e65db6 No.15408260
weaboo trash edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
>Dev resources: http://8agdg.wikidot.com/resources
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>{previous thread post number}
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR August 8th
>Please contribute to the wiki if you can
Post last edited at
e65db6 No.15408288
reee mark you dingus, you deleted the thread where i actually got the last thread number right, now i can't delete this one
d9b8fc No.15408294
e65db6 No.15408297
"dynamic" sitting system
basically have a list of seats and whether they're available
when you want to sit you find the closest available one to you, walk to it, and if it's available sit
if it's not available find another one
fails if there are no seats or available seats in this level
79c2d8 No.15408330
>>QUARTERLY DEMO DAY SCHEDULED FOR August 8th
It's September, OP. Next Demo Day is November 11th.
>>15408092
Don't really care what cuckchan is up to, really. As far, as I'm concerned, 4/agdg/ is just r/gamedev or whatever they have over there, and this is the only /agdg/ I'm concerned about. I'd say the same about /v/. 8/v/ is just /v/ to me, and 4/v/ is irrelevant.
Sage for mostly off-topic.
e65db6 No.15408343
>>15408330
i just copied it from the wiki, not my fault it wasn't updated there
bee1a5 No.15408358
Those textures really make a difference, my city is no longer disgusting to look at
Also, i added a new cave
Now need to pester my brother until he fixes his terrain system, the biomes are not merging properly and the textures are not adapting to the ratio i set for them
331b9c No.15408434
Ha! New thread means new spam tolerance
http://poal.me/8i6jlh
>>15408330
Fair enough, but using the new logo would bring them here anyway.
79c2d8 No.15408446
>>15408434
I don't particularly see a need to shill this place, other than maybe a passing "thank you" in the credits.
331b9c No.15408469
>>15408446
Yeah, a mention in the credits' special thanks.
365d8b No.15408645
PROGRESS. Inventory system saving and loading (almost completely) done, now I can finally finish polishing the workstation and start chemistry coding.
87ed76 No.15408714
>>15408288
I din du nuffin
87ed76 No.15408724
>>15408260
>Not Jeb Bush edition
You can't run forever Donnie.
1ef027 No.15408877
>>15408645
Nito, do you have a plan for your game yet or are you just leaning? you interested in collaboration?
cda4e4 No.15408916
>tfw dredging through enginedev instead of just like make game
d9b8fc No.15409034
>>15409023
What kind of space wizard game are you making anyway?
e179d1 No.15409036
>>15409023
>1st pic
Is that a slave-shielded planet?
e5fb16 No.15409065
>>15408358
Nice work.
>>15409023
Oh cool, you're dancing wizard guy. Do the planets rotate?
5de155 No.15409164
>>15409034
one with a lot of procedural generation. Most of my projects are forgotten well before gameplay
>>15409065
yes, but if it happens too quickly the illusion of a sphere breaks down. The planets surfaces are actually torus shaped because fuck mapping textures to spheres
de4659 No.15409171
>>15409164
That's pretty fucking neat anon
0959ee No.15409438
>>15407981
You don't fucking vote for nomenclature you stupid subhuman nigger, this is agdg because we call it agdg. Not because we voted on it. Because it is. I can't express how degenerate subhumans like you are to an imageboard.
331b9c No.15409748
>>15409438
Just wanted to know the general belief. It it makes you happy it's over now.
0959ee No.15409783
>>15409748
You could also have learned the general belief of the thread by lurking for more than a few days after hopping off the reddit train.
0959ee No.15409795
>>15408358
>buildings that actually look interesting
I'll bully you later
331b9c No.15409799
>>15409783
I've been coming to /Jeb/ for years.
331b9c No.15409825
>>15409814
Don't so angry anon.
b922f2 No.15409831
>>15409814
>Queer
>Ten Year old.
Huffpost is actually sexilising a child. Fucking utterly disgusting.
e5fb16 No.15409837
>>15409814
>a lifestyle that emphasizes cheap thrills and devalues family life is the future
bee1a5 No.15409852
>>15409814
This is child abuse
27b329 No.15409864
Added inventory gui.
>>15408645
What sort of experience and behavior is your system meant to invoke in a player?
d237d0 No.15410031
>tfw stuck in eternal enginedev mode
I haven't made anything game related for months and months because there's always more to do and everything is way too verbose to do quickly/comfortably. Programming on low level without libraries is fun, but god damn it's hard to get anywhere practical that way.
I'm currently procrastinating on making a dictionary so I can load arbitrary text data. A lot other things are depending on that right now but I'm really not in the mood for string manipulation.
[/blog]
bee1a5 No.15410069
>>15410031
Why make an engine when there are so many out there?
331b9c No.15410076
>>15410069
For the productiveless fun of it. here's no other reason to.
0959ee No.15410082
>>15410069
>why improve yourself when so many other people are already better?
You've failed, anon, you don't understand the human drive. NPC
8af4fd No.15410158
>>15410082
Doesn't sound like >>15410031 is improving though. Sounds more like he's stuck reinventing wheel.
52b252 No.15410223
>>15408358
I still think you should go with more cartoony textures, or at least fix the reperating patterns. Also, install the post processing pipeline and set up ambient occlusion, that will make this look much better
bee1a5 No.15410277
>>15410223
Im a total amateur when it comes to this stuff, do you have a tutorial to recommend?
2d2fa5 No.15410288
>>15410158
> Sounds more like he's stuck reinventing wheel.
He's stuck understanding the properties and construction of the wheel
365d8b No.15410353
>>15408877
I have it set in stone the kind of game I want to build, I have a pretty solid idea of the mechanics I want, but the content is what I still don't have a lot planned. I wanted to finish the basic mechanics first before focusing on content. My formation is on higher level of programming, I know a lot of neural networks, evolutionary algorithms, computer vision, robot pathfinding and things like that, so my technical side is lacking. I make it as I go, so my coding is very much based on iteration and trial and error as I don't have the experience to properly plan the code before I do it.
What are the things you think you are good at? I can do the coding I want pretty fine, even though it would be slower than someone with a degree in comp sci. I can do the music, I already have a few songs, and I took a look in the sound design. I have never collaborated so I don't know how to go about it.
In essence I say that my game will have a metroidvania style of exploring and back-tracking, monster hunter-like combat, autistic chemistry system, and a very dangerous environment. The player should always be cautious when exploring the cursed hogwarts.
>>15409864
I haven't put much thought into it since I did what worked and kept with it, I want it built and at least having the minimal functionality first before refining it. I'm half satisfied with the design right now, I could change it into being more space-efficient if it annoys me enough. The thing with my system is that the player will carry a lot of unidentified items (like potions with unkown effects and only a label to differentiate between them) but he can label these items the way he wants, so the item name is something definitely necessary, while making it only icon based would be inneficient to move to actually see the items you have.
>>15409164
Looks really good, do a good no mans sky space exploration game.
7e2868 No.15411619
Making assets to make her beg. What kind of music do you guys listen to? I like to listen to hardcore and random edm. Occasionally nightcore if I feel like a faggot.
https://www.youtube.com/watch?v=PtQxopi9NTY
>>15408358
Cool. There's a lot of high frequency detail in your textures. Consider using flatter less noisy patterns. I agree with the other guy some more cartoony would help. Not sure about adding ambient occlusion though.
6726b6 No.15411642
Invidious embed. Click thumbnail to play.
>>15411619
shiv-r
New stuff is pretty decent
9a3ae3 No.15411661
>>15411619
Comfy Touhou remixes and Eurobeat
50c422 No.15411777
>>15411619
Pick a genre and I probably listen to it at least a little With the exception of many electronic genres like nightcore no offense. Eurobeat is my go to productivity music though. It's pure distilled fun and energy. As much as I love Chopin you just can't write code to an Etude in the way you can to Perfect Hero or Adrenaline.
d696de No.15411985
>>15409864
>American helmet
>using the old digital pattern and not the newish camo
e179d1 No.15411995
Invidious embed. Click thumbnail to play.
>>15411619
>What kind of music do you guys listen to?
I have days where I listen to various artists from classical, days where I listen to metal, or eurobeat, or electroswing, etc.
Some specific, more "unique" musicians I listen to would be Die Antwoord, Little Big, ICP, OK Go, and lately a lot of IGLOOGHOST.
I'm probably pretty much like >>15411777 except even more chaotic
35c737 No.15412074
How do you organize tree/node structures visually like pic related? What's the name of the method/algorithm I should be looking for?
3b114a No.15412076
YouTube embed. Click thumbnail to play.
>>15411777
do you have some suggestions or download links? i'm tired of youtube suggesting the same 5 songs in a row
35c737 No.15412132
>>15412074
Here's the requirements for what I need. Though now that I laid it out like this, it's becoming a little clearer how to do it.
50c422 No.15412140
>>15412076
>do you have some suggestions
Just plug in the songs from the soundtrack list into YouTube. Fifth stage has some good shit if you don't know where to start.
>download links
I wish.
I did find this playlist though.
https://www.youtube.com/watch?v=yuGFhEQGYK0&list=PLlcLw34CVBMsTuXYZLKTcm1tZQAnR0Lmy&index=1
Appears to be a lot of covers and remixes but there are some original mixes in there as well, just scroll, listen, and remember what you like.
59d2e3 No.15412254
3b114a No.15412545
>>15411619
I used to be very anal about what music i listened doing what. i even had this supper specific tagging system (pic related) but nowadays i just listen to whatever as long as it doesn't interfere with the workflow, the only exception is when trying to capture an specific feeling for an scene or object
my current tagging system is less autistic. i use ratings to describe the pacing and genres to separate instrumental from vocal tracks
5 or 1 stars if it makes you want to go faster or slower.
2 and 4 are for songs that pull you hard in one direction but have long parts that pull you to the other.
3 is for everything that doesn't push you one way or another.
2.5 is for tracks that pull you to the middle or those who are equally make you want to go fast and slow.
for genres just describe them as song, OST or other
for playback just get clementine or any other music player that can crossfade between songs, can make dynamic lists, and lets you use rating stars easily
after all that autism you can use pretty much any song you already have for whatever the fuck you happen to be doing at the time
if what you want is new music:
programing
https://www.youtube.com/watch?v=IahXfQ4PiMk
https://www.youtube.com/watch?v=fyEaVnziIpI
https://www.youtube.com/watch?v=6R7vxV3Y6fY
https://www.youtube.com/watch?v=LEjqfOKiGWE
https://www.youtube.com/watch?v=H6gOSF5SR-s
https://www.youtube.com/watch?v=PBjPLLQaR48
https://www.youtube.com/watch?v=ZSi1Y4VzPac&t=1173s
https://www.youtube.com/watch?v=3Mn_OVfYifM
https://www.youtube.com/watch?v=WMtrYKCuZcM
https://www.youtube.com/watch?v=nlC-WTT4wwU
modeling
https://www.youtube.com/watch?v=1qNunSG3N_0
https://www.youtube.com/watch?v=Ktymp42xyKc
https://www.youtube.com/watch?v=Y6WbFshDX8U
https://www.youtube.com/watch?v=_rh4Tv0kQww
https://www.youtube.com/watch?v=TYRDgd3Tb44
assorted
https://www.youtube.com/watch?v=rvR2Dv1fT0c
https://www.youtube.com/watch?v=z49X4rpxdQE
https://www.youtube.com/watch?v=f1OSqeF85-c
https://www.youtube.com/watch?v=zuDtACzKGRs
https://soundcloud.com/bleeblah/midori-hello-everyone-nice-to
https://www.youtube.com/watch?v=UbQgXeY_zi4
https://www.youtube.com/watch?v=5LIPIGNAzR8
https://www.youtube.com/watch?v=isAq7p-3TO4
https://www.youtube.com/watch?v=P_B_GalsJrE
>>15412254
thanks
e179d1 No.15412563
>>15412400
I think anon is looking for a method to visualize existing data automatically, not to have a data creation tool like yours.
>>15412132
>connections to different levels
Then it's not a tree, I think.
Anyhow, traverse the entire depth of every starting point, find the maximum depth, and visualize all of those datapoints. You now have the maximum width of that level, and can just start visualizing their parents centered above them. This works for actual trees.
Because of your special condition of multi-generation links however, you're going to have to figure out if all the child nodes of the parents are either on the same level of depth as the already visualized nodes, or deeper. If this is true, it's a normal parent. If not, it's a connection to a different level, so skip figuring it out for the next depth. Then afterwards, when drawing the depth level of that weird parent, just add connection lines for every child that doesn't have one yet.
35c737 No.15412599
>>15412563
>visualize existing data automatically
Exactly. Just remembered that the tech tree in Factorio is almost exactly what I want to do.
That a bunch of helpful ideas, thanks
2d2fa5 No.15412619
>>15411619
>What kind of music do you guys listen to?
I've lately been listening to the Mega Man X series sound tracks
bee1a5 No.15413001
>>15411619
Im trying to find a more cartoony set, but unless i can replace all textures it would be pointless because the conflict between realistic and cartoony would be jarring
Well none of these are final, i will constantly improve over time, but at least it is no longer ugly
I like to listen to long videos and podcasts about politics while i dev
e65db6 No.15413084
>>15413001
ur water is a wee bit too invisible tbh
add scrolling waves or something
bee1a5 No.15413553
>>15413084
My bro will probably do it later, but we got a pile of more urgent shit like remaking the character controller and animations
d9eacb No.15413678
>>15412599
It looks like each subsequent tech is placed on the level N+1 deeper than the one it requires, preferring the deepest tech
02a805 No.15413682
>>15409814
10 year old boys should never have the thousand cock stare. Fucking hell.
bee1a5 No.15414063
Hey does anyone have experience with weather systems in Unity? i found some that look great in the store, for what they do it seem really good since making a similar system would take so much time it would be more expensive in development time.
https://assetstore.unity.com/packages/tools/particles-effects/weather-maker-sky-weather-water-volumetric-light-60955
https://assetstore.unity.com/packages/tools/particles-effects/sky-master-ultimate-25357
https://assetstore.unity.com/packages/tools/particles-effects/sky-master-ultimate-25357
Time of the day and weather will be extremely important in our game since its a farm sim, we are having a hard time deciding what to get.
27b329 No.15414152
>>15411985
https://en.wikipedia.org/wiki/Operational_Camouflage_Pattern It's this one, right? But the digital pattern one looks much cooler
>>15413001
Regarding the line brides, in the last thread you said player will be able to build their own bridges. Why are you making such an option? Will the game take place also outside the city, in wild terrain, where such bridges would be necessary?
>>15408297
In what situations will the NPCs need to dynamically find free seats?
bee1a5 No.15414199
>>15414152
You won't be able to build inside the city, you will have the choice to live at the INN paying monthly rent, and work doing odd-jobs for the girls in the town, but if you want your own farm you will have to build outside the city, each area will have different advantages and disadvantages from resources, to safety (wild animals) to soil quality, choosing the right place to settle will be an important part of the game, multiple farms will be possible if you can maintain them all.
d48af0 No.15414449
I have some questions on modeling and engines, mostly because i got to rigging; topology i think is fine but could be better, as for engines i am using unreal 4 because i am use to it, but because of tencent and the license i might not want to use it for a final product (if i get that far). i just want to make a demo. i have about three GDD's (and still working on improving them, i don't have any art documents; can't draw but trying to learn) so i'm going with the easiest one.
1. any videos are advice for rigging? i just got to that part and some parts of the body bend in odd ways, e.g. the elbow.
2. for animation how are the frames suppose to be set up? is there a limit like to many or too little?
3. if i have multiple meshes, do they have to be animated together in blender or do i do that in engine? e.g. guy riding a skateboard.
4. as i was looking at different rigs, some put work into inverse kinematics, i did not, can you explain why it is necessary, or what i lose without it? I only know of inverse kinematics from an engine standpoint is it the same?
5. as for engines i can swap engines that i know, but how hard is it?
331b9c No.15414571
caf228 No.15414579
>>15414542
I can relate to this. Ambient works fine, though.
bee1a5 No.15414627
>>15411619
Very cute
>What kind of music do you guys listen to?
Right now, persona OST on loop
Before I was listening to Dragon Maid opening, sometimes Gurren Lagann, etc
Basically, pick a very good song and listen until you get tired of it, then change to another.
Those cancer videos like "you dance you lose ultimate anime challenge" are great for finding something you forgot you liked to listen on loop
As for progress:
- Finished figuring out how I will handle inputs (you can hierarchically set inputs, for instance, not falling from ledge inherits whatever you set for "Crouching", meanwhile "Climbing Up" is "Running" + "moving towards the action source", the hierarchy tree can go as deep as you want and I intend to let the user be able to change any of these actions at will. If he wants 'Home' to climb up because he hates life, let him). I will handle loops later, for now the user can't remap, so he can't set up loops either
- Using the meshes to calculate the ledges actual sizes
- Some bug fixes
- Latch on ledges (needs to be facing the ledge), which lets you:
* Move sideways
* Jump outwards
* Climb up
* Fall down (if you release the fall down button too fast, you latch again. I don't know if this should be a bug or feature)
- As a bug(feature?) you can climb up ledges that are too high to auto jump, and too low to latch onto, since you always latch to the ledge, but releases on the very same frame if it's too low to be latchable. If the input for climbing up happens to be pressed, it will perform the climb up
1ef027 No.15414663
>>15414627
can you "cimb" up a ledge that doesn't have enough room to stand on?
47e03d No.15414849
YouTube embed. Click thumbnail to play.
>>15411619
>>15414542
>>15414579
>I can relate to this. Ambient works fine, though.
Let me hit you up with a Youtube channel.
331b9c No.15414873
>>15414849
That might not get in the way, but it's unnecessary.
bee1a5 No.15414881
47e03d No.15414912
YouTube embed. Click thumbnail to play.
>>15414873
Put it on in the background, it's comfy as fuck.
331b9c No.15414932
YouTube embed. Click thumbnail to play.
>>15414912
You piqued my interest. I found this dull rain that's doing the trick.
7464ad No.15415022
>>15414449
1. Sounds like you may have issues either with the topography of your mesh (in which case no amount of rigging knowledge will help) or its an issue with the weights of each bone. For the latter, look up "blender weight painting"
2. Generally animators start with the key poses and then add frames in between the key poses as needed to flesh out the animation. For a simple running animation, you might only start with 3 or 4 frames and then add more in between as needed.
3. Depends on what you want to do. UE4 has slots, where you can attach a mesh to a bone of another mesh's skeleton. The slotted mesh will follow the rotation, translation, and/or scale of the parent bone (with optional offset) as it goes through its animation. That may be enough for you, but if the slotted mesh does something unique as part of the animation, they may need to be animated together.
4. IK is typically required for when a particular bone at the end of a bone chain needs to smoothly travel from its current position to a destination (something which is not easy to animate in FK).
0a13aa No.15415125
>>15411619
I can recommend Kobaryo, amazing hardcore/happy hardcore artist
d9eacb No.15415300
Looking at bin packing again. One thing I want to be able to do is load and unload textures, so that if a texture is no longer needed, the space is reclaimed. I understand how the packing algorithm works, but the part where you merge the rectangles is a bit fuzzy to me. Does anyone know?
1e2042 No.15415527
>hear dev friends talking about an 8/agdg/ Discord server
>Discord
>not Riot or even fucking Tox
>probably no one uses IRC
Why? If you're going to have a chat server, why on fucking Discord of all things?
4c9698 No.15415563
>>15414881
I made a pretty thorough visual tutorial on complex edge climbing/shimmying but it looks like it's not on the wiki. I'll see if I have it on my pc when I get home
4c9698 No.15415571
4c9698 No.15415578
1e2042 No.15415581
>>15415577
>literally everywhere datamines you
>stop being a cuck and use my datamining platform
At least use Riot or Tox if you want your voice chat and embedded images, faggot.
1ef027 No.15415598
>>15414881
well what happens do you clip thew it? or do you fall off?
>>15415527
i started it to pass around blend files to people without having to fuck around with github. but now im thinking i might just have to burn it to the ground or ad a capacha somehow because it's broken down into constant shitposting.
4c9698 No.15415616
>>15415591
2 (two) Shekels have been deposited into your account.
59d2e3 No.15415691
>>15415577
It's spyware you retard. It's encrypted between the clients and the server, but that doesn't mean that it's private, discord's servers log everything you say on them. It would only be private if it had E2EE.
"everyone else does it" is not an excuse. IRC, mumble, and XMPP don't have cookies and JS.
https://spyware.neocities.org/articles/discord.html
1e2042 No.15415692
>>15415591
>if you don't like my awful proprietary chat program fuck off to reddit
https://spyware.neocities.org/articles/discord.html
Tox has non-temporary groups now, the issue is that uTox is the main client which supports them. The mobile clients suck dick and qTox is stuck under a feature freeze while they clean their codebase. Of course you picked on what I mentioned as "even fucking Tox" instead of Riot because then you'd have even fewer reasons to stick with your spyware garbage.
331b9c No.15415833
I can't find the new logo. I've searched the wiki. Is there some gallery with the artworks?
bee1a5 No.15416320
>>15415598
well, right now there are no places where it can happen, I just know it is not coded to handle a situation where it could happen.
Earlier you could climb on the "ledge ledges", which in some cases made you go through walls.
When that happened, you would have to move randomly to clip out, or would clip out instantly if the wall was thin enough.
You couldn't fall through the ground since you would still be on the ground after climbing up.
Whenever is coincidence or because most of you are outside the wall, I never clipped into it to the point of falling off the map
eb3bad No.15416357
>>15414152
>In what situations will the NPCs need to dynamically find free seats?
i might not want to manually tell every single npc where to sit
d9eacb No.15416564
>>15408297
RADIANT MUSICAL CHAIRS
27b329 No.15416644
>>15416357
I asked him, what he plans to use the dynamic sitting for in the game, not why it's convenient.
eb3bad No.15416651
>>15416644
i'm using it because it's convenient, what more do i need to explain?
i've got a bunch of npcs that need to sit and i tell them to just sit instead of telling x to sit here, y to sit there, etc.
1e2042 No.15416673
>>15416651
>what more could I want
A pretty wife and children of my own, living quietly with me in the countryside.
a9dab4 No.15417140
YouTube embed. Click thumbnail to play.
>>15414912
>>15414849
These are pretty good, thanks for linking it. Some guy on youtube recorded the ambient music of each area in RDR, so that's what I've been listening to.
f8be96 No.15417445
>>15411619
>>15414542 (this)
Some of my favorite genres of music are lyrics heavy, but during development I prefer ambient music w/o lyrics.
Generally I go with chiptunes, [dropless] EDM, or classical music. Otherwise it's just distracting.
I also like certain game/anime OSTs as they're generally only ambient. My favorites are the DS1-3, bloodborne, and Ragnarok online soundtracks as they're really inspiring/focusing/nostalgic. I also like the FMA: Brotherhood OST. Anything with subtly integrated gregorian chants with a temple like sound chamber resonance gets me rocks off tbh.
e61247 No.15417601
>>15415833
https://mega.nz/#!Rm4x1JJR!wXtUEBAsER9GY9FQHTN5u2i_Vj3rzNLIsZ_PHS6arDs
I had to dig through the archives for the link. It should really be uploaded to the wiki to be easier to find.
d237d0 No.15417927
Help me mathfags
I asked this a long time ago but still haven't figured out the answer. Using 2 circles of different sizes, how do I find the circle that's inbetween the 2 circles, touching one of them, and a size that you'd have with linear transition between them?
b8b8a5 No.15417972
>>15417927
Have you tried using the intercept theorem to get the pink diameter (hence the size, position, etc.)?
If you know the slopes it should be feasible.
d237d0 No.15418089
>>15417972
>intercept theorem
I'm too dumb to understand how it's applicable to this problem
b8b8a5 No.15418115
>>15418089
Here's what made me think of it. If you extends the two slopes you get a triangle.
e65db6 No.15418132
>>15417927
if i'm understanding it right
now you just need to find out how much the angle x is
e179d1 No.15418135
>>15417927
You have A.pos and A.r, and B.pos and B.r, being the position and radius of both circles. You want a sphere touching A.
The radius P.r if you draw a circle at any point P along the vector from A.pos to B.pos is equal to Min(A.r, B.r) + abs(A.r - B.r) * Dot((P.pos - B.pos).normalize, (A.pos - B.pos).normalize) smallest radius, plus the difference between radii multiplied by how far along you are mapped from 0 to 1
You want to find a point where the distance between P.pos and A.pos is A.r + P.r
A lazy way to do this is to just iterate over the vector B.pos - A.pos, but it's pretty wasteful. How fast do you need this to be? If it's an uncommon, fire once function, just do that because solving this further is pretty fucking hard since P.pos relies on P.r which relies on P.pos.
f05079 No.15418145
>>15417927
Assume the circles lie on the horizontal X-axis s.t. the left circle's center is at (0,0) and the right one's is at (d,0), with d > 0.
Let r1, r2 be the radii of the left and right circle respectively.
Then the slope of the upper line is s := (r-R)/d.
The center (x,0) of the circle you want must then satisfy r1 + sx = r1 + x (look at your picture to see why), which is easily solved.
f05079 No.15418189
>>15418145
> (r-R)/d
(r2 - r1)/d.
> r1 + sx = r1 + x
r1 + sx = x - r1.
Fucking hell, never change notation just before hitting reply.
d237d0 No.15418250
>>15418132
>>15418135
>>15418145
>>15418189
Thanks, I'll try these.
>How fast do you need this to be
In the worst case probably hundreds of times per frame? I'm basically drawing circles all the way from start to the end along paths, but I'm unsure how many there might be and how often exactly they need to update.
55f635 No.15418428
>>15418250
just linearly interpolate between the sizes
e65db6 No.15418457
>>15418428
yea but how much
d237d0 No.15418459
>>15418428
The distance between circles needs to be consistent across all circles and all start/end points.
e61247 No.15418533
>>15417927
Is this the type of effect you're after?
d237d0 No.15418561
>>15418533
Yes, that looks exactly like what I want to do.
e61247 No.15418602
>>15418561
I just did a while loop that steps along X, interpolates the radius and then checks if that circle starts after the last one. There's probably a much smarter way.
function love.draw()
local lg = love.graphics
local start = {
x = 100,
y = 100,
radius = 48
}
local finish = {
x = love.mouse.getX(),
y = love.mouse.getY(),
radius = 16
}
local last_radius = start.radius
local last_x = start.x
local current_radius = start.radius
local current_x = start.x
lg.circle("line", start.x, start.y, start.radius)
while current_x < finish.x do
current_x = current_x + 1
local delta_x = (current_x - start.x) / (finish.x - start.x)
local delta_radius = start.radius + delta_x * (finish.radius - start.radius)
if current_x - delta_radius > last_x + last_radius then
lg.circle("line", current_x, current_y, delta_radius)
last_x = current_x
last_radius = delta_radius
end
end
end
d237d0 No.15418884
>>15418602
Interesting solution, though I'd prefer a mathematical one since it's more accurate. I'll try to benchmark your solution later and see if it's faster though, it has less math but more operations.
Anyway I got said mathematical method to work. So thanks everyone. Now to add rotation so it can go from anywhere to anywhere..
d9eacb No.15418922
>>15418884
You shouldn't necessarily need angles at all. This looks solveable purely with linear algebra. Can't you just imagine a line from top of A to top of ab, get the slope, and then make circles that lie on the line between midpoints, such that the radius exactly touches the adjacent circle and slope?
d237d0 No.15418979
>>15418922
I'm sure there's some super simple multiplication hack involving the radius difference and position difference, but I'm content with this for now. I suck at math and the only reason I could solve it was because >>15418132 visualized it.
I ended up solving it with a vector intersection, pic related.
9e6ff0 No.15420991
Wasn't there a back door in Mono recently?
Should I stick with GDscript? GDnative looks like a hack and not fully developed through. Does GDscript have any performance problems?
9e6ff0 No.15421069
Also why the hell does Godot want me to exclusively use transforms and built in functions to do rotation and translation over just editing the object's properties?
064473 No.15421776
Procedurally generating a wall of trees in my engine.
>>15411619
Music by Solar Fields helps me focus.
2c6af9 No.15421900
hi im an amatuer artist and one day i will work together with people like u to make videogames
just wanted to let you know maybe one day we wil work togerher on something and become really good friends
6cfd9b No.15421932
>>15421900
>working with friendly people
>modern industry
Tough luck, kiddo.
27b329 No.15421934
I noticed that my wip fighting system allows moving and shooting at the same time. I'm wondering whether I should make it part of the game, but I can't think of any uses for it beyond looking cool.
At first I thought it could be used to avoid attack from melee enemies, but that's just stutter stepping without having to do it manually. Plus, if I decided to keep it, stopping the attack by ordering the character to move somewhere wouldn't work anymore and I imagine that could be annoying, if walking-shooting would decrease speed, since attacking and moving at full speed seems unfair to me.
Can you think of any uses for this that would add enough value to the gameplay to justify the hassle of implementing this?
27b329 No.15421956
>>15421934
Forgot to add it's meant to be a party based RPG with active pause.
d9b8fc No.15421961
>>15421934
Heroes of the Storm actually implements this in various forms. Various Overwatch heroes in that game have the ability to attack whilst moving. One hero, Genji, has a slightly different implementation. As an attack, he throws three throwing stars in quick succession. Ordering movement whilst attacking will have him finish the current set of 3 stars he's throwing, allowing him some degree of mobility whilst attacking, but not as much as some other heroes.
There are loads of mechanics you can implement with attacking whilst moving; you can reduce accuracy of attacks, slow down movement and/or attack speed, prevent reloading, etc.
The question you should ask yourself is how you want players to react to the enemy. What kind of gameplay you're trying to create. From that point, you can ask yourself whether it improves the gameplay or not.
6cfd9b No.15421976
>>15421934
Are you making a tactical kenshi-esque game for controls? You could just include a hold-fire command like most RTS games do. Modern RTS games have units shoot on the move, examples being company of heroes, CNC3+, other completely fucking dead games, and HotS as anon said.
2c6af9 No.15421985
2c6af9 No.15422103
>>15409164
took a screenshot of this and then tried turning into concept art but this is my first time doing concept art so no bullying allowed thank u
d9b8fc No.15422162
>>15422103
Anon, this isn't a school project. You don't have to pretend you've planned things in advance.
e65db6 No.15422166
>>15422103
>make game
>make concept art from game
umm sweetie, it's supposed to be the other way around
6763b8 No.15422576
>>15422166
im guessing they meant promotional art
52b252 No.15422595
>>15422103
that's more of a fanart. I like what you did
c8eedd No.15422704
don't ask me to remake this shit, If I could do better art do u think I wouldn't have made it better?
79c2d8 No.15422720
>>15422704
>he's still going
Holy shit, anon, it's like you're doing it for the (you)s or something
c8eedd No.15422787
>>15422720
I wanna make an action platformer based on evangelion.
79c2d8 No.15422860
>>15422787
I don't mean you making your game, man, that's all fine and all, but you came into this thread and your first post was the same bitching you did last thread. Even if you're not going to change anything, don't start with the whining. Just strikes me as attention seeking.
c8eedd No.15422866
>>15422860
because everyones for some reason goes to bully me.
698c3d No.15422922
>>15422704
> I'm not going to improve anything
Then stop posting you fucking faggot
>>15421900
> tfw actually have a niece like this who thinks I'm superman because I made an NES tier game and not just some autistic jaded fuck
c8eedd No.15422936
>>15422922
why are u triggered over someone posting poor art?
9e6ff0 No.15422950
>>15422704
We're going to keep bullying you. Builds character.
c8eedd No.15422960
YouTube embed. Click thumbnail to play.
>>15422937
>>15422950
this was my 3D skill some years ago.
I think I've improved.
a9dab4 No.15422967
>>15422950
Fruitless endeavor, man. He's incapable of learning.
c8eedd No.15422975
>>15422967
I think I've improved over time.
maybe in five years I'll stop sucking shit.
>>15422966
yeah.
a9dab4 No.15422993
>>15422975
You won't if you keep acting like a little bitch.
c8eedd No.15422998
>>15422993
I think I still need to learn a lot, I even lacked discipline when I started.
I just need to practice more.
bee1a5 No.15423002
>>15421900
look at this little thing, so innocent
9e6ff0 No.15423012
>>15422998
Don't worry. We're hard assholes mostly just for show.
bee1a5 No.15423027
>>15422704
Nigger, i redid my main character model 3 times already, and guess what is my daily task today. Remaking the face, because it looks like shit you found on newgrounds flash animations
Iam going to remake it until it looks decent like the female face i made and got right as a fluke, stop being a lazy faggot and improve your stuff.
f8be96 No.15423029
>>15422704
>>15422866
Stop being be an insufferable faggot then.
>>15422936
It's more about how you present yourself. The way you've presented yourself, in this thread and past threads, elicits particular character qualities.
You present a sentiment of:
>I won't make an effort to improve
>I will post my art: not for advice/tips, but for attention
>insufferable faggot = attention whore = (You)
It then begets the question: why are you even developing?
Game development is implicitly an endevour to learn, and to improve yourself through this struggle.
To present the antithesis of this sentiment is to provide reasons as to question your motives for posting/developing, and furthermore puts you in the category of an undesirable.
I honestly can't believe I have to explain this to (you), but basically, lurk more.
>>15422998
The hard work pays off
c8eedd No.15423042
>>15423029
>>15423027
I'll try to make my best effort, but don't expect professional results when you're not a pro.
I guess is ok to be shit when you're a begginer.
bee1a5 No.15423047
>>15423042
Im not a pro either, im a fucking ideafag that looks for youtube tutorials and keep trying, just admit your model is fucked and get your shit together
9e6ff0 No.15423051
>>15423029
Damn nigger, why are you so mad? He's obviously improving and learning.
Besides where the fuck is your game, nodev?
afee2f No.15423052
>>15423042
Nigger we aren't expecting anything professional-tier, just that you stop posting absolute garbage and getting pissed when people give you pointers or call it shit.
c8eedd No.15423057
afee2f No.15423067
>>15423051
Funny you say that, c8eedd is an actual nigger from South America.
a9dab4 No.15423071
>>15423051
>He's obviously improving and learning.
No Hitler, he's not. He gets pissy every time someone gives him advice and start making excuses or taking it personally. He's been doing so for over a year in different communities. The guy really doesn't deserve any sympathy.
f00111 No.15423075
>>15423051
> Where is your game
> he asks to someone who has consistingly been posting progress for more than a year
Go to reddit if you want a hugbox queer
f8be96 No.15423084
>>15423042
It's perfectly acceptable to be crap in the beginning, we were all crap, but the willingness to improve and to endure that struggle has to be there; to say the opposite is to really put yourself down, and rightfully makes people who have gotten over that a bit discontented.
As anything that requires the monumental amount of effort gamedev, and other such hobbies that require such effort; is an act that one should respect in some manner. Respect the hobby, respect the values that drive you to improve the hobby, and work through the struggle.
It's well worth it.
>>15423051
Psh, nothin' personelll, kid
I realize it was a bit edgy, but it's the truth; it may hurt, but that's how it is.
f7da44 No.15423091
>>15422704
It looks like shit.
>>15422998
>>15422993
>>15422975
You really won't if you keep acting like this.
>>15423075
Are you that dumb Britbong who was spamming Amerimutt?
27b329 No.15423122
>>15421961
I haven't played Kenshi, but based on few videos I watched, it seems so.
>>15421976
Frankly I can't see anyway this could enhance the gameplay beyond being a cool looking gimmick. Though I like that shooting mechanic they have for Genji in HotS, it's pretty much the same thing as stutter step just with the attack not being stopped by movement. I think I'll check if it fits.
>>15422103
That's some thicc yet rare atmosphere on those planets.
698c3d No.15423136
>>15423091
> Are you that dumb Britbong who was spamming Amerimutt?
No…?
52b252 No.15423230
>>15423091
>Are you that dumb Britbong who was spamming Amerimutt?
that faggot never posted progress
5382e0 No.15423316
>>15422704
>Being content and defeatist with your work and not wanting to constantly strive for improvement
c897ba No.15424293
This might be an odd question,but does anybody here know any or is working on any games with the theme of old glowing crts? I really love the look of shit like this
bee1a5 No.15424360
>>15424276
nice effects, what are you working on anon?
d6c07c No.15424371
>>15408358
I can't offer any helpful advice so I must bully instead
Your buildings look interesting but the texture sucks. Keep at it though.
4790d1 No.15424384
>>15409814
That facial makeup and the eyeshadow makes him look like a blood drained corpse, how sad
4790d1 No.15424387
>>15422704
eyes are too close
bee1a5 No.15424403
>>15424371
I changed the marble texture on the buildings
Now improving the character model
d6c07c No.15424422
>>15424403
That is a lot better.
814514 No.15424662
I've been trying to read through this entityx source code that someone linked a few days ago, and I have to wonder how anyone can make sense of this stuff.
Every other function has a variadic template. What the fuck?
Every time I try to read this shit I find something new about the C++ language specification (not that I was particularly knowledgeable before, but still).
Variadic template recursion, anonymous parameters, templates without any angle brackets or parameters, and so on.
Was C++ a mistake, or was I?
55f635 No.15424699
01ebaf No.15424817
>>15424276
C64 Linus, good taste.
I'm thinking about putting a demo tape together, so if any dev here needs someone to do music for them, they can listen to my musical range. I'll probably put some old and new stuff in there. Here's a track I just did on FamiTracker, I was trying to understand Wavetable Synthesis. So, I used the FDS and N163 chips with the 2A03. I was inspired by this tune by Jammer, though they sound different in convey a certain tone.
https://my.mixtape.moe/dnjadz.mp3
ce29c7 No.15425069
HOW THE FUCK do particle systems work in an engine?
Do I just draw a little square mesh and put a little texture on it that had transparent edges then point it at the camera and swap the texture each frame to simulate animation? Then do this hundreds of times to simulate fire?
2c6af9 No.15425109
50c422 No.15425128
9e6ff0 No.15425143
How do I find dudes who are willing to work on a game with me?
Even if its ideamen, I just need people to give suggestions and say what they like.
Even concept art would be good. What I really need here is a plan for my game. It's going to be quite big and I need a flow chart to show what I should be working on first and how I should do it.
We're talking Metal Gear Solid levels of ambitions and I definitely know that I can't work on it alone.
Currently right now my modeling skills suck ass and I was wondering if I should do some exercises before doing full character modeling, which in itself is a probably because I don't know any resources for character modeling and especially the art style I want to do.
ce29c7 No.15425158
>>15425143
Get incredibly lucky and hope they don't fuck you over.
I'm hoping to scour my university for game designers and find someone I like who will partner with me. My idea is that I focus on all engine/logic stuff while he focuses on visuals/design/art/sound
331b9c No.15425161
>>15425143
Can you do anything aside from modelling?
9e6ff0 No.15425175
>>15425161
Yeah. I'm mostly a programmer (I've done godot and OpenGL/SDL2 in C) and I've done extensive work with mapping Source, but in terms of art, modeling, and music I'm shit.
Which is ironic since I have clear mind on what I want to do art wise. What a problem.
814514 No.15425178
ce29c7 No.15425179
331b9c No.15425206
>>15425175
I suggest you make a working prototype. Once you have more than words, that is, once you are clearly getting results, offers will flock around you.
9e6ff0 No.15425249
>>15425206
Yeah. I guess you're right.
So what's a good place to learn how to do character creation in blender that includes modeling, texturing, rigging, and animating?
cac844 No.15425315
>>15424662
>Variadic template recursion, anonymous parameters, templates without any angle brackets or parameters, and so on.
>Was C++ a mistake, or was I?
neither. no sane person uses any of that shit in code for an application. It's special case tools for libraries and CS PhD wanking.
cac844 No.15425322
>>15425069
Yes. That's one way. Write a proof of concept and test the performance limits.
Then check out point sprites. Do a quick proof of concept of that.
You may be satisfied with what you have at this point. If not..
Bing.com for the 194 million papers out there on 100% GLSL particle systems.
d6c07c No.15425362
>>15425143
Would be cool if we could make a legit game. There is so much variation of autism here that it could actually work. Its like a wide spectrum of skills.
But of course don't jump head first into anything ambitious.
331b9c No.15425372
>>15425315
And autistic engine dev.
a652a4 No.15425427
YouTube embed. Click thumbnail to play.
>>15414571
>>15414579
>>15414542
I find that playing any D-Block song boosts my performance and motivation by up to 400%
a652a4 No.15425447
Are there any foley experts here? Any tips on creating gunshots would be appreciated, ive just been remixing clips from Freesound.net
5eb0cb No.15425474
>>15411619
Did you animate that?
d90155 No.15426405
Whats the fastest dynamic lighting method for a scene where all objects are not static?
331b9c No.15426464
>>15426405
RTX raytracing.
331b9c No.15426479
>>15426464
>>15426405
Guaranteed cinematic 24fps@480i
d237d0 No.15426549
>>15425362
Having a wide variety has a problem in itself, and it's that most people are incompatible with one another. Highly different interests and work/programming conventions, and having to change those will kill a lot of your enthusiasm towards the project, but you need that enthusiasm to push through.
I too want to help on a project but as soon as someone says "military" my motivation is already packing it's bags. When I see highly layered class structures and methods I don't want to have anything to do with the codebase. It's different if you treat it as a job, but I already have a job and personal projects that I love, so there isn't room for someone else's project that I have grievances with.
b7c9cd No.15426910
>>15424817
>>15424699
>>15424360
Thanks. I'm just making a C64 megademo and this is my 4th part. I have a thread about it in /agdg/ if you want to read a bit more about it or to see the previous 3 parts.
bc8f35 No.15427543
How would one program an attack/defense type AI? I couldn't much useful videos, has anyone here any knowledge about creating enemies?
27b329 No.15427578
>>15427543
The attack part is obvious, but what do you mean by defense type AI?
289758 No.15427604
>>15427543
In what kind of game? Defense, broadly, is working to prevent an enemy from attaining an objective. It's an abstract concept can be carried out in a number of ways depending on context. An enemy character AI that blocks sword swings? An enemy RTS AI that creates fortifications and turtles? Be more specific.
bc8f35 No.15427621
>>15427578
The default state is offense, it will attack from the start. It also needs to defend itself; when will the "defense" state be active? I am thinking whenever the health drops below a certain threshold, the state changes to "defense" but will make for a repetitive system
59d2e3 No.15427639
>>15427543
In my old engine, I just had my enemies switch between a few different states. So, they would be in an idle state at first, and if they saw you they would switch between a "move" and "shoot" state where they would move forwards and fire at you. If you went out of their view they would enter a "search" state where they would try and seek you out through the level using a graph of pathfinding nodes that were placed around. Then they would go back to the normal attack sequence. I also had one type of character that would just run away when he saw you to a node where you couldn't see him. It helped show off the pathfinding since normally it doesn't kick in until the enemies can't see you anymore.
bc8f35 No.15427641
>>15427604
It is sort of real-time, just a health and shields changes numeric values. Attack decreases health, shield absorbs a percentage.
e65db6 No.15427659
>>15427641
you're being a bit too vague
in any case, i just do this
attack, if the enemy can't/isn't blocking he takes damage
if the AI sees that his enemy is attacking, he blocks until the enemy is no longer attacking
and i usually add some random offset to the time to keep them from spam blocking indefinitely
a50870 No.15427740
>>15424662
>Was C++ a mistake, or was I?
C++ was a mistake. Even the man who invented it agrees it was a mistake. All the console devs who use it code in it like it's C.
d9eacb No.15427754
>>15427740
>When C# devs try to fuss over the GC and manual memory management instead of just using C++
59d2e3 No.15427755
>>15427740
obligatory viewing
9dbda6 No.15427835
>>15424387
she has down syndrome you jerk
bc8f35 No.15427912
>>15427659
>>15427604
Its eye hacking minigame
d237d0 No.15427914
>>15427755
Why C99 and not C11?
Also a new C standard was apparently released 3 months ago. Seems interesting since the previous version is from 2011.
c01593 No.15427929
>>15427914
More implementations support it. C11 also had some really dumb C++-like parts if I remember correctly, but I'd have to look that one up.
f973b4 No.15427958
>>15427755
This guy is having such a hard time breathing it's unnerving.
59d2e3 No.15427966
>>15427914
The current C standard is still C11, see the standards webpage:
http://www.open-std.org/jtc1/sc22/wg14/
However, there is a newer standard that is behind a paywall right now, if you look here:
https://www.iso.org/standard/74528.html
And you can find more details about it reading these posts from a member of the standards committee:
https://gustedt.wordpress.com/
Currently, the only compiler that claims C17 support is Pelles C 9.0. Meanwhile MSVC only implements C95, glibc only implements the mandatory parts of C11, it's not a great situation because of GNU politics holding back standards adoption. Something about the optional parts being proposed by Microsoft, so they won't implement it. Meanwhile Pelles C, which is only made by one person, can implement all of the technical reports whether they are adopted or not, just in anticipation.
b7c9cd No.15428018
>>15427755
I agree with this guy all the way, especially on the templates. At work we have a giant code base with shit ton of templates which are just repeating the same code over and over and the compile time is also huge of course… hate that shit.
0a916b No.15428033
I'm a simple nodev right now, but please tell me at least a couple of you are working on a third-person horror game. Currently working my way through the reportedly good ones.
d9b8fc No.15428199
>>15427929
I take it you're referring to _Generic? Everything else seems like sane stuff.
>>15428033
nah
there's a guy making a 1st person spoopy skullton advneture though
e93b64 No.15428206
>>15427912
That's a lot more specific and something that can be worked with.
In this case, you have 5 possible actions for the AI to take, not just Attack and Defend, so whenever the AI has to pick one, you'll have to check for all 5.
A simple and effective way to do this is to place a weight upon all 5 tasks based on parameters and then the AI simply picks the option that scores higher. You'd set the weight with something like this:
Attack: AI Strength - Player's Shield + AGRESSION + (AI Health - Player Health)
Reinforce: Player Strength - AI Shield + TURLE + (Player Health - AI Health)
Scan: Player's Shield - AI Strength + SABOTAGE + (AI Health - Player Health)
Mask: AI Shield - Player Strength + DEFENSIVE + (Player Health - AI Health)
Reflux: Player's Shield - AI Strength + BUFFER + (AI Health - Player Health)
You'll notice that your AI will make some sensible decisions this way.
If it's Strength is 100 and the player's Shield is 20, Attack get's a weight of 80, while Scan get's -80. It will only try to Scan once it's Strength is less than the Player's Shields.
Also note that that the difference in health between them factors here as well. The 2 defensive actions (Reinforce, Mask) will happen more frequently when the AI has less health than the player, however the other 3 agressive actions will instead happen more often if the AI has the upper hand.
Those 5 varibles, AGRESSION, TURTLE, SABOTAGE, DEFENSIVE, BUFFER are used to make sorta of a personality for your AI. You can roll 5 random values or use specific ones for an AI and all it does is shift their priorities around.
Lets say you have an AI with Agression at 100 and Turtle at 50. You'll notice it shielding itself very rarely, only in dire circunstances but attacking much more often.
If you're gonna have the same AI all the time, you can remove that however.
e93b64 No.15428226
>>15427912
Although, I'll be quite frank with you, EYE's hacking minigame is terrible and boring. There's some bad problems in how it was designed and how it works, plus it's not event the most exciting thing ever.
For starters, add a queu of actions, where the player can click 5 actions and they are placed in an order at the bottom, instead of having to time your clicks to get the best speed out of it without wasting your programs. Obviously, clicking on the queue should clear a program in case you want to change it.
You can even make cyberware factor here if the AI also gets a queue but you can only see a few programs based on your cyberware.
Secondly, Reflux\Overload was a terrible move. while it removed your defenses, you didn't require any to use it, meaning that in every hack all you had to do was Mask the oponent's attacks away and let him Overflow his defense away as well while you boosted your own Attack and never had to worry about Shields. As long as you kept the AI in check, it would never attack anyway.
Personnaly, I'd recomend giving different programs different run times. Attack and Mask could be short, Reinforce and Scan longer and Reflux the longest to balance them properly. Or perhaps make them run off some resource instead.
Thirdly, use the Numpad for hotkeys, especially if you make a queue for actions. You can have a small square on your HUD at the top-right giving you all this info. Queue a few actions that you can see happen in realtime and you're free to shoot around for about 10 seconds before you need to input some more actions, instead of staring at the GUI like in EYE.
bf0bbe No.15428243
I want to make a TempleOS game in memorial of Mister Terry…
bc8f35 No.15428267
>>15428226
I was looking for ways to make it exciting because noticed the flaws too; sometimes its easy as fuck to cheese sometimes its a battle of attrition against the machine. I thought about having something of a MP gauge, or hax points, which need to be gained via attack to access reflux/overflow. Or some new action. Different run times is also on my next list.
I will try implementing the AI and see how it goes. Honestly I'm not sure why I'm doing this. Thanks for your input.
bee1a5 No.15428299
From IAM KAWAII UGUU to Seasoned Adventurer
9e6ff0 No.15428306
>>15428299
Make eyes a tiny bit taller. He looks like some sort of happa.
bee1a5 No.15428326
>>15428306
He is half Human, half Dracari
For reference the Dracari Temple looks like this
9e6ff0 No.15428345
>>15428326
>playing as a mutt
Anon, if I wanted to do that I'd go outside and experience the American Dream™
307b55 No.15428350
>>15428326
Find Rustdev and ask if you can get his model, might be a better representation of Adam's racial heritage.
27b329 No.15428363
>>15428299
How cartoony characters are meant to be at the end? Wouldn't thicker line at the nose, like in 1st pic, look better?
bee1a5 No.15428385
>>15428363
Im going for an Anime-ish style, trying to keep consistency with the other models, using thinner lines and more detailed features.
>>15423027
I think it looks better, also the half dracari part is important lore-wise.
f7da44 No.15428387
>>15428299
You really have to ditch that goatee. Otherwise it's a big improvement lad. I'm really excited to see what you end up making.
9e6ff0 No.15428392
>>15428385
>dracari
The fuck even is a dracari?
bee1a5 No.15428398
>>15428392
Humans that split from the larger population millions of years before the game takes place and evolved to assimilate dragon souls and steal their powers, BoF is a big inspiration for me
I wrote a bunch of lore in my blog
bee1a5 No.15428402
>>15428387
Should i go for full beard instead?
18d566 No.15428408
f7da44 No.15428410
>>15428402
Really beards and facial hair just don't match well with the art style you chose. It makes the whole thing look a bit Deviant-art esque. You would need to go for something higher detail to make it work.
Think something like Legend of the Galactic Heroes (pic related).
How about you post some screencaps with the beard off and we let you know what we think?
bee1a5 No.15428412
>>15428408
Well i wanna add options to customize hair and facial hair later, but its very low priority
bee1a5 No.15428420
>>15428410
Im not good enough to for that style and make it look good, also i want the girls to be very moe
I made the goatee the same object as the hair, will split them, gimme a few minutes
f7da44 No.15428424
>>15428420
Your girls look great because they lend themselves well to the art style.
9e6ff0 No.15428425
>>15428398
>humans with reptile souls
So Jews?
bee1a5 No.15428436
>>15428424
Thanks, took quite a lot of trial and error to get it right, i still think i can improve them, but i will try it after release as a free graphical update (maybe using live 2D)
>>15428425
Dragons are noble creatures
They are not (((subversive))) enough
Well fuck it actually looks better… i think?
0959ee No.15428437
>>15428436
Your art actually resembles a human instead of an anime blob, so you're getting better. Don't stop there or you're a piece of shit.
9e6ff0 No.15428444
>>15428436
>Dragons are noble creatures
Dragons are anything, but noble. They're literal demons that prioritize greed and feed on the young.
They're more or less Europe's mythological representation of Jewish thought.
f973b4 No.15428447
>>15428436
>They are not (((subversive))) enough
Well it depends. Some dragons are treasure-hoarding, manipulating, deceiving basards.
c8eedd No.15428448
>>15428444
not on asia, asian dragons are usually good.
0959ee No.15428452
>>15428447
Yeah, but those are the bad dragons. The good dragons want to create a dragon ethnostate funded through the money they extort from non-dragons.
0a916b No.15428456
>>15428199
As long as it's not just a walking simulator I'll take it.
bee1a5 No.15428460
>>15428437
I will improve the models further eventually
I need to get this game done by 2020, after i release and start getting some money i can stop and improve the details
>>15428444
>>15428447
In my universe they are slightly more intelligent than a smart dog or a dolphin, they use very simple magic and can't even speak
I base some of my stuff on Tolkien like most fantasy universes, but i have my own spin on everything
9e6ff0 No.15428461
>>15428448
Anything from Asia is souless bugmen.
>>15428452
>The good dragons want to create a dragon ethnostate funded through the money they extort from non-dragons.
Forgive me if I'm missing the joke, but isn't basically Israel?
ca4fc1 No.15428462
>>15428444
>Dude that was my dragon what the fuck
f7da44 No.15428463
>>15428436
This looks so much fucking better. Please keep it this way, the goatee breaks the art style.
bee1a5 No.15428472
>>15428463
I will have the goatee as an option then, maybe a beard option too later on
9e6ff0 No.15428507
Can someone post the backdoor someone found in mono that was sending packets to Microsoft? I don't have it on hand.
e93b64 No.15428661
>>15428385
>>15428436
>>15428472
This might seem crazy but try this: make the goatee round, in the shape of the chin, instead of pointy.
It will likely end up looking quite well while still being a goatee.
The issue is that pointy goatees are for villains, heros get stubbles, full beard and 5'clocks instead
9e6ff0 No.15428710
What should I use in Godot? GDscript or C#?
331b9c No.15428891
>>15428710
GDScript. C# was added to help others migrate towards Godot, but GDScript is the main language. There are things you can't do in C# that you can in GDS, and it's development and documentation take priority over C#.
5fbaea No.15428924
>>15428436
>>15428661
>heros get stubbles, full beard and 5'clocks instead
This, grown out beards and mustaches in animu are pretty rare on protagonists. Stubble is much more common. I'd look at some mangas and see how they did it.
You can make goatees look good in an anime style though, like on a Junpei type character. It all depends on the personality.
Also, unrelated, but I'd add some skin around the scar. I think you'll imply a lot more depth to the face if you hint at the scar passing over the eye (since it doesn't look damaged) and cutting away some eyebrow hair (which scars usually do). Right now it looks like it's drawn on.
331b9c No.15428948
>>15428436
>>15428924
I think no facial hair looks better. More like a young man embarking in adventure. Fresh face = fresh heart.
5fbaea No.15428961
>>15428948
If that's what he's going for, sure.
bee1a5 No.15429099
>>15428924
The face scar is supposed to be deep, the eye was healed with magic, but there was not enough power to heal the entire thing, in my world characters with scars are rare because healing magic exists, the problem with Adam is that he was born with high magic resistance, so healing magic is very ineffective on him.
>>15428948
>>15428961
He is actually retiring, the whole reason for him to stay in the village and live a comfy farming life is that he is tired of adventure, i wanted to make a character that is past his career peak since it is so uncommon
5e72f7 No.15429203
>>15429099
Give him a subtle stubble. It ould make him look more aged.
331b9c No.15429488
>>15429099
I see. How about an unstyled stuble?
d9eacb No.15429507
>>15428452
>There are bad dragons
Subtle
289758 No.15429547
>>15428452
>This jew is bad because he ratted out another jew who was committing tax fraud, which should be okay, because other jews do it.
Not one of Mark's finer moments.
9e6ff0 No.15429607
>>15429547
As expected from a Jew.
bee1a5 No.15429691
>>15429203
>>15429488
I will try, but last time i tried it looked like shit
cac844 No.15429796
>>15426405
>Whats the fastest dynamic lighting method for a scene where all objects are not static?
Forward Lighting.
The determining factor seems to be number of light sources and types of shadows. As far as picking the lighting method.
f23e21 No.15430035
>>15430015
Looks much, much more like someone who might consider retiring. Of course, characters in the anime aesthetic always look a bit young by default. Consider giving him "tired lines" under his eyes.
09b1bc No.15430408
If I place 4 vertices on the screen, how do I find a matrix to project a given rectangle into it? Is it even possible?
59d2e3 No.15430439
I upgraded my project from Pelles C 8 to Pelles C 9. I miss the old icons but I have some cool new features I guess. More TR's and better optimization when I start enabling that.
>>15428243
Download the TempleOS ISO (the real one, not the fake one templeos.org) and start programming.
>>15430408
This is a rasterization problem, not a matrix problem. If you already have your final verticies, you don't need a matrix. Just draw a rectangle between them.
09b1bc No.15430445
>>15430439
>Just draw a rectangle between them.
I need a matrix if I want to project things from inside the rectangle into the transformed plane.
59d2e3 No.15430498
>>15430445
oh, now I understand. That sounds like a scale-translate matrix. You would have to translate the vertices by the difference between the two lower corners of the rectangles, and then scale it by multiplying all the X coordinates by the ratio between the X-width of the source rectangle and the X-width of the dest rectangle. So if the source rectangle was 0-1, and the dest was 0-2, you'd just scale it by 2/1, or multiply all verticies X components by 2, then you would do the same thing to the Y components.
ba42bb No.15430557
My desires for making my engine only deal with complex objects that are decomposable has intimidated me too much and prevented me from progressing.
So I'm going to take a step back and focus on translating more conventional systems from implementations in OpenGL to Vulkan before I tackle new stuff.
[/blogpost]
2d2fa5 No.15430570
>>15428420
does she sell milk :^)
>>15428444
Nowadays, dragons are just big reptiles
715618 No.15430774
>>15409814
Shouldn't it be considered a crime to turn human beings, children no less, into abstract "modern art" projects? Children are gullible little shits, not just from lack of experience, but because they crave attention and validation from others - from adults, especially their parents. Whether the parent is ignorant of this and thinks their kid genuinely wants to be a queer because it's doing what they get positive reinforcement for - or they're maliciously turning the child into their own pet project for their own attention whoring goals - there should be no tolerance for this kind of abuse.
5fbaea No.15430794
>>15430774
Right is wrong, wrong is right. There's been a war on children for quite some time now. Ask any young person and most of them will tell you that they dislike kids, while places like plebbit are extremely hateful against children. It's fucking weird, man.
7e2868 No.15430979
Heel rig and some new animations.
b3001f No.15431076
>>15430979
downward movement of the arms looks a little stiff and a tad too fast
remember theres inertia even in anime waifu noodle arms, therefore the elbows would naturally come down faster than the hands creating a natural bend at the elbow
7e2868 No.15431123
>>15431076
Yeah I should make the wrists rotate downwards slower. Thanks!
bee1a5 No.15431486
>>15430979
She should use this reaction here too
59adf3 No.15431720
e5fb16 No.15432303
Invidious embed. Click thumbnail to play.
>>15411619
Good ambient music. Thief 1/2 is also good.
bee1a5 No.15432373
27b329 No.15432466
>>15428385
Now that I look at it, thinner lines look much better. I guess I was just too used to the old face.
bee1a5 No.15432513
Well fuck 3 attempts to make a stuble like
>>15430015
>>15429488
I didn't like the results, keeping the shaved look for now
d9eacb No.15432576
By using an indexed png, I can knock the size of my background down from 1.5 mb to like 400 kb. Does the picture quality still look okay for it? Just using eagle nebula as a placeholder for now
59d2e3 No.15432632
>>15432576
use FLIF or WEBP at least. PNG is outdated and if you are writing a game you can choose to not use it.
d9eacb No.15432671
>>15432632
I'll keep it in mind for release. But I want my game to be changeable for the end user, and most people use PNG so that's what I went with
aec13f No.15432701
>>15432576
It's certainly noticeable. This should be obvious, but indexed images only really work when you have a small palette to index. If the exact pixel data isn't important for the game, you could also allow PNG and JPG for both kinds of backgrounds.
Why are you not posting the actual image? It's kinda weird to ask whether a placeholder looks right rather than the real thing.
>>15432632
Is this another epic DEPRECATED XD meme?
d9eacb No.15432721
>>15432701
>Why are you not posting the actual image
Partially because I'm a dummy, and also because I think it's important to show it off in context (though there isn't much of that yet).
The game I'm cloning, SubTerra, originally used royalty free music and images (such as Eagle Nebula) as a backdrop for their levels. In the spirit of that game, I want to do the same sorta thing, but not necessarily with the same exact assets
112cb8 No.15432734
>>15428452
> two jews commit massive tax fraud and try to spirit their shekels away to israel
> police catch jew #2 and make him testify against jew #1
> Mark actually thinks either of these disgusting kikes were good guys
7d26df No.15432744
>>15432721
Post the unindexed version of nebula.png
c38a5b No.15432758
How can I read a 24-bit bitmap as a 32-bit one at runtime. I want to be able to load bitmaps as 24-bit and read them 3 bytes at a time so I can display them on a 32-bit buffer. I don't want to do any transformation of the data, just change how the array is indexed. I'm currently doing something like this (pseudocode but I'm using C):
for x < texWidth
for y < texHeight
((uint32*)buffer.data)[posX + posY * bufferW] = texure.data[x+y*texWidth];
>>15432576
It looks good but it's obviously indexed but I like that aesthetic.
and ACKSTUALLY, the pillars of creation is only a small portion of the eagle nebula
0959ee No.15432784
>>15432734
It's against their book to turn a fellow jew in to the cattle. Makes sense that he would be against it.
aec13f No.15432798
>>15432758
> I don't want to do any transformation of the data
What is this supposed to mean? Since there is no alpha channel in the original, you will have to do some sort of transformation. If you just don't want to change entries, surely you can just read in three byte increments and generate the alpha channel on the fly. I feel like I'm missing something.
0959ee No.15432802
>>15432758
>It looks good but it's obviously indexed but I like that aesthetic.
You can't just throw "but" into everything, but your text will be unreadable.
d9eacb No.15432806
>>15432758
For a small performance gain, you want to treat the texture you're reading as a single index array. That is, a byte[] that increments by a fixed step reach read, in order to minimize op usage. Eg, each read, you write n+0, n+1, n+2, and 255 to the output array, then increase your position by 3 bytes worth of values in the input array, but jump array by 4 bytes in the output array
7d26df No.15432817
>>15432760
This is as low I can get it as a lossless "png" without any indexing or compression artifacts.
c38a5b No.15432841
>>15432798
I'm not using alpha, the last byte is just for padding for 4-byte alignment. I'm software rendering so I need the accessing to be as fast as possible.
d237d0 No.15432888
>>15432758
I'm no expert so there may be a smarter thing to do but; Take the pointer to data and move it by the index, multiply the index by 3, then cast it to an u32 pointer and dereference it. That'll get 4 bytes from the desired position, you can override the extra byte separately if you want.
((uint32*)buffer.data)[posX + posY * bufferW] = *(uint32*)( texure.data + (x+y*texWidth)*3 );
Depending on where you need the bytes to be, you may also want to add "<< 8" to shift it.
aec13f No.15432903
>>15432841
If you're going to render from that thing transform it into the format you need once at the beginning rather than every time you render, jesus fucking christ. This is why recommending C in these threads is abuse, the performance problem is always something besides the language.
d237d0 No.15432917
>>15432888
>my solution was so mindblowing it broke 8chan
Meant ">> 8". It'll get this: "1111 1111 1111 PADD" but you may want "PADD 1111 1111 1111"
c38a5b No.15432921
>>15432903
Well, I don't want to do that because I only want to allocate the memory I need once. If I do that, I'd need an extra 1/3 the amount of memory, which will just be always zero anyway.
0959ee No.15432929
>>15432921
your problem isn't memory and it will never be memory
aec13f No.15432938
>>15432921
Stop using C, it's rotting your brain. I'm not shitposting, this language is legitimately harming you. The way you are going about this entire problem hurts performance far over a hundred times more than a lack of four byte alignment could ever in any situation. You are converting the same fucking bitmap into the same fucking format every fucking frame, and meanwhile think that you are """optimizing""" something. You are not. You are being fucking dumb and I can't even blame you because the tool you use encourages this particular retardation.
Just put this language away. Use something else, for the love of fuck, this is painful to watch.
c38a5b No.15432948
>>15432888
>>15432903
Thanks, I managed to get this working. I didn't need to use any bit shifting, I'm on little endian anyway.
>>15432929
Maybe I just want to challenge myself
0959ee No.15432956
>>15432948
Good news is that you're already challenged, anon.
c38a5b No.15432957
>>15432938
Okay, you've convinced me. I'm downloading eclipse and just booked a flight India…
aec13f No.15432965
>>15432957
>le pajeet xd java lol
Nevermind I was too late. The damage is already done and irreversible.
c38a5b No.15432987
>>15432965
Okay then, I have an open mind. What language do you recommend and why do you think what I'm doing is so bad. For context I've basically just switched to that>>15432888
0959ee No.15432998
>>15432987
It was already explained extremely clearly and you brushed it off as "lol no I'm doing stupid things without acknowledging they're stupid as a challenge".
d9b8fc No.15433011
>>15432841
>Cares about performance
>Uses software rendering
Maybe you should reconsider your decisions.
Also stop being fucking retarded. Define a struct that contains 3 uint8_t's, make sure its packed by using #pragma pack, load that struct and then add the extra alpha to it.#include <stdint.h>
#pragma pack(push, 1)
struct rgb {
uint8_t rgb[3];
};
struct rgba {
struct rgb rgb;
uint8_t a;
};
#pragma pack(pop)
struct rgba getPixel(void* _data, size_t w, size_t x, size_t y, uint8_t a) {
struct rgb* data = _data; // make sure the struct & data has the same endianness definition.
return (struct rgba){data[x+y*w], a};
}
If you're the same autistic retard from earlier that insists on using uint32_t despite data not being uint32_t, then you should fuck off, as there is not a single language out there that actually allows that without being considered undefined behavior. You know, that thing that you're probably doing all over the place in your retardation.
c38a5b No.15433029
>>15432998
Maybe I phrased it incorrectly. Not so much a challenge as wanting to have the pointer in my texture struct be the same as the one that is loaded into the file struct so I don't need to be doing any allocating, copying, and then deallocating. Why would I do all that when I can just cast to uint8, multiply the index by 3 and the cast to uint32.
aec13f No.15433032
>>15432987
I already explained to you why it's dumb. It's not fucking optimizing anything. As for the language you should use, anything but fucking C. No, not C++.
c38a5b No.15433058
>>15433011
Interesting, but it seems just to be over complicating things just to get a pixel on the screen. It seems to be way simpler to allocate and x-by-y void* buffer, so I can cast it to a uint32 and plug in an index and then give it a uint32 and I get a pixel on the screen. Plus the
Win32 API call i'm using (temporarily) takes a void pointer to the bits. I don't believe I need to make it any more complicated.
>>15433032
Please quote the post where I said I wanted to optimise stuff. I already have my buffer set up as 32-bit so I (i'm not at that stage yet) can just cast the void* to a uint32* and plug in the index and get pixels on the screen.
87ed76 No.15433061
>>15408260
There's something I've been wanting to ask.
Has anyone from here http://www.homph.com/steam/ currently here on this site? or are they all cuckchan faggots.
c38a5b No.15433073
>>15433032
Also, I would genuinely like to know what language you
c38a5b No.15433076
>>15433073
Oops, embarassing. I what I was going to say was: I would genuinely like to know what language you would recommend, C#, ASM?
87ed76 No.15433082
d237d0 No.15433104
>telling people to give up just because it's difficult in the beginning
0959ee No.15433107
>>15433058
>Please quote the post where I said I wanted to optimise stuff
>>15432841
>I'm software rendering so I need the accessing to be as fast as possible.
d9b8fc No.15433123
>>15433058
>Interesting, but it seems just to be over complicating things just to get a pixel on the screen.
It's not over complicating anything as it is the only way you can read 3bytes / 24bits.
>It seems to be way simpler to allocate and x-by-y void* buffer, so I can cast it to a uint32 and plug in an index and then give it a uint32 and I get a pixel on the screen.
And then you read the last pixel, with the fourth byte read sticking out of your allocated buffer, which triggers a segfault. Nice job, smartass. God forbid you write back to textures, enjoy your memory corruption.
Don't even think about turning that optimizer too. Reinterpreting data as something else is plain undefined behavior, so if you read 2 pixels sequentially, it'll actually be allowed to do something like:
<read 4 bytes (rgbr)
<return first pixel (rgb)
<read 2 bytes (gb)
<return second pixel (0gb) (legal optimization because data may not be reinterpreted as something else and you didn't write to it in that time, so the value is undefined which allows the compiler to fill it with the next fastest thing)
Now you might say "but it doesn't do that on my build!". But here's the fun part: it might do that next update.
>>15433104
>Being willfully retarded and ignoring what other people say
We have enough fucking idiots here that make bad decisions and refuse to listen when told their decisions are bad.
c38a5b No.15433147
>>15433107
I said quote the post where I said I wanted to optimise stuff. I don't think that explaining why I made a decision that is largely irrelevant to the question im asking is wanting to optimise stuff. I don't want to convert all .bmp files to 32-bit every time I make a change (they're large, and paint.net only supports 24-bit and 8-bit)
>>15433123
You have a point, I'll look into the rgb struct business, even if it's only for image loading. I don't understand what you mean by the fourth byte of the last pixel sticking out of the buffer, however. Could you expand more upon that?
d9eacb No.15433156
>>15433147
What every anon has been trying to tell you is that modern hardware only every works in 32-bit RGBA format. It doesn't matter if you're doing software rendering or not, because it still gets converted into OpenGL/DirectX calls against the actual physical hardware; your graphics card, whether embedded or PNP-able works with this format, and so does your LCD monitor. The only time the display format might change is with smartphones or specialized handheld devices, and the OpenGL layer will automatically take care of this for you.
tldr: Your meme .bmp format is just for storage. Once it's loaded into volatile memory, it needs to be 32-bit RGBA to play with literally anything you didn't write yourself
d237d0 No.15433159
>>15433123
>We have enough fucking idiots here that make bad decisions and refuse to listen when told their decisions are bad.
Nothing wrong with telling people when they're doing it wrong, but telling him to stop using C just because he did something in a less than ideal way is just stupid. Nobody is born with an innate talent and knowledge for low level programming, you have to go through hurdles to learn it first.
For all the Terry memeing going on, you'd think people would be telling him to use C even if it kills him.
d9b8fc No.15433162
>>15433147
>You have a point, I'll look into the rgb struct business, even if it's only for image loading. I don't understand what you mean by the fourth byte of the last pixel sticking out of the buffer, however. Could you expand more upon that?
If you have 3 pixels of data, then your data is structured as such:RGBRGBRGB
1111 <- these bytes are read with your first uint32_t read
2222 <- these bytes are read with your second uint32_t read
3333 <- these bytes are read with your third uint32_t read
Notice how the last read actually reads one byte AFTER the RGB buffer? That's what I meant.
c38a5b No.15433184
>>15433162
Ah, yes, I see what you mean. The problem I was having would be: the first pixel is RGBR, the second was GBRG, the third was BRGB, and so on. I see the merit in the the rgb struct and after reading >>15433156, I'll re-work my loading code tomorrow to use the getPixel(). I'm pretty sure I read your post wrong and was thinking it was about the global back buffer instead of the image buffer. Lmao
d9b8fc No.15433191
>>15433159
The thing with C is that it allows you to do pretty much anything. Unfortunately, some people are idiots and think they can outsmart the compiler despite not knowing anything about it.
Then you have people who that, but refuse the fucking listen after being told ten times to stop trying to reinterpret data as something its not. Telling these people to stop using C so they stop posting these worthless fucking questions where they want to redefine the language to do what they want with complete disregard with everything that goes into it because of muh imagined perf gains that are completely unbacked by everything is DEFINITELY a good way to go about it. Because these dumb hardheaded fucks really are wasting their time on meaningless trite.
c38a5b No.15433207
>>15433191
Well, I'm sorry. I've only been programming in C for 4 months, so I didn't know reinterpreting data was bad practices, but it makes sense that it is know that I know why.
d9b8fc No.15433258
>>15433207
It's not "bad practice". It's "undefined behavior". https://en.wikipedia.org/wiki/Undefined_behavior
Unlike modern languages where there is no undefined behavior and the code simply throws an exception when something goes wrong, C had this wonderful thing called undefined behavior where you have no idea what is going on. This especially turns bad when you turn on the optimizer, because compilers are allowed to assume that undefined behavior doesn't occur.
As a rule of thumb, I recommend that instead of trying to write code where you try to be a smartass to the compiler, write code where you try to explain to the compiler exactly what you want to do. Make it do no more, no less. Just exactly what it is supposed to do, computationally speaking. It is the compiler's job to compile your code, not you. If you want to omgoptimize something, then use inline assembly. Many compilers support that as an extension. Too bad you wont even be able to produce better assembly than a compiler because you probably don't know shit about anything a modern CPU does.
b544f0 No.15433365
>>15430408
You only need 3 vertices, labled a, b, c. Form the two vectors ab=b-a, ac=c-a. Compute n=ab x ac (that’s the cross product) to get a third vector. Form the column matrix M=(ab, ac, n). Invert it, M^-1=N. For each vertex v you wish to project, compute v’=N*(v-a), set z to zero, i.e w’=(v’_x, v’_y, 0), then your projected vertex is w=M*w’. You can roll the translate (i.e. the v-a part) into the matrix by going into homogeneous coordinates. I think a goes into column 4 of N, then you re-compute M.
e5d332 No.15433535
Got bored of working on my chemistry system and decided to model my first tree. It didn't end up exactly as I wanted (I wanted something more similar to a wisteria), but I can still improve it later.
So, a question for the people that use blender around here. I'm using the hair system to create branches on my tree, I created a branch and added the particle instance modifier and pointed it to my particle system on the trunk. Then I created a leaf and added a particle instance to it and pointed it to my particle system on the branch. The leaves only appear on a single branch, is this normal? Is this a limitation that blender does not allow nested particle systems?
Also, my tree ended up with 31k vertices, 22k faces, Unity gave me a warning that my branches had more than 6k triangles and it got split into 3 objects. Is that amount of vertices overkill ?
d9eacb No.15433578
I decided that the minimum supported resolution I'd do is 800x600. Regardless of resolution, the play area will remain a fixed level of detail - 18x18 tiles.
Not sure if the status bar should be at the top or not. There are 24 pixels left over at this size that the play area isn't using, and padding the top with level information makes sense to me. I don't want to necessarily cut it short and have the remaining time, score, and gems get in the way, though.
You can control up to two players at the same time, with different inventories, etc., so you can help each other (eg should Player 1 get the red key or not?) on some puzzles. Not sure what to use the extra space with on a higher resolution (second pic)
c8eedd No.15433688
remade the animation, I'm happy now It looks less shitty and more like sexy shit.
1ef027 No.15433910
>>15433688
i'm going to need a closer look at that ass, and are you planing on adding a walk cycle? or a attack animation?
c8eedd No.15433916
>>15433910
yes, is going to be a tales of phantasia clone about evangelion.
ab42cd No.15433923
YouTube embed. Click thumbnail to play.
I made a gay ass game and I want to shill it here
it comes out on wednesday
331b9c No.15433939
>>15433923
Looks competent, but uninspired.
9e6ff0 No.15433949
>>15433916
Fuck you nigger, I'm already working on a game about Evangelion.
Looks like I'll have to work overtime just get decent progress, and get a keyboard that actually has a numpad for blender.
ab42cd No.15433959
>>15433939
>3939
nice
I just wanted to make something cute
50c422 No.15433984
>>15433923
Seems like something that would come out of Nitrome, only with less polished art and less development of the core mechanic. Seems fun regardless, though I don't know how long a game this simple could keep my attention without self imposed challenges.
>>15433959
At the very least you accomplished your goal.
ab42cd No.15434048
>>15433984
its very short, I'm aware it cant stay fun for a very long time
59d2e3 No.15434239
>>15432701
No, it's just that there are better formats to use if you can. For example if I download the PNG here: >>15432817 (1125kb) and convert it to a FLIF I get 1060kb and as a WEBP I get 1063kb. (https://files.catbox.moe/yshgsv.zip)
>>15432758
Allocate your buffer and use a stride of 4 bytes, writing to the first 3 with your RGB colors and a 0 for the alpha. You then can copy this into the framebuffer you are displaying without any transformations of the data. That's all there is too it.
>>15432903
>>15432938
>>15433191
He obviously doesn't know how to use C correctly yet. Why are you acting so threatened when someone comes on the thread asking how to use it? This is one of the simplest questions someone can ask and yet it's provoking a huge amount of insults and rants from you faggots.
Maybe we should tell everyone who asks questions about C# to leave too. If you don't know how it works, what's the point in trying to learn? You won't be able to produce anything of value if you can't do it right the first time…
d9eacb No.15434243
Just for argument's sake, suppose I have a dozen textures, and I have a hundred different objects that each have a texture associated with it, it will take at minimum 12 draw calls, since I have to change device state/texture information, yes?
59d2e3 No.15434254
>>15434243
With newer API's you can use something called "bindless textures" to use one call. I don't know how it works though.
If you don't have that, then yes, in theory it could only take 12 draw calls. I spent a while ordering my data so that I could draw the world in my engine using only as many draw calls as there were texture rebinds and it made a big performance difference.
d237d0 No.15434450
>>15434239
>better formats to use
As far as I recall FLIF is a lot slower to uncompress than PNG, and increasing load times isn't worth saving 65kb (6%) filesize in this case. It'll also be more of a pain in the ass to use that format since most image editors don't support it.
59d2e3 No.15434489
>>15434450
It's only really noticeable on older machines with the WIC addon for photo viewer. In my own engine I can load FLIF images without any noticeable delay on a Pentium M CPU.
7e2868 No.15434508
>>15433535
Don't know if that's normal but ideally what you want to do is bake out the branch mesh with the leaves first and then duplicate it again.
31k vertices for a tree in most scenarios is overkill as fuck. Unless it's going to be the only tree in the vicinity, you need to aim for 7k tris for a tree at LOD 0 that is going to be presumably instanced hundreds of times on screen. At this point you are better off not modeling each branch and leaf but rather playing smart with cards and what not.
d9b8fc No.15434618
>>15434239
>Why are you acting so threatened when someone comes on the thread asking how to use it?
The problem isn't the language, it's that willfully ignorant people are using it and refuse to understand why their optimizations are a waste of time.
People said this several times already. You want to optimize image blitting? Then transform your image in the optimal format in advance. But no, mr doesn't want to do that because he wants to optimize image loading too. You know, that thing you do only once per program run instead of many times per frame. God forbid he actually uses a file format that is in the right format for a blit too.
Stop trying to reinterpret the issue as people hating on C. Plenty of people here use C. We just don't want idiots to use it and have them ask stupid –omg-optimized questions here, and then refuse to listen when told their approach of "do something retardedly inefficient and optimize it instead of fixing your shit approach" is not what you're supposed to do.
c5fcd9 No.15434647
>>15408877
Sorry but that hip sway looks retarded anon
a864d4 No.15434649
>>15434618
>refuse to understand
I know from personal experience that sometimes you just need to go through whatever you're going through. It's hard to see things from the perspective of someone experienced who has a lot more context about the subject and you're in the middle of trying to figure something out (even if a flawed as a method). But if you keep at it you'll eventually start to understand what you were told and how to do things properly and which things are more important for performance or whatever.
It's like teaching a baby to move and then getting mad because he puts his hands on the ground instead of walking on 2 legs.
c5fcd9 No.15434656
>>15409864
Why are they swinging their arms as if they're skipping through a field of flowers?
59d2e3 No.15434663
>>15434618
Nobody learns how to do something right the first time. But you're almost immediately saying that the tool is the problem, after he doesn't understand the first time.
The solution isn't to dumb down the tool to the level of the user. But to get the user to be able to work on the same level of the tool. People are going to ask retarded questions or make bad choices about things they don't understand- it's not unique to C. The last thread was full of the 3D artists going on about that model of Asuka, for example. But is the problem Blender? Or the artist?
c5fcd9 No.15434683
>>15417927
Use pythagorean theorem to find the slope of the tangents (diagonal lines).
Knowing the slopes you should be able to find the diameter of the second circle. Rest you should know or else you're never gonna make it.
307b55 No.15434685
>>15434663
So what you're saying is, we need to destroy Blender to get rid of the hue-nig?
Someone get me a list of Blender contributors.
59d2e3 No.15434852
>>15434685
Time to switch to the superior software:
http://www.anim8or.com/
e3f988 No.15435010
So I make my engine…
THEN what?
307b55 No.15435020
>>15435010
Then you JLMG and probably cry
59d2e3 No.15435031
>>15435010
>>15435020
Making an engine and making a game are not separate processes. If you are making an engine, this generally implies that you have some sort of game being made that requires and demonstrates all of the engine features you are implementing. This is how quake, unreal, goldsrc, etc were all made. Engine features were added specifically for the needs of the games being developed on them, since the games were in development with the engines, not after.
331b9c No.15435033
>>15435031
Don't underestimate the autistic power of modern amateur engine devs.
e8b14b No.15435035
>>15434663
The tool is the problem in this case. Consider what the guy is working on: It's not his game. It's an idiotic micro optimization and meanwhile he ignores the colossal waste of recomputing the same damn value over and over. C encourages you to look for opportunities to "optimize" irrelevant shit like this because it feels close to the hardware (that it actually isn't is just the icing on the shitcake) – and it takes serious discipline to ignore this. Newfags who chose C don't have this discipline because they usually chose it exactly because "I can make it super fast with enough effort", probably after reading some shitpost about how Minecraft is slow because of Java rather than Notch's bad code.
If you try to (badly) optimize something for four-byte alignment rather than finish your game first, THEN benchmark, THEN optimize things that need optimization (which can be "none at all" because, surprise, you are not making an AAA game and hardware is fast nowadays), something went seriously wrong. And this wrong is that you used C and fell into its fingertrap. Ever notice how the devs that finish games basically never use C or C++?
434311 No.15435041
>>15435031
but WHAT game do I make?
I want to make an RTS.
I want to make an FPS.
I want to make a god sim.
I want to make a multiplayer base-building game.
I want to make a dungeon crawling roguelike.
e65db6 No.15435062
>>15435041
make an rts, there's a lot of fun optimizations to discover there
307b55 No.15435080
>>15435041
You should picked one before working on your engine, and made your engine based on what that game needs.
>>15435035
>Ever notice how the devs that finish games basically never use C or C++?
One out of the five projects released by people in these threads is made in C.
You also seem to not realize that the person you're talking about is the dev working on Autumn Willow, which is supposed to also run on old hardware if I remember correctly.
331b9c No.15435083
>>15435041
I'd suggest starting with the easier one, by your judgement. Maybe the dungeon crawler? Or the FPS.
434311 No.15435100
>>15435062
Okay how's this logic for total war-like rts?
<Units of soldiers are held in arrays, one element for each physical soldier
<a unit has a position and direction vector
<Formations are accomplished by little calculations from the position vector (e.g. spearmen[0] constantly tries to move towards pos.x - 4 pos.y + 4, spearmen[1] constantly tries to move towards pos.x - 3 pos.y + 4)
>A unit goes into combat mode when near enemies and targets closest member of surrounding enemy units. If within certain distance then they attack.
>individual soldiers of a unit then enter combat mode until player breaks them off or route or whatever
>If a soldier dies then they're popped out of the array and higher elements are pushed down
The problem is efficiency of distance calculations which could potentially be O(n^2) which is a problem if you have 120 soldiers vs 3 enemy units of 120 soldiers.
What if I just create the entire game with placeholders then attract an artist later?
59d2e3 No.15435101
>>15435035
This is still just part of learning C. You can't learn how to use any tool without doing something stupid with it. The only way to get good at using the tool is to get past this phase.
I spend a huge amount of time thinking about how to lay stuff out in memory. (mostly on the GPU) But it's not a waste of time- it's just necessary to get the performance I want so I can add the features I want later. But I didn't start out knowing how to optimize things correctly- I wrote terrible code without knowing how to use the tool.
Also, the last statement is just completely false, if you look at the finished games list:
http://8agdg.wikidot.com/general:finishedprojects
Red Sky is written in C and Hellbreaker is written in C++. One-third is not "basically never".
The real problem with C is that retards know just enough about it to chime in about how you shouldn't use it, without knowing how you would use it in a project in the first place. That's why there is such a huge amount of projection going on all throughout this thread. Instead of actually answering the question it's more of an excuse to go on a tangent to parrot all of the bullshit reasons that C shouldn't be used, all over a beginner question.
>>15435041
You could in theory write an engine that can do all of those things. But in practice you probably don't have enough experience writing engines to do it. You could start by writing a basic engine that does one of those things, and write a game with that engine.
434311 No.15435127
>>15435100
But even then… What am I offering that total war doesn't?
Why would anybody want the poor man's total war?
307b55 No.15435137
>>15435100
>which is a problem if you have 120 soldiers vs 3 enemy units of 120 soldiers
(120^2)*3 = 43200, multiplied by 4 armies = 172800
Let's say (and this is a high number) your pathfinding takes 1000 instructions per unit, that's 172800000 (172 million) instructions, out of the (lowballing here) 4 * 3000000000 = 12 billion instructions a 3GHz can perform on double precision values with a shitty intel processor. That would mean you'd still get 60+ FPS if every unit performed 1000 instructions per other unit. Of course there's a lot of early-outs in pathfinding so that 1000 number is ridiculous as an average, plus you don't perform pathfinding every frame, but on the other hand you also can't use 100% of all available CPU power when you do. Please note that this is a napkin calculation and most likely not at all close to what real performance would be
tl;dr that specific case is probably not as bad as you think
4000 particles for fluid simulation, checking every single other particle, still gets 5-10 FPS on CPU for me. Once it runs on GPU I'll probably have 60 FPS again.
434311 No.15435209
>>15435137
Once soldiers are engaged in combat, they won't have to search for opponents so it simplifies things BUT there are cases where in total war you'll see several units all smushed together which could make target selection miserable unless it was limited to a max of 3 units or whatever. There are obviously ways to make it more efficient.
If you actually see total war though, it's pretty much only the perimeter soldiers that do any fighting, at least in older games.
I wouldn't mind making an rts actually, just because of all the problem solving that arises. BUT then what's the point? What's to offer that total war hasn't already saturated the market with?
331b9c No.15435217
>>15435127
>>15435209
>What's to offer that total war hasn't already saturated the market with?
You tell me. Videogames are a creative medium.
Assuming you're capable enough, you wouldn't make a total war clone, but a game with total war elements that has it's own spin.
434311 No.15435236
>>15435217
There's only two RTS games I would even want to make
1. A realistic one
2. A lotr, BFMEII-like game (but lol licensing) and the true appeal of that game was the campaign and scenery, not necessarily the gameplay.
3. One where you can go into first person as a character (say goodbye to large battles)
4. Something about dwarves but then it's difficult to handle multi-level, underground pathfinding.
307b55 No.15435254
>>15435209
Aside from what >>15435217 said, even just a different theme can already be enough. Otherwise what's the point of Total War: Warhammer?
Make it about candy people, or add dragons, the french revolution, set it on a vertical planet where specific units can only attack upwards or downwards, just do something different.
434311 No.15435263
>>15435254
You're good at this.
You should be an ideas guy.
c8eedd No.15435415
>>15433949
It seems godot doesn't play nicely with my 3D animation, so is like I'm forced to use 2D and make my azuka animation into a 2D hand drawn one.
bee1a5 No.15435464
>>15433688
>still refusing to improve
bee1a5 No.15435468
>>15435041
Don't try multiplayer as your first game
c8eedd No.15435484
c8eedd No.15435686
It seems godot can't properly parent a rig to another rig bone for some reason (look up the hair rig) plus for some reason it can't loop my animation (It only plays it once).
Seems like godot is useless for 3D characters unless they have a single armature.
331b9c No.15435712
>>15435686
No offense dude, I don't exactly trust your judgement.
c8eedd No.15435718
>>15435712
the hair rig on blender is parented to the head bone, but this doesn't seem to happen when I import the collada file on godot.
1c06b4 No.15435730
>>15435686
it can be done but shouldn't be done.
a) first you export each armature separately so they get their own animation player then just use bone attachment node (or whatever is called)
b) use animation tree player to blacklist the bones from one animation to the other and play them as you like (might not work because of how world coordinates work)
>>15435718
if you look closely you can see your second rig be child of an spatial, in no moment it does interact with any bone of the first rig
c8eedd No.15435735
>>15435730
sure, but for some reason godot just don't loop my animation.
It's just giving me problem after problem.
1c06b4 No.15435760
>>15435735
can't loop in editor, in game or neither?
try again exporting only one armature at a time or disabling the tracks of either armature in the animator player
problems persist? reproduce bug on new project and file bug report in github
331b9c No.15435773
I have an exam on OOP in 3 hours. It's just basic classes in C++. Last class prof wanted us to cout a face class containing 2 eye objects and a mouth object with methods for smile, sad and neutral. I made that fucker blink and gave the face constructor local coordinates for the eyes and mouth so I could make faces with different proportions. It's painful to go through these basic courses to get to the good stuff.
c8eedd No.15435779
>>15435760
in game, can properly loop in the editor but It simply doesn't loop in game.
d237d0 No.15435790
>>15435773
>teach how to use a system by telling people to make a completely vapid and pointless thing that has no relation to any kind of real problem
Slap your teacher for me.
331b9c No.15435814
>>15435790
the course is called Programming 102. For the final we have to make an angry birds clone.
331b9c No.15435826
>>15435790
To be fair, it was the first exercise after classes were introduced, to show you can have an object inside another.
e179d1 No.15435854
>>15435814
Slap your teacher for me as well.
1c06b4 No.15435896
>>15435779
i'm going to sleep right now, but if it works in editor it should work on game unless some script is fucking with it
in game doesn't loop, doesn't play at all or it seems stuck in the first frame? can you search for "anim" in all of your scripts and post it here? as i said i'm going to sleep now but from this point this should be a fairly simple fix depending on our answers and code
1c06b4 No.15435905
>>15435826
i hope the angry birds part is less than a month from now, otherwise run the hell away from it
331b9c No.15435920
>>15435905
2 months. Keep in mind everyone else is just starting to learn these concepts, on top of C++ and programming in general. I just wanna get to linear algebra, machine learning, and neural nets.
c8eedd No.15435958
>>15435896
there's no code yet.
e179d1 No.15436254
>>15435958
>don't tell the animation to play
>be confused when it doesn't play
d237d0 No.15436341
What does pic related mean? What's the name of this symbol?
I wanted to write a program, instead I'm stuck deciphering the meaning of these fucking moonrunes.
50c422 No.15436350
>>15436341
That's a lambda
e65db6 No.15436374
>>15436341
you study that shit in math class, how do you not know it
e179d1 No.15436386
>>15436374
I certainly didn't get anything involving lambdas in high school math, and not everyone has math classes past that.
It's more confusing how someone on /v/ wouldn't know that, despite Half Life being one of the most well known games in existence, and the first result for "half life symbol" in a search engine is "Lambda Logo".
d237d0 No.15436390
>>15436374
Not only has it been like 15 years since I was in a math class, we never had math beyond basic trigonometry.
e65db6 No.15436411
>>15436386
>>15436390
yea but it's greek
that's like a staple among a/b/c/x/y/z in math
one way or another that shit gets mentioned in school
d9eacb No.15436661
>>15436341
It's a lamba. It's a reference to Half-Life, specifically HL2, since it used a lot of math concepts in its revolutionary engine at the time of release
d9eacb No.15436680
>>15435137
>4000 particles for fluid simulation, checking every single other particle, still gets 5-10 FPS on CPU for me. Once it runs on GPU I'll probably have 60 FPS again.
I know what the difference between GPU vs CPU programming is, but how would the GPU approach look? Would it rely on shaders to crunch "texture-like" data?
bee1a5 No.15436713
You guys think the hair contrast is too extreme?
f8be96 No.15436751
>>15436680
threads, threads everywhere
basically just SIMD approach, so generic code that can be parallelized to many threads each with their own (sets of) particle(s).
There's generic computing available on the gpu through compute shaders, or OpenCL.
No need to structure everything in a fragment shader or something.
Compute uses HLSL (C-like syntax), and openCL uses C++.
>>15436713
Hair looks pretty good, but the paper color skins makes it pop unnecessarily.
it's the really contrasting colors that makes the hair seem brighter than it actually is.
Even with the paper color skin generally shadows, the color of the sun's rays, and the interaction of those with color zones (f.e. bone close to the skin = skin more yellow, veins = more blue, etc) of the body make things less contrasting and flow better.
d9eacb No.15436768
>>15436751
>Relies on multithreading
So do you basically just do the pattern where you pass an array, the start index, and the count?
bee1a5 No.15436809
>>15436751
These screenshots are from blender, where i work shadeless, there is shadow on the Unity version, so the skin doesn't look as bright there
Also made the bright part of the hair more subtle
e179d1 No.15436820
>>15436680
(Same guy on different IP here)
That's what I'm working on right now, it's not exactly trivial. On the CPU version, for simplicity I used STL lists to make neighbormaps (since I'd be rewriting it for OpenCL anyway), then perform calculations on all neighbors to get their influence on each particle, then update each particle's position based on gravity, collisions, and said influence.
Now in the OpenCL version, Generating neighbormaps isn't as easy since there's no resizable list implementation, and it may not be the ideal solution in the first place due to how GPU memory works, because you want to preferably load sets of data aligned to the amount of work items you have (32 threads -> 32-aligned data). There's also the whole shindig about if statements being executed regardless of them being true if another thread has to, so you want to keep those to a minumum as well.
Right now I'm mostly writing pseudocode, purely thinking about how to get it to run well on a GPU.
f8be96 No.15436821
>>15436768
Pretty much.
Generally u want to make it as simple as possible (even splitting up logic into steps, or stages where u sync threads) as to avoid branching as much as possible since it is the GPU.
For GPGPU computing you're working with warps that are in multiple dimensions (so from X to X,Y,Z thread groups). Warps are just sets of threads that match the GPU manufacturer's specs, and have to execute concurrently (for nvidia it's 32 threads, and for ATI it's 64 threads).
Using warps as your standard you specify groups of threads, f.e. [1024,0,0] -> for nvidia that's 1024/32 = 32 warps of 32 threads in 1 group, each thread would have a unique IDX, and can operate on data independently (but execution order is NOT guaranteed).
Though since it's a mass of threads you always want the thread IDX or some method of identifying what segment of data you're working on for the thread, or a startIDX of data per the specific thread in the group (which can be dynamic, if u use some tricks, or statically allocated data ranges [faster]).
So, you have counts of threads per group of threads which operates concurrently in warps, and each can operate/generate multiple pieces of the total data (multiple data) that you pass in (while sharing group memory if u want); which all work on that single set of instructions (generic as possible).
Though, yeah, in simplest terms you've summed it up.
>>15436809
gotcha, yeah I couldn't remember if u had your character shaded in unity.
5382e0 No.15436939
>>15436411
It's mentioned but in most American schools unless you take pre-calc (An elective for most high schools, mine included) you won't really use it. Of all the Greek symbols used in math, I only had to use the Sigma for calculating sums in high school.
331b9c No.15437082
>>15436341
on that note, can anyone give me a practical use for lambda expression?
cac844 No.15437111
>>15436680
write a CPU using SIMD approach (process matrices of data, not individual particles).
That's how it will generally look on a GPU. Bonus: you'll probably be well over 60fps on the CPU for something as small as 4000 particles.
SIMD approach is quite easy in C or C++. Plenty of good intro tutorials to SIMD CPU instructions out there too. GCC will auto-SIMD things for you if you organize the data correctly and enable SIMD instructions.
4a0131 No.15437145
>>15436820
Your talk of neighbour lists makes me think you want particles to act with forces on each other, yes? If so, what you’re working on is called the n-body problem. Use this as a keyword when looking for solutions. I’m sure someone has tried to do this on a GPU.
e7d354 No.15437308
>>15437111
Holy shit
Can you use SIMD + multiple threads (pthreads)? SIMD only works on one thread right?
e.g. you use SIMD to parallelize summation of an array but you split this array into 4 parts to parallelize per thread then join the sum at the end?
59d2e3 No.15437326
>>15437308
Yes, you can do this.
a1b2cd No.15437749
Anon doing the game with test animation process here.
Project is going well after doing some basic movement scripting -> association with a unit (no interpolation yet, more trivial work), adding projectiles along in the simulation loop and memory cleanup/reuse when they get "out of bounds" is done.
Slight hiccup is met when I have to scale up the number of models used and then incorporated them. They are loaded correctly in memory but calling them with the instanced rendering is messy and done case by case for now. Hopefully I have more use cases and will rework memory management so that I can recall different objects type more easily.
Possible next step after that in no particular order:
- Collision detection and related script evaluation (on hit, on death)
- Firing script for enemies
- More gameplay related stuff
- 3D modelling
e7d354 No.15437779
>have 4 core CPU
>Add "#pragma omp parallel for" before resource heavy loops
>instantly quadruple performance
YOU CANT STOP ME!
IM A MADMAN ON THE LOOSE!!
cac844 No.15437829
>>15437779
How do you like OpenMP? which compiler are you using. Anything else interesting you've found while using it?
d9eacb No.15438162
>>15437082
C# uses them lots for anonymous methods, expression trees, and using LINQ. It was "the big feature" of C#4.0
More usefully, I like to use them to code simple event handlers:
Game.Window.Closed += (sender, e) =>
{
Game.IsRunning = false;
Game.Exit();
};
f7da44 No.15438300
e7d354 No.15438364
>>15437829
I'm just watching a lecture on threads and plugged that simple code into my own SDL play-around program.
It seems like a VERY EASY way of multithreading a program if you can't be bothered doing any extra work.
eb3bad No.15438681
i have a mecanim related question
say i have two animation layers
base one that controls all animations
and a second one specifically for legs+hips so that i can move while doing other animations
now lets say i'm strafing left
that means that my hips are somewhat rotated
since the spine is parented to the hips, it will also be rotated
but i want the spine to always be facing it's original rotation, not modified by the hips while the second layer is active
how do i go about doing that?
ideally i don't want to use IK since i still want to use the animated rotation of the spine, not one i've tried to figure out on my own
eb3bad No.15438727
>>15438681
better visualized
spine is rotated wrong, while the lowerbody is running
f8be96 No.15438814
eb3bad No.15438837
>>15438814
buuut thats what i'm already doing
other than setting the mask in the animator or in the animation import settings i'm not seeing how this changes things
f8be96 No.15438856
>>15438837
u can exclude the spine in your legs/chest layer.
custom define which transforms u want2 include in the mask using the same window as attached png.
The spine should be overridden by the layers above, since they're only overridden if the layer(s) below override that transform (spine transform) specifically.
384af4 No.15438859
>code uses ++iterator instead of iterator++
I'm not bothered by any other programming style difference but why does this trigger me so hard every time? Am I autistic?
f8be96 No.15438876
>>15438859
no not really, pretty benign if you're not bothered by any other programming styles. spaces suck, tabs rule, camelCase is superior, also fuck anyone who uses different bracketing/formatting styles than me
eb3bad No.15438880
>>15438856
no you don't understand
the spine is already excluded
but the position/rotation of the spine is still modified by the hips since it's parented to them, and i don't want that
i want the spine to be rotated as if the lowerbody wasn't doing anything, even though it is
even if the hips were rotated 90 degrees towards the ground, i'd still want the spine to be facing forward, perpendicular to the ground(unless the current spine animation says otherwise)
eb3bad No.15438887
>>15438856
>>15438880
see
the spine is only animated by the base layer
but the rotation from that is relative, not absolute
so once the hips in the lower layer rotate, the spine rotates too regardless of whether it's animated by that layer
331b9c No.15438896
>>15438876
>while(){
yes
>while()
>{
fuck you
f8be96 No.15438941
>>15438880
ah my bad, exhausted and need to crash a few hrs ago.
>i want the spine to be rotated as if the lowerbody wasn't doing anything, even though it is
u can do a hack job, like adding a state machine behaviour that just sets the spine's forward to the transform's forward/stored forward.
So I haven't ran into the issue you're having, and it's probably because I approached layers differently (I have similar cases, like strafing, but no issue yet w/animating upper layer during hip movement; move layer has spine movement but it's overridden).
The way I do it is work from the opposite direction (instead of root to extremities for child layers, go extremities to root for child layers).
My first layer is movement (whole body), and then I have a whole upper body layer which is an override layer with head/shoulders/arms/chest/spine for the main upper body animations.
So we're overriding the children transforms not the parent transforms, in an override child layer (parent layer's transforms are overriden, but we don't override the main hip bone or legs hierarchy).
The key here is the the layers with the main parent transforms in their mask, must be the top layers, and layers with child transforms at the bottom.
f8be96 No.15438951
>>15438941
To clarify, last line of post only really matters for override layers
e65db6 No.15439669
>>15438951
>>15438941
actually nevermind, minor miscommunication error
my artist wanted the attack to not instantly stop movement, and i understood that he wanted to be able to attack while moving
d9b8fc No.15440075
>>15437308
>Can you use SIMD + multiple threads (pthreads)?
Yes, but there is a catch.
A core has limited floating point and integer processing resources available to it. Just because there is an instruction to do 16 floating point operations at once doesn't mean it actually is capable of doing all that processing work in one cycle.
On top of that, if the core is running two threads (with hyperthreading (Intel) or SMT (AMD)) then the two threads have to share the core's resources, which will further exacerbate this issue.
It should also be noted that modern processors can pipeline multiple instructions at once, so if you don't use SIMD instructions, your processor might instead just perform your list of scalar instructions in the same time.
As always, benchmark your code before wasting your time on this shit. Modern processors are filled with weird conditional optimizations such as cache, branch prediction, speculative execution, etc. to the point you really can't estimate fucking anything in terms of how much more efficient certain instructions are.
e65db6 No.15441373
>>15441244
how do you consistantly make her look worse every time?
c8eedd No.15441411
>>15441373
because if I could do things better, I would.
79c2d8 No.15441440
>>15441373
Try to build a house on a miscalculated foundation and you can be sure a wall somewhere is going to crumble, and eventually you'll just have a pile of rubble, some dead workers and several lawsuits on your hands.
fae483 No.15442375
>>15441244
take the original model, go to mixamo.com, and use the autorigger
then add some default anims so you can test your game while you teach yourself to animate better
59adf3 No.15443900
>>15442428
post a larger picture of that asuka portrait. At least you're relatively competent at drawing
6f3c02 No.15444263
When do you expect to finish your first game?
d9b8fc No.15444281
79c2d8 No.15444503
>>15444263
I promised to have a demo by 2/2/2020, and really have no idea. Most likely two years after that.
2d2fa5 No.15444550
b3dc1f No.15444591
>>15443900
here.
>>15444263
first comercial game you mean.
I've made a bunch of games by now.
31375a No.15444754
What's your thoughts on making collectibles and power ups skill based as opposed to grinding based?
The GBA Castlevania games have lots of attacks you gain from grinding enemies until their soul drops. This makes it so if you want a specific attack you have to find a spot it spawns and go full murder hobo until it drops. Even with low drop rates you can pretty much get anything with a ranged attack and enough time to waste.
The other option I was looking at was closer to pokemon. You find a monster you want or an ability you want and then you have to weaken it without killing it. Then you have a chance to capture it (which varies based on capture items). It requires a little grinding if the enemy is rare and doesn't show up often but it's mostly about having the skill to not kill it and preparing in advance with items needed to capture it.
What's /adgd/'s thoughts on these systems? Which would you suggest works better or what alternatives would you recommend in enemy based ability collection?
e65db6 No.15444783
>>15444754
expand the pokemon one i guess
i liked how you could get a gargoyle tail axe in dark souls if you chop his tail off during the boss fight
d237d0 No.15444789
>>15444754
I think your whole premise is flawed. You can't decide on an individual mechanic like this without knowing the game around it. Anything can work if it's intentionally chosen and designed for your particular game.
31375a No.15444821
>>15444789
You can't know the game around it if you don't know the core mechanic. If your intention is to make monsters grindable then you need to set up a system where this happens. If you intend them to be catchable you need a completely opposite system where rarity matters and now enemies shouldn't just respawn over and over.
d9b8fc No.15444832
>>15444754
The problem with systems like this is that if it becomes easy to miss a vital pickup, you'll be gimped for the rest of the play-through.
Systems where you unlock stuff from achievements do exist though. In Payday 2, for example, many weapon mods are actually locked behind achievements. In Vindictus, you can earn titles for doing certain tasks (although most are just grindy), which in turn earn passive bonus stats. (You get stats even if you don't equip the title.)
In the grand scheme of things, these features are actually kinda shit, since it's just giving players a shopping list of stupid shit to do. It's fun if you actually enjoy doing achievements, but to those who don't it'll feel like they're a dog forced to do stupid tricks just to be able to play the fucking game.
Lastly, remember that people like to play their game relatively mindlessly and not worry too much about the little details. Requiring players to do specific things is always looked down upon, as it shoehorns everyone in using the same approach to solving problems. Creativity is an important aspect in games, even if there's only a few options.
d237d0 No.15444839
>>15444821
Then it's not a question of which is better, but which to use as the core mechanic to build a game around. You haven't decided on what kind of game to make yet, thus neither is better than the other.
31375a No.15444851
>>15444832
You just made the argument that everything should be dumbed down to absolutely nothing beyond a NES controller. Contra is as complex as any game can get because everything else is "stupid tricks".
The example for complex was pokemon. You have to use the basic combat system to damage something then use an item type to capture it. That's not super advance but it's more complex than murder hoboing things.
d9b8fc No.15444867
>>15444851
>You just made the argument that everything should be dumbed down to absolutely nothing beyond a NES controller.
Ok. Then don't listen to me.
31375a No.15444869
>>15444867
Sounds like the only good advice you have to offer. Fucking casual.
b3dc1f No.15444883
would anyone here be interested into some apps that:
>tell you what keys are in a scale (major, minor)
>tell you what keys are in every mode and other scales like blues
>tell you what chords use certain notes
>tell you what interval to follow after a chord (like going from V to I).
>help you make a basic chord progression (like made of blocks).
>help you choose a scale based on emotion (tonality)
>some app to show the range of instruments in a orchestral piece
Of course I have personals reasons to make this to help me compose, more like reference charts.
e179d1 No.15444898
>>15444821
You didn't ask which core mechanic is better, you asked for methods of enemy based collection. You then got told that you can't decide that without having a game to add it to, including core mechanics. Your answer to that is not at all related to the argument you started.
Pokemon would be functionally the same if you had a some % chance of getting a pokemon when you beat it. It wouldn't be as fun, most likely, but that doesn't make "throwing pokeballs at low health pokemons" a core mechanic. Capturing enemies to train them for RPG battles is the core mechanic, pokeballs are an implementation. Now tell us your core mechanic, so we can tell you how to improve the capture method specifically in that context, or fuck off until you come up with one.
>>15444883
Just following an app on such decisions sounds like a bad idea, rather than just learning the theory and reason behind those choices and making them yourself. And most people who already know said theory don't really need a reference, I think.
b3dc1f No.15444913
>>15444898
is an interactive chart, It would be usefull to me and new guys into music.
31375a No.15444915
>>15444898
I think you're retarded. Pokeballs are the core mechanic for capturing. Do you understand nothing about the game mechanics of pokemon?
e179d1 No.15445004
>>15444915
You understand nothing of what a core mechanic is.
31375a No.15445033
>>15445004
A game sold on the tag line "gotta catch 'em all"'s core mechanic is capturing.
e179d1 No.15445050
>>15445033
Yes, like I said. Capturing. Not throwing pokeballs, which is an implementation of the catching mechanic. If you got pokemon by a raandm % chance when beating them, it'd still be the same game at it's core, just with a different implementation.
b3dc1f No.15445060
YouTube embed. Click thumbnail to play.
godot getting a new tileset feature.
bee1a5 No.15445195