement that in the code. Hence, you don't technically need to know the math, just that you'll need to use that function.
And of course the tutorials can only help you so much. They're teaching you how to get around in the engine, and how to think while using it to design your game.
Start simple: make pong, then asteroids, then pac-man, then donkey kong. None of these should require more than high-school level math.
afcb1d No.15266636
>>15266513
Well fusion is simple enough for even a child to handle and I don't know shit about coding.
26d02d No.15266692
>>15266591
>Really, what's more important than straight math is an understanding of logic.
So I just need to read a few more stuff about logics and doing general programming practice to understand logic "better"?
>>15266618
> Think about Asteroids for example. Pressing forward makes you move in the direction you're pointing. The computer has to calculate how much to add to the x and y positions of the player's ship, which is done by calculating the angle.
Yeah in one hand it is a little bit more math but that is also exact the point were I am failing at already, since it also has to save a variable of the velocity and reduce it over the time. If I would try to program this part alone well I just wouldn't be able to figure it out how, from a pdf file (Michael Dawson Python for beginners) there is a "asteroid" game tutorial which uses a few bits of trigonometry and some sort of circle calculation.
>And of course the tutorials can only help you so much. They're teaching you how to get around in the engine, and how to think while using it to design your game.
Yes and that is my problem with those tutorials, they don't bother to give the learner more directions on were to continue so in order not to lose the motivation and especially momentum to keep working with the game engine. The "Dodge the creeps" tutorial was in my opinion the most boring tutorial out there, it is probably my own fault for trying to stick with it longer instead of looking for another one which is a "bit better".
>Start simple: make pong, then asteroids, then pac-man, then donkey kong. None of these should require more than high-school level math.
So I just also need to look up a list of very basic computer games and work up from there by recreating it at Godot and slowly figuring out on my own to see were my limits are and were I should keep continuing it? Well thanks for your comprehensive answer m8.
ea2b39 No.15266747
>>15266636
Then maybe you shouldn't be making games with your current knowledge
a96928 No.15266753
Anyone here need a shitty Blender artist for bad FBX models?
1d6fb4 No.15266763
>>15266753
Show us your portfolio.
ced560 No.15266782
>>15266369
>Not releasing your demo on 2/2/2222
fd3121 No.15266798
>>15266692
>since it also has to save a variable of the velocity and reduce it over the time
Saving a variable is easy, you should've done it in the tutorials. Each node is going to have a variable in its script, and movement can be made (aka position being altered) based off that variable. From there, you can reduce it by another variable (friction) on every frame. But Asteroids doesn't even have friction, so you wouldn't need to worry about it.
>So I just also need to look up a list of very basic computer games
It should seem natural as to what is "basic" and what is "complex". Outside of general limitations (a game from the 70s or early 80s should be simple), you can look at the game's AI (Hotline Miami has very simple enemies), progression (Mario 64 only needs to keep track of star count), or physics (VVVVVV has constant gravity and velocity).
>to see were my limits are
You don't have any limits, you only need to learn to do it. If you can figure out how it works, you can make it.
Making it good is the hard part
b81505 No.15266805
ced560 No.15266819
1d6fb4 No.15266863
>>15266805
No, he went to Gensokyo.
d8e9f8 No.15266866
>>15266863
and died there. twice.
a4fb68 No.15266886
333 64x64 sprites with transparency on a dual core cpu with youtube, music, c64 emu, video recording running in the background…. nothing terribly impressive, but at least I shouldn't be worried about the performance when there's to much shit on the screen.
I wasn't supposed to post here until I have enemies or something, but recently I lurked in the thread and saw you have a "demo day" so I'll try to record something, even if it's not that much leap since my last post long time ago
a4fb68 No.15266891
>>15266886
actually these ayy lmao dudes are 128x128, the player is 64x32. Might not look like that because it is upscalled from 32x16 (as well as the level times from 32x32 to 64x64)
3b37c8 No.15266892
>>15266886
I see those sprites were taken from a genesis game i used to play as a kid.
a4fb68 No.15266898
>>15266892
It's from the amiga game (Turrican 2) Genesis had Turrican too, but with different graphics and it had slighty different gameplay. This is just placeholder graphics, as I easely found the tileset on the internet and I can't draw for shit.
c97f97 No.15266914
HOLY SHIT, EVERY MONTH HAS A DUBS DAY, I'M FREE FROM THE DEMO DAY CURSE NOW I CAN MAKE NO PROGRESS ALL YEAR ROUND
b18774 No.15266978
>want to learn a thing
>look at someone's example code
>variables and arrays called "a, b1, b2, d, i, j, g, c1, c2, a1, cd, cx, cy" with no comments explaining what they're for
ffc9f9 No.15266979
>>15266914
But that's wrong. October and December don't end up with dubs. But November does get sweet quads.
ffc9f9 No.15266983
>>15266978
It wouldn't be a professional example otherwise.
fd3121 No.15267005
>>15266979
There are multiple dubs days for each month:
10/11, 10/22
12/2, 12/11, 12/22 (trips!)
Better get to work for Saturday
df6a90 No.15267023
Having an issue with my memory allocation. If anyone could lend me some insight, I'd be grateful.
>be me
>try to malloc block of size sizeof(mystruct) * 16 * 16 * 16 so that I can use it as a three dimensional array of these structs
>try to iterate through the elements
>segfaults upon access of an intermediate value, block[16 * 11 + 2]
>if I try to access a value towards the end, like block[15 * 16 * 16 + 14 * 16], it does not seg fault
>when assigning a struct to the value associated with the space one past the value that seg faults, it throws std::bad_alloc
>when I remove the last 16 term from the value I pass to my malloc, i'm able to iterate through the block to the 256th value, which is the number of elements I'd expect given the value that I passed.
any ideas?
df6a90 No.15267058
>>15267023
ALSO:
>while it segfaults on the same location 95% of the time, it isn't completely consistent.
ffc9f9 No.15267084
Valgrind is a commonly used tool to detect memory corruption.
There are also Windows equivalents like Dr. Memory.
Throw your program into that (be sure to compile with -g to leave debug symbols) and it'll tell you where you're messing up.
Also post code.
c811df No.15267093
>>15243383
>Gave up on my top down shooter game because it wasn't fun
just like speebot, wow
>Made a puzzle game prototype instead
how about making a game that's actually fun to play?
>>15243841
>games involving phones and cars
that sounds boring and dangerous at the same time
>>15245743
use c#
>>15249406
>>15249476
aside from the strobing, it's probably better than what you had in mind
>>15255553
can't tell which are trees and which are units
>>15257108
not bad. unless you're leaving it at 16 seconds long.
>>15264256
looks gross disgusting
>>15266369
>2/2/2020
<not 2/2/2022
faggot
>>15265728
>fusion 2
>gsg
maybe if you weren't shit at coding, but given that you're using fusion 2, you're shit by default
>>15266978
i knew a guy who named variables shit like aaa, bbb, ccc, etc. once
3e18b5 No.15267102
>>15266782
I don't smoke or anything, but that seems a bit beyond my lifespan.
>>15267093
I meant my first demo. 2022 could be a more finalized, final beta or so, assuming I don't have the game out by then, which I honestly might not, there's a shit ton of work left and I'm one guy.
914e88 No.15267105
>>15267093
>aside from the strobing, it's probably better than what you had in mind
It's pretty close, they just aren't all that familiar with the engine or PBR yet.
2/10 try harder
a4fb68 No.15267109
a4fb68 No.15267112
>>15267109
>inb4 no free();
ffc9f9 No.15267123
>>15267109
All the bits of code he posted thus far are perfectly fine. The guy needs to post his actual code instead of expecting us to magically know what's going on.
>Doesn't print "works" when size is zero and malloc returns NULL
2d47d9 No.15267136
>ask brother how long will it take to make a dynamic rope bridge generator
>"just 2 days, sounds simple"
>5 days later
oh well at least the planks work for now
2d47d9 No.15267145
>>15265885
>>15267093
Yes its ugly, there are no proper materials and textures yet, those are all placeholders, we will focus on getting movement working before graphics (and no, we don't have the full movement options nor the proper animations yet)
We will properly have them by next demoday
ea2b39 No.15267154
>>15267145
Wait why the fuck are you building a level if your movement isn't finished
2d47d9 No.15267161
>>15267154
how can you test movement on an empty plane?
ea2b39 No.15267165
>>15267161
That's why you block out shapes and slopes to test it out with Unity or Probuilder, not with complex models out of Blender lmao
2d47d9 No.15267171
>>15267165
moving quickly to point A to B of the city will be important, we need to have a city to really understand what kind of movement we need to give the main character
Besides, we will have to make the city sooner or later anyways
a4fb68 No.15267183
>>15267123
no shit, but why would size by zero in this case ? it's impossible.
ea2b39 No.15267188
>>15267171
Gotta tell you from experience there's nothing worse than a level that wasn't blocked out first with placeholders.
I'm on the fifth iteration of my first level and only now it's looking like something worth playing that isn't full of empty space or giant flat planes.
Do yourself a favor and get Polybrush and Probuilder
2d47d9 No.15267192
>>15267188
The buildings are already made with simplified collision meshes and even LOD models, they only need proper textures, doors, windows and interiors.
They are more than just placeholders at this point
ea2b39 No.15267196
>>15267192
Then it's too late to fix it without throwing away a lot of work.
2d47d9 No.15267205
1f9d09 No.15267281
Been knocking a bunch of things off the to do list. Wall collision lines get joined together now if they're along the same plane, fixed some edge cases for collisions on corners, made LUTs from Doom, Heretic and Hexen for testing with, redid how brightness and contrast are done in the shader, added a saturation graphics option and did some rough initial stuff for sectors with a liquid height.
db2ebe No.15267586
Hey guys, done more work on the geometry/art for the 2nd area, I dont have a demo for tomorrow but I have test build which has 2 near finished playable bosses fights (they have actually turned out not to bad) so at least i'll get to post something
7bf88b No.15267604
What are the differences between SFML and SDL? Advantages and disadvantages of each?
2b5528 No.15267607
>>15267586
Is the grain an artistic choice or are you doing some raytracing stuff?
db2ebe No.15267613
>>15267607
its a "my art looks like shit how can I hide it?" artistic choice
db2ebe No.15267618
>>15267607
>>15267613
it looks to smooth without it
db2ebe No.15267629
>>15267624
its in editor with debugging windows open, it plays a lot better standalone, my pc is aslo getting very old
914e88 No.15267633
2b5528 No.15267678
>>15267618
I see. Fair enough.
2b5528 No.15267682
>>15267618
Is the grain a generated noise map? Can you change the parameters? Grain could become overbearing when hit by an enemy.
db2ebe No.15267818
>>15267682
its just the grain filter that comes standard with UE4, the filter is the last thing that will overbearing you when your hit by an enemy, they pack a wallop
2b5528 No.15267905
>>15267818
Let me fuck with your inner perfectionist and ask you if the black pixels are rendered as scene before turning black.
520b7a No.15267922
>>15266364
it's not finished, it's not fun, the features are bare bones and uninteresting.
There's nothing to show or get feedback on.
>>15266366
Yeah maybe.
>>15266369
Feature creep is a hell of a drug and also the only reason anyone would play your game this is why publishers exist and why games are so boring.
db2ebe No.15267956
>>15267905
well its post processing so I guess they are, no idea to be honest
b38f72 No.15267971
Is unity the best engine right now hands down?
???
914e88 No.15267980
>>15267971
Not remotely, especially if you're working on 2D vidya.
ea2b39 No.15268003
I'm having a retard moment.
What do you call those textures that use the normal map to actually deform the model and make it bump out?
I know it's a thing that exists but I cannot remember what its called
0df20b No.15268006
2b5528 No.15268059
>>15267956
If it's post then yes. This is a problem, anon. You need to make a bitmap mask to not render those pixels ASAP.
3d39b3 No.15268073
>>15268003
Bump mapping?
Tesselation?
7bf88b No.15268087
>>15267971
Define "best". There are many reasons that one may not want to use Unity. For example the God Class MonoBehavior is bloated and fosters bad programming habits. If you want a high degree of low level control over the engine itself then you are stuck because the engine is closed source without a very expensive source license. Unity is often overkill for 2d games.
>>15268003
Displacement mapping.
https://en.wikipedia.org/wiki/Displacement_mapping
3e18b5 No.15268092
>>15267922
>Feature creep is a hell of a drug and also the only reason anyone would play your game this is why publishers exist and why games are so boring.
It's not quite feature creep. I just want to have a lot of content, that's all, and I'm not particularly skilled at anything so I work hard. Sometimes it takes me a week to write a song, and I'm estimating about 50 or so for the full OST. I also won't forgive anything subpar, so that adds to it.
ea2b39 No.15268101
>>15268087
>Displacement mapping.
Thank you
7bf88b No.15268104
>>15268101
You're welcome.
28e0d1 No.15268165
>Map size is 256x256 at most, maybe even artificially limited to 128x128 who knows
>At worst 65,536 tiles
>Probably only 16,536 actors at most, if not limited to 2,048 instead
>Worst case it takes exactly 1 mb memory use to model all my game's current state
>This is equivalent to a 182x182 bitmap file
Dang
df6a90 No.15268198
What are the top 10 most redpilled things to do when your program will draw GL_TRIANGLES but not GL_QUADS?
(my method that generates the vertex data was intended for use with GL_QUADS, but still doesn't seem to display anything).
7bf88b No.15268254
I recently found out about a rendering engine called Filament. Even if you aren't interested in the engine itself the documentation reads like a rendering textbook. Complete with diagrams, code, math equations, and screenshots. It's a good source if you want to learn about PBR.
https://archive.fo/DeuOc
The engine itself is open source under Apache 2.0 and is written in C++. It has a backend of OpenGL and Vulkan.
https://github.com/google/filament
b38f72 No.15268270
How profitable is to make mobile showelware?
28e0d1 No.15268283
>>15268254
>https://google.github.io/filament/Filament.md.html
>Google tech on a MS platform
I'd say learn from their stuff but don't actually use it if possible
a4fb68 No.15268367
>>15267604
SDL is the library writen in C with does all the low level stuff with video sound and input, sfml is a c++ wrapper around that lib giving you RAII and "nicer" api. Might be easier to use if you're more used to working with modern c++
>>15268165
change the order of your members to avoid padding, your struct atm will take more bytes than you calculated.
8cac4a No.15268371
This map crashes the code that creates the PVS. I hope that I can fix it before demo day really starts…
7bf88b No.15268426
>>15268283
I'm personally not going to use it because PBR doesn't appeal to me and it doesn't make sense for the games I'm making, but what's wrong with using FOSS from Google?
>>15268367
Thanks. I'm trying to work out what is best for getting my text adventure out of the command line and into it's own window. I'm writing it in C++ so it looks like SFML is the best option at the moment.
390b93 No.15268480
>>15268270
Not. Pretty much no one makes money from mobileshit, except a very select group of games such as Angry Turds.
You might be able to get money out of idiots who don't realize this and are willing to pay others to make games for them, though. It just won't be enough to live comfortable on in most first world countries.
0df20b No.15268694
http://picosong.com/w46VN/ Any criticism is appreciated.
ef541a No.15268733
>>15268426
Using FOSS from Google on Windows is suffering.
914e88 No.15268818
>>15268694
He should have bought a smaller hat.
914e88 No.15268827
>>15268818
>ID is only one character away from 1488
dc3567 No.15269012
>>15266782
Holy shit no gore has ever disturbed me so much as this webm has.
c625ce No.15269056
>>15244230
a floating hand ghost is coming to take her underwear off yeah i'd be terrified too.
28e0d1 No.15269071
8cac4a No.15269076
>>15269071
I still have 15 minutes!
75796a No.15269080
5b5751 No.15269129
>>15266753
only if you can get better over time
df6a90 No.15269197
any recommendations on books for developing game engines?
dc3567 No.15269235
>>15269197
Dude, just like make engine.
df6a90 No.15269253
>>15269226
Thanks anon
*gives u a huggles*
a4fb68 No.15269271
>>15268426
if it's gonna be text only use ncurses, it's a library made for text based games and aplications, you can write text to a specific x y coordinate in the terminal window, change colors etc.
9051f0 No.15269290
IF YOU WANT YOUR DEMO ON OP OF DEMO DAY THREAD REPLY TO THIS POST
28e0d1 No.15269293
>>15269290
>He thinks I have a demo
9051f0 No.15269294
>>15269293
>Not having a Demo
ffc9f9 No.15269296
>>15269293
>He doesn't have a demo
28e0d1 No.15269299
>>15269294
>>15269296
If only I shitposted less
b18774 No.15269300
>>15269226
You'll never make a game if you go down this path.
ffc9f9 No.15269302
>>15269297
Is that the new Dark Souls?
ba7198 No.15269337
>>15269302
The Elder Souls 9
cfa67f No.15269358
>>15269290
GIBBE 30 MINUTES
9051f0 No.15269365
>>15269358
YOU HAVE 40 MINUTES UNTIL I START BAKING.
GO GO GO
7bf88b No.15269370
>>15269271
I've thought about having a special ncurses version of my game but I want consistency between my Windows and Linux builds. Would many Linux users prefer or appreciate an extra build that uses ncurses? Because I'll do it if it makes the people who play my game happy.
ffc9f9 No.15269372
>>15269365
>only 40 minutes of pre-demoday shitposting left
9051f0 No.15269373
>>15269370
It would certainly be better than just printing to the the terminal.
Not really super important if it is going to damage your progress however.
722810 No.15269383
>>15246461
Finally got console window to pop up, stay up, and take commands. Can close too. I have to make a UI system soon, but first I'm gonna finish taking notes on the Godot 3.0 paperback so I can make a cheat sheet. More tomorrow.
0232f0 No.15269387
When's the next demo day?
ba7198 No.15269389
e27878 No.15269905
Is there anyone here that wants any VO work done for their projects for free?
My voice is male, youngish, Britbong accent.
My current setup isn't that great, but produces decent sound, and I'll have a studio-quality setup within a few weeks.
I realize that it often isn't within many Anons' budgets to pay for VO, so if you want me to record any samples or anything, just ask.
>>15269413
Fucking top-tier, good work Anon.
e5b036 No.15269939
>>15269370
easiest way will be to use sdl and make your own terminal, just rendering the text from a framebuffer, will be couple of lines of code.
7bf88b No.15270061
>>15269939
I'll try it with SDL before SFML in that case.
I guess I might as well stop being vague and just say all of what I'm trying to do. There are three modes to the text adventure. Adventure Mode, Dialog Mode, and Combat Mode.
Adventure Mode
Large Window displays the result of past commands.
Bar at the bottom where the player types their input.
Bar at the top displays the name of the current room.
Sidebar shows the inventory.
Dialog Mode
Large Window shows the history of the conversation.
Bar at the bottom provides a scrollable list of dialog options.
Bar at the top displays the current room and the name of the person the player is talking to.
Sidebar shows the inventory.
Combat Mode
Large Window shows the history of the engagement.
Bar at the bottom is a menu of combat options.
Bar at the top displays the current room and the name of the opponent.
Sidebar is divided in half. The top half shows the inventory and which items the player has equipped. If the player decides to equip an item then this becomes a menu. The bottom half shows relevant character information such as health.
c65a23 No.15270234
>>15270061
Here's 90% of code for your own dumb terminal that just draws your chars in a window. With sdl you will have a portable terminal.
https://pastebin.com/c9yHDG17
same anon as >>15269939
c65a23 No.15270240
>>15270234
line 42 and 47 replace framebuffer with framePtr. Ooops
ee6ea8 No.15270283
>>15270061
While curses or rolling your own would definitely make you a real man, you could also have a look at libtcod.
https://bitbucket.org/libtcod/libtcod/overview
80e5a9 No.15270506
What does agdg use to stay in touch?
IRC or discord?
I want more of a consistent community of people to discuss some game development stuff with.
53cd0d No.15270521
4a63ec No.15270527
ffc9f9 No.15270566
>>15270506
These threads.
If you want people to stick around, engage with them in discussion regularly.
b18774 No.15270608
>>15270506
>I want more namefagging and attentionwhores and like to associate people with products
Have you tried reddit?
b81505 No.15271285
>>15268198
Isn't GL_QUADS deprecated or otherwise bad practice?
b81505 No.15271296
>>15270506
Go to 4cucks/agdg/ then, you can namefag all you want there
a96928 No.15271492
>>15266763
Catch 22 for me, I'm having a hard time getting anything together without a project to inspire me. I was thinking of just picking a subject to start working on, but I thought I might as well start producing shit for other anons now and get gud as I go.
>>15269129
That is the plan!
ffc9f9 No.15271547
>>15268198
As >>15271285 says, its deprecated and you shouldn't be using it.
An easy way to check whether you're doing SOMETHING right is to draw as GL_POINTS or GL_LINES instead. Those both will work for GL_QUADS vertices.
877ccf No.15272080
Starting work on my first ever game any tips and or advice?
dfb9e6 No.15272213
>>15269905
Definitely if it's free, though my project isn't in a developed enough stage to where I've started adding content such as VA lines.
Got an email or steamID that I can ping u at later down the line?
>>15270506
The /agdg/ IRC is pretty dead, and it's mostly just anons who are AFK.
I've had a few discussions on there, but rarely is anyone ever ATK for that to happen.
>>15272080
Learn the engine, and make sure your programming skills are up to par (finish some tech demos or small shitty projects, PUSH THROUGH the shitty projects, and the learning curve; it's JUST to learn/have fun at the start).
After that, solidify the vision of a game you'd want to play that's not too large in scope (i.e. it acts as an intrinsic motivator), and don't overplan.
I find that I make the most progress when I have a vision in-mind (overall vision, then from there iteratively do rough notes of mechanics), and don't plan ahead a lot.
After implementing mechanics it's just tiding up my code which is super easy (cleaning up my iterations, etc).
Then doing the same for the next mechanic.
The basic idea here is that if you don't constrict your direction too much, but remain in a reasonable scope (i.e. the roughly planned mechanic); then you can experiment with different ways to implement it without being "set in your ways" as it were.
Allowing yourself the mindset as to encourage yourself to come up with more malleable, efficient, and better though out mechanics via a rapid cycle of failure/improvement/success.
7bf88b No.15272461
>>15270234
Thanks. I'll hold onto this.
>>15270283
That looks like overkill for my game but there's certainly some stuff in there that I could use.
e27878 No.15273268
>>15272213
If you post your SteamID, I could add you and you can ping me when you need me.
75da41 No.15275650
>>15269297
What's your thread?
4a63ec No.15275653
75da41 No.15275655
8cac4a No.15276726
slowly getting work done- I'm isolating a bug… I think that a big part of the problem with my code is that it generates way too many clip planes. All of my portals are squares, so in theory it would generate the same amount of clip planes each time.