[ / / / / / / / / / / / / / ] [ dir / animu / arepa / mde / pe / tacos / vg / vichan / yga ]

/v/ - Video Games

Vidya Gaems
Email
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.


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

File: 03e3e3d1c54f2d6⋯.png (930.23 KB, 935x1500, 187:300, 03e3e3d1c54f2d6b69c1dc8fff….png)

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, 17bfe2b3f6fcbfac7758fa3be8….png)

c9d9b8  No.15501773

3d was supposed to be easier 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: >>15473907

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR November 11th

>Please contribute to the wiki if you can

482979  No.15501783

Alright lads, so when will video game graphics finally surpass real life?


1a3139  No.15501786

>>15501783

Real life has a shitty artstyle


c9d9b8  No.15501787

File: 551fbccd2a0cc28⋯.webm (12.22 MB, 800x600, 4:3, demo 2018-09-25 09-08-22-….webm)

reposting since i realized too late that the last thread was at page 14

someone on demoday complained that all the UI looked the same, especially the dialogue

taking stuff from opengameart, i think it looks better

not sure about the font, but it's probably an improvement over arial


b7d941  No.15501789

File: e5689aa536e3814⋯.png (2.29 KB, 800x600, 4:3, Pong.png)


482979  No.15501791

>>15501786

great framerates though


e8b47b  No.15501810

>>15501791

How can you tell? You can't perceive life at greater than 24 fps


482979  No.15501815

>>15501810

Its hard to tell anyways considering life runs at 1080p at most


2aad26  No.15501825

I bought the current gamedev humble book bundle.

I can upload it if you guys want.


e8b47b  No.15501826

File: 87fb9c9081134c1⋯.png (465.8 KB, 770x529, 770:529, ClipboardImage.png)

Here's an idea I've had for about a week

>Warpath '98 meets HoMM3 meets FTL

>Basically a turn-based 4X game in space where you colonize planets, trade, and upgrade your ship

>Except if you enter the same tile or attack something, the fight is like FTL and played in realtime (no pause button)

>Looting the enemy ship gives you all their cargo, plus common supplies, and maybe a tech bonus from their race

>Release date: never


3f2d07  No.15501835

>>15501825

If it's any good then yeah.


f224f7  No.15501837

File: dd106164832ed1c⋯.png (282.25 KB, 821x707, 821:707, 876baa75f6dba65d5283404811….png)

File: ea3aa830192960c⋯.jpg (101.61 KB, 1500x1053, 500:351, nathan_drake_uncharted_4_3….jpg)

Continuing

>>15501658

>its rather common just to avoid having the arms bend that much

That's complete horse shit. The modelling and rigging department never make gameplay calls for simple things like this. "Oh sorry your game can't have that because we are going to model the rest pose with the arms straight down and it will look bad".

>when was the last time you saw a guy with his had reaching strait up in a video game?

How about every game that features climbing which is like almost every single AAA game. Even with shooters that looks like it will destroy the shoulders when they aim up. Doesn't have to be straight up either. Past 90 degrees you run into orthogonal deformations. It's not even A-pose. It's "arms straight down pose".


2aad26  No.15501843

File: 1b0641935cf4cba⋯.jpg (109.89 KB, 771x1000, 771:1000, 1536537449795.jpg)

>>15501835

https://www.humblebundle.com/books/game-development-books

You tell me. also the charity involved isn't fucking cancer like the ACLU they've started supporting


1a3139  No.15501859

>>15501791

Yeah but the controls are unresponsive and suck


3f2d07  No.15501870

>>15501843

Post what you have.


2aad26  No.15501893

File: 031f491afc92eb4⋯.png (26.23 KB, 401x564, 401:564, explorer_2018-09-25_00-10-….png)

>>15501870

All of them


6d56cc  No.15501902

>>15501893

>extensions hidden

Disgraceful.


3f2d07  No.15501907

>>15501893

Zip them and put them in a mega.nz then share the link.


3f2d07  No.15501942

>>15501837

Can you show some examples of the better way to do it?


2aad26  No.15501946

File: 7d64f45e9aed8a8⋯.jpg (61.17 KB, 812x553, 116:79, tfwnodarktheme.jpg)

>>15501902

I've been meaning to personalize my windows a lot more as it is a recent installation on this rig, thanks for the reminder. Recently found out that there still isn't a proper dark theme on windows file explorer without sacrificing stability in one way or another. Really kills me inside.

>>15501907

Here you go

https://mega.nz/#F!RWRRXLSS!wx9J9u3p4IipS9Fng35lgw

Didn't want to go through the trouble of re-uploading it as a zip. I had already uploaded it for a friend. You can just download it as a zip


6bc916  No.15501951

File: 1569224093219b0⋯.png (42.87 KB, 721x756, 103:108, Screenshot_2018-09-25_00-3….png)

Ok, so I thickened up the arms and reduced the stomach size.

A complaint I get is to many edge loops. I had to do a lot of edge loops to do the fingers and the head. I understand that quads are the best for topology because they deform the easiest, but if I want to reduce the edge loops I would have to merge some vertices together, leaving some triangle meshes.

What should I do?


c9d9b8  No.15501952

>>15501951

>I had to do a lot of edge loops to do the fingers and the head

you could just split that quads in question rather than make a whole edge loop


6bc916  No.15501955

>>15501952

1. How could I do that?

2. The edge loops are already made. How would I reduce them automatically?

Like a desubdivide if you will.


3f2d07  No.15501959

>>15501946

Thanks.


c9d9b8  No.15501963

>>15501955

>1. How could I do that?

select the quad and subdivide/extrude

and i'm sure there was a way to connect two edges other than edge loops, but i can't remember, i don't use blender


8ebb9e  No.15501964

>>15501773

How do you get ideas, fellow /agdg/ers?


c9d9b8  No.15501965

>>15501964

steal everything you see/hear


767b1f  No.15501967

>>15501964

>play game

>get frustrated at shit design decisions

>want to make a game like it except without the shit


8ebb9e  No.15501968

>>15501965

Ah, I see, the ol' INSPIRED BY switcheroo


f224f7  No.15502062

File: ac6f3e8dec6379c⋯.webm (2.89 MB, 600x600, 1:1, angry_steal.webm)

File: 4748f1b20310137⋯.webm (1.85 MB, 600x600, 1:1, shinobu_rocket.webm)

File: ecb973eb06997a9⋯.jpg (210.52 KB, 800x615, 160:123, maletorsowires.jpg)

File: d48a10f77066990⋯.jpg (71.06 KB, 600x423, 200:141, newbodytopologythumb.jpg)

File: ec980490d971a51⋯.png (32.05 KB, 815x428, 815:428, model_loops&flows.png)

Working on more donut logic. First vid is my unfinished logic so far. Ran into a funny bug on video 2.

>>15501942

(Images 1-3). Nearly every single image I've seen for reference rest poses have recommended to raise the arms. Of course you are right in that context matters, if your character isn't going to raise his arms, then don't worry about it. From what I have garnered modeling for the past year and a half, artists prefer A-pose over T-pose because you can get a lot more sculpted detail on the armpits. If the arms are thrown down completely like that old pic, you run into issues such as UV distortion and a MESS of weight painting. Shoulders are hard as fuck. They are easily my hardest body part to get proper deformations. The important thing is to get a ring that raises the delts and points upwards at the ends like pics related. That way the mesh is already prepared to raise it's arms.


4bba38  No.15502070

>>15502062

>That skirt clipping

lewd. I thought she was wearing red underwear.


39188f  No.15502071

>>15502062

>Team Shinobu's blasting off agaaaaain

>hair kinda makes a star shape when she disappears


767b1f  No.15502075

File: f33f30a188e1937⋯.jpg (21.71 KB, 300x470, 30:47, .jpg)

>>15502062

Make her jump and grab it if you hold it high


8ae1d4  No.15502081

>>15501787

Lunar alien is progressing nicely.


f224f7  No.15502085

File: 4958c1cc91c8fc0⋯.webm (728.45 KB, 600x600, 1:1, IdioticWideeyedAdder.webm)

>>15502075

Yeah that's coming next. I already have the asset for it. Old vid:


87378f  No.15502089

File: ffee12debd3368d⋯.png (234.06 KB, 544x449, 544:449, ClipboardImage.png)

>>15502062

there's something funny about this title. I really like it


767b1f  No.15502099

File: 192e86fd2e53849⋯.gif (1.07 MB, 450x360, 5:4, 13.gif)


21956d  No.15502317

File: 8be770afc440851⋯.png (13.77 KB, 1152x648, 16:9, 3 poly to 1.png)

>>15501951

Shit like this.

Red dots are vertices.


170720  No.15502333

>>15502085

I'm coming into this thread just to ask the obvious question that's probably already been asked

will you _ Her


ef9b70  No.15502338

What ever happened to Bavarian Scout Ranger?


21956d  No.15502339

File: 1211ae63f638c1e⋯.jpg (43.65 KB, 564x732, 47:61, 567fcdd560b9c911a2fa133d1a….jpg)

>>15501951

Also you only need a base of 8 vertices for legs and arms and put them all the way down till they split at the hands and feet.

Here, have a more indepth image from the depths of my computer for the merging of faces n shit..


87378f  No.15502351

>>15502338

GDI has been busy, doesn't have tome to work on game but he's still alive. dropped by the disagreement channel recently.


ef9b70  No.15502352

>>15501810

>How can you tell? You can't perceive life at greater than 24 fps

wot

According to the lab at the U of MN I can see and react to around 122fps. In the CRT days I used to run my monitors at 120hz and when competitive gaming used to turn all graphics settings to low to try to get 100+ fps.

I've seen youtube videos breaking down the amount of information differences between different frame rates at different resolutions. The bottom line is you're wrong, and humans can see well beyond 24fps. What you are thinking is that film technology chose 24fps because it's run by cheap fucking jews and 24fps is the lowest you can use before it looks janky and destroys all immersion.


ef9b70  No.15502354

>>15502351

Sweet, you by any chance have the "trailer" video with music? I can only find one vid on jewtube and it's missing the music and 1v1 fight


87378f  No.15502369


13d19e  No.15502380

>>15502352

That's an elaborate way to say "I'm new"


74205a  No.15502651

File: afb035093b4a32b⋯.png (285.11 KB, 1366x721, 1366:721, buggednormals.png)

anyone got a clue why my normals are wrong?

they look fine with the standard material, so i'm sure it has something to do with the triplanar stuff

https://pastebin.com/Gj6bR9YB


01ea25  No.15502697

If you were to make a free game that contained no ads, but instead had a cryptocurrency miner, and you were completely up front about that fact and gave an option to turn it off, would it be ethical?


0b1252  No.15502708

>>15502697

Maybe if it were turned off from the very start but people could enable it it they wanted.

If it's already running when the game is installed I'd say no.


13d19e  No.15502753

>>15502697

I think so, as long as you make it very plain that it's in there. It's just a different payment model essentially. Getting it to run in a way that didn't interfere with the game itself might take some effort.


ef9b70  No.15502802

>>15502369

thx it was that demo day trailer i was looking for. re-encoding for the webm thread


74205a  No.15502899

File: 459a650c01b3468⋯.png (310.65 KB, 1366x728, 683:364, toweroftowers.png)

how to level design 101

how the fuck do i populate a wasteland, i can't even put trees here


0560ea  No.15502922

>>15502899

>how the fuck do i populate a wasteland

Mutants that are a result of failed science experimentation, which doesn't involve with radiation.


74205a  No.15502955

File: 43e0e2c2a4128dc⋯.gif (4.1 MB, 480x360, 4:3, 9f4.gif)

>>15502922

>mutants

>science

but this is supposed to be a fantasy


0560ea  No.15502964

File: 692a452e0c2b4fe⋯.png (10.32 KB, 500x500, 1:1, 11d770b5e006d8743b2f8ef7d5….png)

>>15502955

Then replace scientist with wizards or uh techno wizards, and replace fantasy with techno-fantasy. Problems weren't.


ea1d4e  No.15502972

>>15502899

Just put dead shit everywhere.


7ff9a7  No.15502977

>>15502899

Depends on your setting. You say that it's fantasy, is it a wasteland as in a desert? You can add cacti and the occasional oasis with palms and small patches of grass and other plant life. Some partly hidden buildings under the sands. Big dunes to make it less flat. Fantasy versions of typical desert creatures.


7adf74  No.15503023


f50dfe  No.15503044

>>15502899

big rocks, small rocks, all kind of rocks everywhere, also caves, half caves and sinkholes


382b9a  No.15503049

>>15502062

Make her beg for it


39188f  No.15503059

File: 526b7a1b78941d0⋯.gif (Spoiler Image, 1.38 MB, 460x244, 115:61, Rockin it.gif)


59aee9  No.15503075

File: 0186035fdd47f15⋯.jpg (278.89 KB, 1300x960, 65:48, 1334210017.jpg)

File: 1ffe5caef6ca37f⋯.jpg (361.91 KB, 1280x853, 1280:853, 1632326.jpg)

File: 30e0e9fc3671b81⋯.jpg (1.19 MB, 1944x2592, 3:4, 132.jpg)

File: 6f1f367266c2e62⋯.jpg (807.76 KB, 1676x1050, 838:525, 114.jpg)

File: ffa09e56b856107⋯.jpg (64.55 KB, 1024x768, 4:3, 1554726.jpg)

>>15502899

>level design 101

It's called "put the thing you want to design into a search engine"

Dead shrubs, gravel/stone, cracks on the ground, earth that has shifted around, dried rivers, rock formations, ravines, caves… What kind of wasteland, is it a wasteland because it got shrecked in the past? In that case put hints/fragments of what was there.


7adf74  No.15503122

Hey guys I'm coming back to this thread and gamedev after a long break (2 years)

Anyway I'm making a total war clone with greek, norse and egyptian mythology

The story is basically that the gods are sick of the presence of other religions and decide to directly take control of their worshippers to wipe out the other religions and gods.

Anyway I'm struggling to think of a good name for this game

currently the name is "war of the gods" but i'm not too happy with this name

i was thinking maybe divine war or divine warfare but those aren't too great either

i was thinking about maybe using some foreign word like something greek or latin but i couldn't find anything that sounded good.

anyone have any better ideas


ea1d4e  No.15503165

>>15503122

What about Age of Mythology?


65eaa3  No.15503329

File: f1b8fd69a34ed72⋯.png (113.39 KB, 325x194, 325:194, ClipboardImage.png)

If Shodanon is here - how do you check which cells the item is over, when you're holding it, to color the cells according the whether they're free or not?

I'm using raycasts, looking for gameobject with a specific script, shooting from the middle of each cell that makes up the item size.


13d19e  No.15503354

>>15503329

Isn't square to square collision detection relatively easy? Why cast rays?


59aee9  No.15503370

File: d2a0cfe0b14c886⋯.jpg (53 KB, 485x443, 485:443, d2a0cfe0b14c886de4b0449df9….jpg)

>>15503329

>cast rays

>to check inventory grid cells


65eaa3  No.15503389

>>15503354

>>15503370

It just works I use raycasts because that's the first thing that came to my mind. Are they that bad?


c0b265  No.15503438

>>15503389

It just seems horribly inefficient.


59aee9  No.15503442

>>15503389

I just don't understand why you would come up with the idea of using raycasting for the problem of "check if grid cells are occupied". You just find the top left cell based on item position/size, then loop itemwidth*itemheight tiles and check each one. It's not even a mathematical problem.


431f92  No.15503490

>>15502651

Are you sure the normals are right? Make a shader that writes the normal to the fragment color to verify, both pre and post transform. Triplanar works by using the normal to blend between 3 textures, right? Use the sample weights as fragment color. Write the uv coords to color. Blend between three identical textures. Use an uv texture. Try to identify if it’s an artifact appearing at the texture edges. Try disable mip-maps/anisotropic filtering or texture filtering in general.


65eaa3  No.15503496

File: 3f5246db9eb067d⋯.png (68.03 KB, 420x420, 1:1, spurdo ok.png)

>>15503442

I prefer to protype things as quickly as possible, even by shittiest means possible and remake them later when I find a better solution like the one you just said, thanks.


74205a  No.15503501

>>15503490

nah, i toggled generate lightmap uvs and when i started baking the lightmaps it fixed itself


e8b47b  No.15503528

>>15503442

Rather than checking each cell, couldn't you use quadtrees to check occupancy? I know that's probably overkill for an inventory grid


be9219  No.15503547

File: 4cd613bef244e80⋯.mp4 (7.84 MB, 800x600, 4:3, [cyclical_screaming]speebo….mp4)

is speedev the only person (besides Notch) to ever come out of /agdg/ and make a fun game?


5c65fb  No.15503582

Got lazy, really didn't want to refactor code. Working on that and the Godot cheat sheet today: http://8agdg.wikidot.com/gdscript-cheat-sheet

I put a code example in there so far, still no idea how to just do a white-space line so I can better space out the information better.


e8b47b  No.15503583

>>15503547

I've heard Xenoraptor was alright. Risk of Rain as well.

But I don't think those anons migrated over


59aee9  No.15503602

>>15503528

If you need quadtrees then that's a sign of your inventory system being shit. Assuming your inventory system marks each occupied tile somehow (instead of just having items in some list), then quadtrees shouldn't give any benefit no matter what size the inventory is.

>>15503547

>Notch

>make a fun game

There's some from 4chan, for example Cavern Kings and Deadbolt. I'm sure there's plenty more but I don't go there anymore.


39188f  No.15503607

>>15503389

It's like using a jackhammer to drill a hole in the wall; it technically works, but it's using considerably too much power.

You just clamp the tile you're currently over, give every item an array of offsets they cover, and check all of those to see if they're occupied.

>>15503528

That's computationally more expensive while providing no benefit. Quadtrees are to get subsets to perform checks against "every other thing" less.

>>15503547

I had fun with Shinobudev's wedding.


f2348f  No.15503610


e8b47b  No.15503613

>>15503607

>>15503602

Yeah but the same concept applies, doesn't it? Like instead of an inventory, if you had a 256x256 map in an RTS game and a unit occupied a 2x2 tile region or something. Does it not just filter down into checking individual 1x1 areas anyways?


59aee9  No.15503640

>>15503613

I'm not sure what benefit you're looking for. For tile based systems you can just check the tiles directly for most things, that's very fast and simple operation compared to managing a quadtree or similar system and searching through it.


39188f  No.15503652

>>15503613

>Does it not just filter down into checking individual 1x1 areas anyways?

Only in the worst case, which means you shouldn't have used quadtrees for that particular problem.

But really, just use arrays for this particular problem. You have a small grid, boolean checks at O(1), you're not going to be able to speed that up.


74205a  No.15503762

File: 70272de5ccdb98d⋯.webm (8.71 MB, 800x600, 4:3, demo 2018-09-25 22-40-30-….webm)


74205a  No.15503805

File: c866279ef332aa2⋯.webm (5.79 MB, 800x600, 4:3, demo 2018-09-25 22-42-17-….webm)

>>15503762

actually looks a lot better with shadows turned on

kind of a waste of time lightmapping this, i don't think this place is supposed to have anything this big


56fe39  No.15504013

File: 340a0f8e61b6b1e⋯.png (98.68 KB, 1419x393, 473:131, f933a9012dc4246fc751086ba8….png)

File: b41c3b3fd52aefb⋯.jpg (230.01 KB, 1473x827, 1473:827, PickOneOrBlenderWIllForYou.jpg)

the guy that posted his rifle model and questioned my unrelenting N-gon hate…

>Would an N-gon like that just be fixed by using a bunch of triangles converging on the center of the cap?

yes and no if you want a sculpt able surface (one that subdivides well) you want to keep those quads involved. but blender and maya will automatically make triangles out of everything including your n-gon but if you are the one to break it up you get more control over the topology rather than blender making the call for you and then sometimes changing its mind on what you want it to actually do but i guess you might have had some trouble texturing that n-gon right?

but again i would just avoid planes that have some dozen edges. and that part of the rifle should be a bit rounded if i am not mistaken but if you really need that flat face for a barrel or some cylinder then yea i would make sure to break it up properly and pick a topology that fits my needs, probably a point in the middle for a interior of a riffle barrel and vertical quads for a wood barrel so i could have a nice flat bit to texture a logo onto.

>tldr if you don't pick how to break up your model into triangles blender/maya will pick for you and blender/maya is fucking retarded at times.


453aa4  No.15504018

>>15503165

well it does take a lot of inspiration from age of mythology maybe i could combine total war and aom somehow

war of mythology

total mythology

mythology war

age of total war

i do have to worry about copyright/trademarks though

if not i would just go with mythology total war.


9f68d9  No.15504033

File: faed9dcbefd2f8f⋯.mp4 (7.46 MB, 1280x720, 16:9, corset boobslider.mp4)

Finally finished this god damn slider

Having to do this for every chest piece is painful


e8b47b  No.15504093

>>15504018

Age of Total Mythology Wars (now on Apple Store for mobile)


edefcc  No.15504150

>>15502899

Giant bones of an ancient beast.

>>15504093

Grand Theft of Mythology Wars V


136703  No.15504198

>>15504033

I better be able to squeeze those and make a HONK noise.


3f2d07  No.15504210

>>15504013

Thanks for the information.


9f68d9  No.15504246

>>15504198

Sorry to disappoint, this is not a porn game


136703  No.15504251

>>15504246

Nothing pornographic about honking some funbags.


9f68d9  No.15504290

File: 4c8e4d3c2828f5e⋯.webm (3.14 MB, 754x526, 377:263, 4CC4CA3B-0EA8-48E0-3B57-9….webm)

Ass slider is ready. It's purpose is to let us have children in the game, which most often don't have massive asses (Dragon Maid loli is an exception).

Soon there will be more sliders. Those work in runtime, but currently will fuck up when animating because I need the bone base rotation, which I am not saving for now, as I am using the current rotation, which is the correct one only when the character is in T pose, the character animates correctly if the slider changes are made in edit mode.

The best part of the system, is that if we configure it right, we can have characters grow over the years, or even instantly, if we so wish (after some fixes to the system).

This is done by changing the bones directly in the mesh data, so we will have one instance of the mesh for each female and each piece of cloth, but it takes no extra processing after it's done. I might take advantage of the system (since it is already changing every single attached skinned mesh) to fuse all clothing and the character into the same skinned mesh for further optimizations)

The ass enlarger is butt a byproduct of the system, which is why it looks so fucking bad, since it's trivial to enable the slider to go to -1.

One thing I don't know is if I should let everything below the knee shrink with the tights or not


65eaa3  No.15504330

>>15504290

>should let everything below the knee shrink with the tights or not

It should be a gradient, so to speak. The further from the ass the the smaller the effect of the slider At the level of feet and ankles the effect should be 0 because these parts don't accumulate noticeable fat unless planet size is approached.


34852b  No.15504346

blogpost

24 hours without electricity and the surge fried the furnace and 3 protector outlets when it turned back on. fuck my life

>>15503329

>I'm using raycasts

what engine are you using? how do display the gui elements?

because >>15503438 this is true

as I wrote previously, simply use arrays.

In the case in you screenshot you are using what I'm assuming a 10x6 grid. That's an array of 60 objects (whatever you prefer, be it bool, an int representing the item instance or a direct reference to the gameobject).

Your cursor is currently hovering over grid 3x2. In the array that's 3+10*y-1(accounting for array starting at 0), which gives us position 12.

Your item size is 4x3.

This means you only need to check grids between 12 and 15, 22 and 25, 32 and 35. A simple for loop will do that for you. 12 iterations, not too taxing on the processor.

For performance reasons it would be preferable if this triggered only when entering the bounds of a grid and not continuously. In Unity I use its grid layout group component and have Pointer Enter event triggers set up for each cell within the grid that runs the script that checks for availability.

>>15503547

review demo day entries. loads of fun to be found there.


65eaa3  No.15504542

>>15504346

Thanks for such detailed posts. I'm working with Unity.

Currently I'm using a 2d array for storing info about items in the inventory, is 1d array, like you described, much better?


56fe39  No.15504554

>>15504290

>tfw someone does something you where trying to to better than you could do it, and they are just slapping it on as another feature


39188f  No.15504655

>>15504033

What does the "Very Important" slider do?

>>15504542

2D array is almost (but not quite, depending on the language) the same thing under the hood, just with automatic access of element [x + y * width]. Technically it is a tiny bit slower in Unity, but for that to be noticeable you have to be using some pretty massive arrays and using them a lot of times per frame. Only optimize when needed, unless your solution is noticeably bad. Which I'd say using raycasts for a menu kinda is


e8b47b  No.15504679

>>15504655

>Only a little slower

Actually this is something I've done a fair bit with my own engine. Every array I use is never exposed as a property, since that forces every read/write/compare function to suddenly gain the overhead of a method call.

I also use mutable structs with references here and there, too :^)


f50dfe  No.15504773

>>15503602

deadbolt guy has a thread here


8516fc  No.15504790

>>15504655

>Which I'd say using raycasts for a menu kinda is

Not with RTX™!!


9f68d9  No.15504986

File: e592a6a1a04243e⋯.png (836.18 KB, 1650x1700, 33:34, VERY important.png)


e8b47b  No.15505049

File: 1c1f928b5b9c4ef⋯.png (159.58 KB, 1920x1050, 64:35, ClipboardImage.png)

File: 4e82ee0896677d2⋯.png (25.97 KB, 502x376, 251:188, ClipboardImage.png)

Needed to do another code cleanup to make sure things are consistent. I moved a bunch of generic draw calls to render the UI into actual Control objects, but they do not do anything yet.

I have a ControlContext class that acts as the root for a group of otherwise unrelated controls. The context stores Cursors and Controls, as well as settings and render styles. My goal is to keep Controls as strictly logical and then associate them with a render style for the drawing information. It is event based, and I have the handlers set up, but I'm not sure how I should handle state changes (eg so when the mouse Cursor enters/leaves and area the color changes (I suppose the best way here is to write to a draw state object or something)).


280fb2  No.15505210


280fb2  No.15505258

>>15502352

He's joking anon. The "you can't see over 24 fps" meme came from a response to people criticizing a low frame rate in a videogamrme.


9957af  No.15505385

>>15501859

Git gud


8516fc  No.15506080

>>15501946

Anon I thank your generosity but could you please use anything other than mega? They have max daily DL quotas.


2aad26  No.15506102

>>15506080

Wanna point me towards a better service? I've used mega for a while and never hit any download caps.


e8b47b  No.15506302

>>15506102

Isn't Vola good?


2aad26  No.15506308

File: f40f3592d2ee673⋯.png (772.85 KB, 761x899, 761:899, what do you mean.png)

>>15506302

Are you making a subtle sink joke.


e8b47b  No.15506315

>>15506308

No, I am legitimately recommending Volafile because I've seen it used in share threads and have never had an issue with it


2aad26  No.15506323

>>15506315

Sure, I'll leave a zip of the books on there tomorrow and post a link if you want me to.


9bdb5b  No.15506446

>>15506102

try https://www.filemail.com, it's good for threads like these as there's a limit and it can host up to >10gb files

You can also torrent from it


8516fc  No.15507301

>>15506102

Had no problem's with the other anon's filemail.com


74dfe6  No.15508153

Is there any paper/project which describes a game in a generic way by defining rules and the engine making sense of them?

something like:

- you can attack or do nothing if it's your turn

- you can only attack if you have a weapon

- if you're stunned you can't attack

- …

and the engine automatically converting them to the appropriate code.

I'm trying to translate ttrpg mechanics which has tons of states, flags and special cases it's really painful to code to begin with only to find that there are more extra rules which affects multiple states and you need to readjust everything.

I think callbacks may be the answer for it, so far I'm using a set of enums for possible actions which is filtered by a lot of functions, but then I've found out that I need to pass a lot of arguments and deal with exception cases it became confusing.


9bdb5b  No.15508274

>>15508153

I had the same issue as you and you don't actually need to use state machines. Some anon here early suggested to use the remainder to evaluate turns, so:

if (round%2==1)

playerTurn();

else

enemyTurn();


a01b2b  No.15508301

>>15508153

There are libraries that make state machines easy to define, it sounds like that could be the direction youre interested in going?


9bdb5b  No.15508436

>>15508274

Be sure to increment the round/turn when you're done.


74dfe6  No.15508478

>>15508274

It's not about choosing turns, it's about the whole set of rules, you can have rules like "if you use this technique you can only move up to half your maximum movement and your skill is capped at X after applying all the modifiers, but only if you have Y and don't have Z", and the worst of all is that I need to make an AI for it.

>>15508301

I find state machines confusing the way they code them, specifically transition, I'm also looking into event systems.


a01b2b  No.15509145

>>15508478

I'd be interested to hear whatever solution you settle on


9f68d9  No.15509178

File: c436e33b0f6e8cc⋯.png (205.58 KB, 879x770, 879:770, qt jacket.png)

Now to rig and make the shape keys for this jacket, i like the window it gives her chest, then i will add a small cape and a pendant with a big gem between the boobs


34852b  No.15509703

File: 7960b15703d7c7e⋯.png (11.78 KB, 422x117, 422:117, ClipboardImage.png)

File: 759e850cd8c2c97⋯.webm (13.74 MB, 1280x720, 16:9, 2018-09-27 00-23-33.webm)

I didn't forget about you. I just didn't have a chance to record this


074f32  No.15509852

File: 3106a81f3935f90⋯.png (252.94 KB, 1536x1011, 512:337, birdmanbat.png)

just need to do the skull now


9f68d9  No.15510742

>>15509703

very nice

>>15509852

very spooky


2aad26  No.15511128


0b1252  No.15511791

File: 3144c532f46b335⋯.jpg (23.13 KB, 369x368, 369:368, th-thanks.jpg)

>>15511128

>almost 9 gig and it's already a zip


c9d9b8  No.15511822

>unity collab loses link to project ID and i can't upload without one

>can't change it unless i make a new one

>redownload project

>lightmaps are gone/fucked

wow


e5e53a  No.15511847

File: 0cd9335592a3a1e⋯.jpg (82.85 KB, 335x522, 335:522, 0010.jpg)


34852b  No.15511986

File: ca28652bcfdb812⋯.mp4 (6.57 MB, 1280x720, 16:9, 2018-09-27_00-34-29.mp4)

Dynamic occlusion looks pretty cool in preview


d236d4  No.15512219

I'm starting to realize that if you have a very old system, it's easier to rewrite it from scratch than try to refactor it.


e88d9c  No.15512243

>>15508478

I searched for ”computer rule system” and got a bunch of relevant results. Here are some free keywords for you to research:

>rule-based system

>logic programming

>expert system

>prolog

>lisp


170720  No.15512279

>>15504246

You make me sad anon


d937c6  No.15512290

File: dd59af80c9a39d1⋯.jpg (69.51 KB, 1024x576, 16:9, a man of culture.jpg)


7c0b23  No.15512321

File: cb9a74e492a0c4a⋯.jpg (101.35 KB, 1280x720, 16:9, 1408197291594.jpg)

>>15504986

Took me a bit to understand what the fuck was going on, but then I saw the light.


9f68d9  No.15512355

File: 23be7657fd18840⋯.jpg (174.17 KB, 850x1133, 850:1133, cooking wife.jpg)

File: 0d53bdc46b23419⋯.jpg (320.75 KB, 600x849, 200:283, cooking kaede.jpg)

File: 80d9afde2b813e9⋯.jpg (251.23 KB, 850x1207, 50:71, cooking loli.jpg)

File: bf6f96f8cfeb08d⋯.jpg (661.73 KB, 824x1191, 824:1191, kobeni cooking.jpg)

>>15512279

You will find true happiness in a pure marriage with the waifus i will create anon, you don't need to feed these carnal desires

And if we can develop the tech there will be procedural children that age, we got some ideas on how to implement it


6090e9  No.15512554

File: 6429455e342a8f5⋯.png (108.78 KB, 403x366, 403:366, Yes.png)

>>15504986

Add a bit more curves and you'll certainly please every 絶対領域 connoisseur.


db184e  No.15512588

>>15512243

Those are not particularly helpful


170720  No.15512595

>>15512355

I'm down for pure marriage,you have my hopes for your game skyrocketed again


9f68d9  No.15512644

File: 3e51fd3327baca8⋯.jpg (169.42 KB, 850x1200, 17:24, elven ears.jpg)

>>15512554

i tried that when i was making the shape key, it looked too bloated

>>15512595

I will make sure you have a hard time choosing the which to marry

Harem route will be possible only for a few of them like the slutty Elf


c0b265  No.15512667

File: 87b50bffc39cd98⋯.png (483.51 KB, 2550x1650, 17:11, ClipboardImage.png)

>>15512644

>Harem route will be possible


26503b  No.15512710

>>15511986

wat music


db184e  No.15512780

>>15512644

I thought elves were supposed to be healers, you'd think they would cure that bitch's scoliosis


b059b4  No.15512807

File: 4cc8b7ade2272cc⋯.png (51.79 KB, 400x400, 1:1, untitled.png)

angel model done, next is rigging and will make my first twitter bait.


ed0dcf  No.15512826

File: 7a185d189ed7c3f⋯.jpg (168.03 KB, 960x696, 40:29, disgusted tiger cub.jpg)

>>15512644

I usually don't want to be 'that guy', but what the fuck is that anatomy?


74205a  No.15512840

>>15512807

>rigging

>not in t-pose

nigger what are you doing


b059b4  No.15512846

>>15512840

that's how the reference from google images was.


8516fc  No.15512908

>>15511128

Thanks anon.

>>15512826

Torso is fine, lower back is broken.


9f68d9  No.15513087

File: 79ac14ca6000fa1⋯.jpg (53.57 KB, 468x489, 156:163, quality.jpg)

>>15512826

Whats wrong with it?


f38cd0  No.15513410

>>15512243

Most of the articles are really confusing, they're either about math related logic or functional programming, the event system also proved to be annoying, you need to know what kind of variables do you need and a way to sort things based on priority, designing your functions only to find that "rule XX: your attack is capped if Y event happens" will now have you passing an extra variable to define the cap.

I moved to metaprogramming, instead of defining the function before hand and having to deal with it becoming a gigantic function, I can just do something like "add this check to X function with a priority of Y" from anywhere and the function will be updated without looking into it, so far it looks like the best way and it will be the fastest.


d0d904  No.15513444

>>15502062

Where can I follow development anon and what's the name of the game?


9f68d9  No.15513464

>>15513444

>>>/agdg/30078

He is very active in there, he should answer questions if you have any


b059b4  No.15513611

Should I make a cookie clicker but about white genocide???


9f68d9  No.15513620

File: 07508e3c2893840⋯.png (196.31 KB, 1600x1724, 400:431, shrug best psycho.png)

>>15513611

We aren't going to stop you


74205a  No.15513642

>>15513611

shekel clicker kind of already exists


0560ea  No.15513655

>>15513642

There hasn't been any new update to this mod for ages.


74205a  No.15513717

>>15513655

it's an idle game, you can't exactly innovate, as far as i can tell it looks complete


0560ea  No.15513738

>>15513717

> as far as i can tell it looks complete

Nyet tovarish, there is a lot of strings and description that are missing replacements and not all sprites got replaced.


d0d904  No.15513874

>>15513464

I just want to keep track of the game and download it when it comes out instead of forgetting about it. Looks like immense fun.


74205a  No.15513905

File: 8eb9bd0952944ab⋯.jpg (8.04 KB, 225x225, 1:1, download.jpg)

>>15513874

>when it comes out


d0d904  No.15513914

>>15513905

Or hunt down anon, whichever.


0b1252  No.15513924

File: 79c9f130036abb3⋯.jpg (12.15 KB, 612x344, 153:86, not easy.jpg)

>>15513891

>>15513905

You okay there, lad?


34852b  No.15513929

>>15513914

if you want to be spoonfed updates:

https://www.patreon.com/sgthale

if you want to meet shinobu in very early stages:

https://www.patreon.com/posts/20627261


74205a  No.15513932

File: 044e7493559e537⋯.png (201.61 KB, 365x363, 365:363, 044e7493559e537ca6c4a380da….png)

>>15513924

i got it wrong the first time

no bully


65eaa3  No.15514172

File: b5346ea45902186⋯.webm (5.97 MB, 645x555, 43:37, new inventory.webm)

This time with 0 raycasts and less spaghetti.


170720  No.15514181

>>15512644

Do you have a twitter or something i can follow you on? waifu anon?


e8b47b  No.15514186

>>15514172

>Splats are only visible if not occupied by an item (or at least centered on the "group" and looks just fine)

>Plenty of room to see the background color

>Yellow, which indicates swap, or red which is invalid

See, even PoE fucked this up


e8b47b  No.15514187

>>15514186

Sorry, this is a compliment if it wasn't clear, it looks great


34852b  No.15514206

>>15514172

hell yeah, my dude! Great job. now I'm anxious you might have less bloat than me thanks for playing the demo, btw. if you have any thoughts you'd like to share, please give 'em to me

>>15514181

https://fablesoflaetus.com/

>>>/agdg/30488


9f68d9  No.15514229

>>15514181

After GG pratically died my twitter has been just for retweeting lewds, shitposting and degeneracy

like anon said >>15514206 this is where you find more updates, i make a report every friday on that devblog.


34852b  No.15514253

Soundcloud embed. Click thumbnail to play.

>>15512710

my brother's original OST


170720  No.15514255

File: 8dbb37f4a2533d7⋯.gif (1.55 MB, 400x300, 4:3, winking.gif)

>>15514229

But i like shitposting lewds and degeneracy


119c66  No.15514266

YouTube embed. Click thumbnail to play.

>>15514253

He should make some dungeon synth


bd7f75  No.15514295

>>15514253

I can hear DF influences. Really comfy.

Maybe he should reduce the effects on the bass a little.


34852b  No.15514353

Soundcloud embed. Click thumbnail to play.

>>15514266

I'm sure he'll love this album but he's 100% a guitar guy so he likely wouldn't be able to emulate the style. Even embedded ambient track is guitar + effects up the ass.

I got the guy that made the Ludum Dare waifu shooter music to have a go at making a 10 minute demo for Beelze, I'm pretty excited to hear his interpretation of this theme and Uelmen's style. He's had education in music and does mostly electronica so I imagine he'll make something a bit closer to this. We will see if it fits. My bro's sound is organic/analog, that's for sure.

>>15514295

>Maybe he should reduce the effects on the bass a little.

I kinda fiddled with equalizer before putting this in the game and uploading it on soundcloud, might be my fault. His method of making music is kind of erratic as well. not to mention he rarely actually sits his ass down to make music anymore which is a damn shame

>DF influences

I'm shy to admit it but unless you actually meant David Gilmour, I can't decipher the DF initials.


9f68d9  No.15514433

File: b6dcca2d36b37f8⋯.webm (1.99 MB, 400x520, 10:13, 5DA04FBD-27AF-4B41-01A6-5….webm)

Added acceleration, which took WAY MORE TIME than it should have.

Time to start the other animations


119c66  No.15514595

>>15514353

Well your brother has talent that's for sure.


65eaa3  No.15514758

>>15514186

I'm glad it's clear and readable, I'll try to keep it that way later on when I get proper art for menus.

>>15514206

Again, thank you and other anons for help with this. I'm not sure about the bloat, because there are still some unnecessary actions being performed during coloring of the cells that I still need to figure out.

I already wrote my thought in demo day threads. Will we get to see the surface during next demoday?

Though there's one thing I discovered just now. For some reason I can't take screenshots nor record anything from Beelzebox. I checked some other demo made in Unity to see if this is because of the engine or not, and everything was fine. I also checked if this problem occurs on other computers and it does.

Though it's interesting how this manifests on different computers. On the first one, when I try to take the screenshot it results in a plane black image. But on other computer I tried, the screenshot was made, but it captured the desktop as if the game was minimized, even though the game was in full screen. Pretty weird.


b059b4  No.15514820

File: f575b7c656f20fc⋯.png (35.89 KB, 865x526, 865:526, 1521159155266.png)

>tfw you submit bugs and issues to godot github


e8b47b  No.15514840

>>15514820

>Github now owned by Microsoft

>Godot drank the koolaid and adopted the Creator Covenant


fa5488  No.15514886

>>15514253

This is really noisy. Low-pass that before you include it in the game.

>>15514353

This has a bunch of noise in it too, but nowhere near as bad.


8516fc  No.15514887

>>15514840

Don't ruin anon's successes.


b7d941  No.15514915

File: a6e552c86bc0a29⋯.gif (70.32 KB, 296x335, 296:335, 1461688623924.gif)

>>15514840

>Godot drank the koolaid and adopted the Creator Covenant

But it hasn't adopted a COC. I checked the repo, website, issues, and pull requests. No COC.


b059b4  No.15514991

>>15514915

poltards are so retarded they make everything about their conspiracy theory, is better to ignore them.


b7d941  No.15515010

File: 68d8928d254e019⋯.jpg (271.52 KB, 1012x1433, 1012:1433, good catlblacks.jpg)

>>15514991

>poltard

Isn't there some other huenigger circlejerk you can fuck off to?


39188f  No.15515021

>>15514353

DF = Dwarf Fortress, I'd assume.

>>15514840

Godot didn't accept the CoCk, but they did rename master/slave to master/puppet.


9afffc  No.15515023

>>15514991

Its not a conspiracy that your a stupid nigger


3c497a  No.15515034

>>15514991

Everyone knows it but it's better not to say it


8516fc  No.15515044

>>15515021

Which is ironic because being a puppet is worse than being a slave. At least a slave is forced. A puppet is either mindless or cowardly.


e8b47b  No.15515273

>>15515154

You need the title theme playing in the background


19fcf0  No.15515301

>>15515154

>Video can't be played because the file is corrupt

Thumbnail looks interesting


b059b4  No.15515308

File: 94dda08b60ca5b0⋯.webm (826.53 KB, 1024x600, 128:75, evangelion.webm)

>>15515301

>>15515273

fuck this page garbage.

now it should work.


19fcf0  No.15515327

>>15515308

>All three of them are shaking their hips in tune

This amuses me so, it would be even better if it was in time with the music.


53ca94  No.15515528

Looking for criticism on my current linear interpolation approach

The only valid positions for characters are on one of the tiles, but of course I want to show an animation in which they move from one tile to the next. I'm trying to figure out, among other things, what systems should apply while characters and moving, and what tile they should be considered to be on.

current imagined approach:

>make "moving" component which defines start and ending position, as well as the duration of the move. additionally contains a time counter that i'll be adding the delta time to

>make linear interpolation system which which act on entities with moving components

>every call, add delta time to the time counter of the entity's moving component, and set render position to: timecounter / duration * (xf - xi) + xi

>I'm currently keeping track of my entities' positions (for stuff like determining what's adjacent, or on a given square) with an array of vector pointers, so when I get to the halfway point, add to the vector associated with the destination square, and remove from initial square element.

Does this sound okay?


3c497a  No.15515538

>>15515528

I thought of using something close to that exact system myself. You're doing some sort of pseudo real-time tile-based project?


e8b47b  No.15515573

>>15515528

>>15515538

I'm doing the same approach in my puzzle game. Each actor can only move to an unoccupied, non-solid tile. When an actor wants to move to a tile, it flags the target, and sets a timer. The draw code interpolates the source/target tiles, but after it reaches halfway, it releases the previous tile occupancy and after it elapses, it can then take another action. This looks as though it is actually moving, but it's very static


53ca94  No.15515574

File: 800b60c0dcce9d0⋯.mp4 (5.41 MB, 800x600, 4:3, sm27506838.mp4)

>>15515538

Yes, something along the lines of a jRPG or a roguelike.

Along the lines of Elona, I guess, if all goes well. It's a simple first project.


e8b47b  No.15515592

File: 2e0c31b26892a0b⋯.png (166.89 KB, 965x995, 193:199, ClipboardImage.png)

Also what the fuck, why are curryniggers so bad at programming?

>Guy wants to rotate an array in place and even posts sample code using the array directly

>Try to explain what the fuck the pajeet is trying to do, but it has like 4 levels of repetition and indirection that make it impossible to follow


b059b4  No.15515720

File: fb3a36a2bda9999⋯.jpg (127.96 KB, 409x409, 1:1, 1521350742702.jpg)

>5 retweets 2 likes over my eva bait

nice


53ca94  No.15515772

>>15515538

>>15515573

what if input is received while it's interpolating? ignore? change destination and duration according to desired action?


e8b47b  No.15515848

>>15515772

Thats one of my games invariants. It will only check events on that object if it is idle. Eg it finishes moving onto a water tile, only then will it sink and disappear. The only exception is if an explosion or laser object removes it mid transit


2aad26  No.15515878

>>15511791

there's zips inside the zip I'm sorry


b059b4  No.15515953

File: c1244d63220ce36⋯.png (82.42 KB, 696x672, 29:28, Cuentos de la cueva.png)

this is the story for my next game, pls rate.


979bdd  No.15516024

>>15515953

>Rival has two stated motivations, each with no clear connection to her action.

>Rival vanishes after the start of the first act.

>Whole first act is going to the next town over and learning something from an old man.

>Goal is to save the town, but most of the story takes place elsewhere.

Would skip every cutscene if the gameplay is worthwhile.


e8b47b  No.15516122

>C# doesn't support generic operators, eg you can'd add or subtract two values of T

>There isn't a generic constraint that allows it either

>At best you can compile a generic function using LINQ expressions which is like 3 layers of abstraction more than it needs to be

Christ


6bc916  No.15516138

File: d605b21bc5ee37d⋯.png (44.07 KB, 779x762, 779:762, Screenshot_2018-09-25_19-2….png)

I couldn't work on my shit because of school, but is this better? Has way less edge loops.


a3c39a  No.15516141

>spend a whole day trying to solve a problem, literally got a headache because of it

>fuck it, slept for 3 hours

>change few lines

>everything works

I'm both mad and amused


b18c56  No.15516159

>>15512846

Were you born retarded or did you eat paint chips as a kid? If the image was with the arms down then it's not hard to download gimp and rotate the arms in the image so you can adapt it to a t-pose. Apply yourself, nigger


56fe39  No.15516225

File: 647a3924f0bbf49⋯.jpg (98.25 KB, 539x415, 539:415, 647a3924f0bbf49bfc427d70b4….jpg)

>>15516138

yes it is better but we have to go further arms should be 8 sided, things that are flat shouldn't be subdivided (looking at the top of the shoulder either round it out or cut those edge loops out) you need to redo the hands i would suggest finding a topology guide or tutorial that meets up with the 8 sided arm well. you got a lot of verts that are not changing the shape of the mesh but "helping with the topology" kill them.

did you skip the gingerbread man tutorial?/ is this your first time modeling a humanoid? i say this because everyone shits the bed their first time. and maby their second and third


6bc916  No.15516257

File: 3bd4b51ffdff1c6⋯.png (13.81 KB, 263x676, 263:676, Screenshot_2018-09-27_21-0….png)

>>15516225

Technically third. Better?


56fe39  No.15516300

>>15516257

i don't want to post what iv'e been working on but digging thew my past stuff is full of cringe…

back to topic are you working from reference? you really go to work from reference. and if you can just make a nice hand model to copy pasta for all your shit. and i mean a nice hand model like open a project and just do it but again make it to the 8 standard for the wrist and go for 6 or 8 sided fingers i would suggest 8, fully jointed fingers, don't do nails you paint those on…

its a common learning tutorial and if you do it right you get to have a nice hand to make the rest of you life easier. just copy paste scale rotate and make feminine or stubbier for the character not that any of that changes the topology.


6bc916  No.15516342

File: eaf60f34e743322⋯.png (40.94 KB, 619x705, 619:705, Screenshot_2018-09-27_21-3….png)

File: eaf60f34e743322⋯.png (40.94 KB, 619x705, 619:705, Screenshot_2018-09-27_21-3….png)

File: a72303e0ed35773⋯.jpg (2.37 MB, 2340x4160, 9:16, right.jpg)

File: 8348cf548064436⋯.jpg (2.51 MB, 2340x4160, 9:16, left.jpg)

File: 6cbf182fce0c4af⋯.jpg (2.4 MB, 2340x4160, 9:16, front.jpg)

>>15516300

I'm working from a drawing of soldier I did.

So you're saying I should make a really good generic male model and adjust the proportions for each character? Sounds alright. Is there any tutorials you recommend?

Here's the updated model, along with the references.


56fe39  No.15516384

File: 4a93de0bf2880d1⋯.jpg (110.85 KB, 1300x743, 1300:743, loomis_orthomale.jpg)

>>15516342

well you could, i said hand but i botched the formatting of that post something awful. alot of people copy hands or feet across models

but yea you could do it for a whole guy but i would fallow a photo or….. your hands are way to small. and the palm needs to be longer i don't want to say you are bad but some of your proportions are off on your reference and that's all you really need the reference for. you can paint most of it on, or build up off of a nude model.

and really the best tutorial i've ever seen was that maya one in the last thread the guy did everything by the book and then even said why he did it. but really just find something that has a voice along with it that doesn't piss you off and has something your interested in making to fallow on. i cant seem to find it right now. youtube seems to like shuffling shit on me.

idk its late you might be better off finding some actual army uniforms to reference + a male body that lines up well with them

something like this


f50dfe  No.15516497

YouTube embed. Click thumbnail to play.

>>15516384

this guy?

>>15516342

no offense but you need reference images for your reference images


59aee9  No.15516503

File: cea09d3fd286906⋯.png (4.02 KB, 910x495, 182:99, move.png)

>>15515592

This guy has a job, and is posting in forums telling you how he knows better because he's a "software engineer" being paid $8000/month.

That piece of code REALLY pisses me off. Assuming I understand the problem it's an incredibly simple problem, as in 3 memory transfers kind of problem, but instead it's using all this object shittery and and shifting the array N times. Just the syntax alone annoys me, but maybe that's just aversion to C++/C# type languages.


1a3139  No.15516504

>>15515308

This looks so fucking dumb that it looks funny now and I can't hate you anymore because you made me laugh.


c9d9b8  No.15516632

File: 998fb0b2649a28c⋯.png (232.91 KB, 352x385, 32:35, congh.png)

>progressive lightmapper crashes on big scene

>enlighten takes too long and doesn't preview the current angle so you have to wait for the whole lightmap to be baked to see if it's gonna be good

>neither of them use the GPU

why is unity so bad


154d6e  No.15516966

File: 4696dfa666b8174⋯.png (364.61 KB, 600x623, 600:623, ClipboardImage.png)

>>15516632

>>neither of them use the GPU

Even production renderers have GPU rendering, what the actual fuck?


da17d9  No.15517028

File: 1a9ea641dedccec⋯.png (6.22 KB, 512x512, 1:1, .png)

What icon would you use to represent "advanced mode" or "extra options"?

Assuming many things are hidden by default because they add too much clutter or are less important, this icon represents enabling them all.


8b5521  No.15517030

File: 06fbfa57797acdd⋯.png (3.03 KB, 192x256, 3:4, Difficulty.png)

>>15517028

A smug face wearing cool sunglasses, or maybe a veiny erect benis


0563b9  No.15517034

>>15516632

Shoulda used cryengine.


d532aa  No.15517039

>>15502955

It's not like Bayes was even around for the industrial revolution, anon, nor did the taming of the wolf and the complete rewriting of Australia's ecosystem (thanks Abbos) take place anywhere near the dawn of our modern world.


a54a4d  No.15517090

>>15515592

>3 "new"s in the loop

>begins the loop with s = stack(q)

>ends with q = stack(s)

I'm not very familiar with C# but does that code that even work? It looks like it's just popping from a stack and pushing it back until the counter runs out


a54a4d  No.15517099

>>15517090

>q = queue(s) rather


c6d223  No.15517113

>>15516632

It's a pia, but can't get around it atm w/o buying an asset, creating your own, or changing your workflow dramatically as to get around an issue that shouldn't be there in the first place.

On the bright side it's slotted as an "experimental" release in the 2018.3 roadmap:

https://unity3d.com/unity/roadmap

That and nested prefabs finally


ea1d4e  No.15517130

>decide to rewrite my momentum/collision code to be better

>world is good ol' minecraft AABB environment

>old code uses boxes for entities, and uses collision tests, moves per-axis to keep it simple & robust

>new code uses cylinders for entities, and uses collision sweeps with a bit of margin, moves per-axis to keep it simple & robust

>only problem: moving towards a corner will make your entity get stuck into it, rather than "sliding" off

>write code that detects the normal of a corner collision, calculates the surface direction the entity deflects towards and simply rotate its momentum towards that

>works nice, but now players can't stop their entity by slamming their face exactly into the corner (where normal is opposite of momentum)

>ez solution: just scale the new momentum with the angle between the old momentum and surface

>write some code for it, works for most cases

>there's one edge case where it gets stuck

>do some debugging

>because I'm doing collision per-axis, the entity ends up resonating between going along the surface in one or the other direction per-frame because every tick the acceleration modifies the momentum to go the other way

>only way to seemingly fix this is by making acceleration code per-axis and doing it in-between per-axis collision sweeps

fuck

Is it me, or is gameplay code always doomed to be a fucking trainwreck, holy shit.


da17d9  No.15517168

>>15517130

>have code

>it just werks

>happily coding for a long time

>oh shit I need to change something about that code

>tweak it a bit

>everything breaks

>spend 7 years debugging and adjusting it

>it gets worse every day

>just like my life

>fall into depression

>only work on the code for couple hours every few days

>start drinking

>i hope my liver disintegrates soon, killing me in the process

>haven't developed in 4 months

>look at code again

>get PTSD and anxiety attack

>weep in bed for 2 hours while eating tendies

Game dev was a mistake


7c984b  No.15517175

>>15517028

Settings→wrench, advanced settings→speedometer.


59aee9  No.15517372

File: c478ac770472b1b⋯.png (112.51 KB, 426x324, 71:54, poxyruua.png)

>mfw I just learned how to get the name and position/size of every window you have open including a ton of hidden ones

>mfw I can also read what's in the clipboard and possibly where it came from

>mfw I realize I can read any files anywhere, not just in the program directory

>mfw these are just a couple things I've found might be useful for my own programs

>mfw I realize literally any program could fingerprint the hell out of you and what you do on the computer and it doesn't even need admin privileges to do that

Engine dev is a bad idea, I've seen things I shouldn't have seen. I won't be able to sleep peacefully anymore.


ea1d4e  No.15517460

>>15517372

It's even funnier when you put a scripting language in your game that needs to be compiled, but there are exploits that allow you to easily break outside of the sandbox.

For example, in Warcraft 3's JASS, there were two fun bugs.

The first one is the return bug. In older versions of the game, only the last return in a function actually had it's type checked. So by simply doing:

function H2I takes handle h returns integer
return h
return 0
endfunction
You could typecast a handle to an integer, thus giving you the memory address of what the handle was pointing to. There is also a variable type called "code", which is a function pointer, and typecasting an array of integers to code and executing it is all you need to execute arbitrary bytecode.

There were apparently also a bunch of JASS functions in Warcraft 3 that allow you to preload files into the game. (Useful if you have custom assets like models & textures!) Turns out that some of these functions also allow you to generate preload scripts to make it easier to preload data. Turns out you can put any text you want into these preload scripts, choose any filename for them, and put them anywhere within the file system. (Warcraft 3 already runs as admin anyway, so nothing is stopping you.) Combine that with .bat files in the autorun-on-startup folder and you have yourself a great time.


8516fc  No.15517528

File: b8226977cab8446⋯.png (9.04 KB, 419x419, 1:1, 64722.png)

>>15516966

>Even production renderers have GPU rendering

If only. You have to pay a big premium for that. Most GPU renderers are really expensive and the ones that aren't are borderline experimental still.

>>15517028

One gear for settings, a couple of them interlocked for advanced.


d3aae5  No.15517600

File: 1d50e28a48991f9⋯.jpg (47.85 KB, 568x960, 71:120, 24a2458b8c98b401b66075c4a9….jpg)

>>15517372

How many programs do you think are secretly using your machine for all kinds of additional purposes, especially free programs. I mean pretty much every Chinese app uses your phone to mine bitcoins. Fortnite could be an encrypted pedophile torrent networking tool for all we know.


d5d34b  No.15517613

>>15517600

>How many programs do you think are secretly using your machine for all kinds of additional purposes

most of them, at least the ones made by jews or asians


f50dfe  No.15517620

File: b0d0e553b3f4214⋯.png (167.01 KB, 1797x335, 1797:335, Screenshot_20180928_101950.png)

for posterity, aslo what os?


59aee9  No.15517650

>>15517620

>what os

Windows 7, but I'm pretty sure it doesn't get much better in other operating systems.


d367c5  No.15517714

File: ef3c25a981bd7b7⋯.png (54.96 KB, 633x683, 633:683, xkcd.png)

>>15517650

It doesn't. XKCD sucks, but it's occasionally on the money.

As a user, you can do a lot of things to protect against it, but the default permissions don't, because you use the same user account for everything, and user-based access control means that everything your account runs can access everything else your account runs.

Linux has a good protection against this called "firejail", running a program in a sandbox so it can't touch any files that belong to other programs, but it takes configuration and some trial-and-error. Most people don't use it.

If you use SELinux correctly, you can also restrict what specific programs can access based on their security policies, but that's way more of a pain in the ass, because with firejail, you just set up a config file, while SELinux is kernel-based, and you have to write, compile, and install security policies (audit2allow makes it easier, but it's still a pain in the ass). SELinux also makes it harder to police access in your home directory, because it likes to apply a universal "user_home_t" type (or something of the sort) to all home directory objects. Firejail is the way to go if you want userspace sandboxing on Linux.

There are Windows and Mac security security that help in the same way, but I'm not familiar with Windows or Mac OS. I do know that they also aren't default and also take a lot of configuration and care on the part of the user.

Again, most people don't use these things. Tons of proprietary programs scan your hard disk and phone home with whatever they find (Skype in particular was notorious for this). Why do you think Richard Stallman is so autistic about being able to read the source code of any program he runs? "Stallman was right" is a meme for a reason, because everything always turns from "Yeah, fuck off you tinfoil hatter" to "Oh shit, I guess they were actually spying on us". And people act surprised every time it happens.


59aee9  No.15517734

>>15517714

One thing mobile did right was require the application to ask permission for different actions when you install it. So if it wants the permission to read my contact details, I can press cancel and never touch that shit program again. That said I haven't installed a mobile app in years so maybe I remember wrong


a96074  No.15517743

>>15517620

>1 hour ago

ONE HOUR AGO WHEN

I hate this shit.


e1a4c7  No.15517745

>>15517714

>Firejail is the way to go if you want userspace sandboxing on Linux.

No, permissions are. Just make a _firefox user and replace your firefox shortcut with a "sudo -u _firefox firefox" shortcut. You don't need to resort to badly reinvented octagon shaped wheels just because you didn't bother learning about the old round ones.


f50dfe  No.15517782

>>15517743

when burgers stop using retarded time i will stop using relative time


d367c5  No.15517802

>>15517734

It's mostly just because they were made in a different era. Most OS security was made with the assumption that you'd only run programs on your machine that you trust, and that a particular program might need to access other program data. When mobile OSes came, it became clear that programs should be treated as untrustworthy by default, and the principle of least privilege was solidified as an ideal concept in security even below the user level.

Mostly, it's just that mobile OSes are effectively still single-user OSes, but still need to provide some security guarantees in an environment with untrustworthy programs.

>>15517745

Yeah, that works, but then you have to give your user account passwordless sudo privileges or type in your password every time you want to launch a sandboxed program. You still have the issues that programs can read everything that is world-readable in /etc and /tmp (which is way too many fucking things. Seriously, create a simple limited user and fuck around in the account, seeing exactly how much information you can just pull with your permissions), and god help you if you've left any sensitive directories world-readable (like most systems do for home directories for some reason).

This also gets inconvenient when you have to create a new user for every single program that you want to use. If you have a multi-user machine (which is more rare these days, but still a concern for some), it involves every user having sudo privileges so they can switch users.

User accounts are a good tool, but they are not sandboxes, and if what you want to achieve is to sandbox a program, trying to use plain user accounts might incidentally work at best, and might fuck you over with a false sense of security at worst. The point of a sandbox is to limit what a program can see beyond the limits of ordinary discretionary access control. It's whitelist-based security, which is far safer than blacklist-based. It also allows network whitelisting and blacklisting, so you can prevent applications from accessing the network, which is significantly harder to achieve with basic user accounts, so even if a nefarious program manages to access information you don't want it to get, at least you can keep it from phoning home.

It's not resorting to a "badly reinvented ocagon shaped wheel" because they achieve different goals with some overlapping concepts. These analogies never work for OS concepts.


a54a4d  No.15517808

>>15517372

Now read about windows hooks and dll injection


d367c5  No.15517814

>>15517782

The timestamp element has unixtime and datetime. You can really easily use this with a userscript (or "User JS" in the options here) to format it however you like, but that might not work right for auto-updating unless you can insert a post-update hook in there somewhere. It's been a while since I looked at the Infinity source code, and I'm not a webdev by trade, or I'd give you a more concrete example.


d0912f  No.15517874

For some reason, Vulkan was trying to get into my steam directory. Steam adds an implicit layer into the windows registry so that it can draw it's overlay on top of Vulkan programs. However it raises errors in the validation layer. I fixed it like this:


#ifdef __SIGMA2_WINDOWS
(void)SetEnvironmentVariable("DISABLE_VK_LAYER_VALVE_steam_overlay_1","1");
#endif

>>15517372

You can check what your programs are doing by using procmon.


9f68d9  No.15517958

>>15515528

I'd go with RPG Maker's approach.

Once you move, you logically move instantly, and occupies the tile instantly, trigger events, etc

But visually you will still have to interpolate the position. the smooth moving from Tile [1,20] to Tile[1, 21] only happens visually, logically it happened instantly.


304ddd  No.15517967

for those of you making tile-based games, how do you handle the storage of map data?

I feel like I'd need to make my own map editor, and then design some kind of file format to store the data if I wanted to design my levels. I'd really rather not, though.

I could also do it procedurally. Map generation is an interesting problem, I guess.


8bdd3e  No.15518115

>>15517967

I'll hold your hand 4u.

https://doc.mapeditor.org/en/stable/manual/export/

Making an editor isn't difficult if you ignore widget libraries and just do a basic bitch old school approach like ohrrpgce.


39188f  No.15518158

>>15517967

If you don't want to make your own editor, you use Tiled. If you're not lazy, you make your own. Full procedural is never the answer, only partial procedural and then you still need an editor to make the parts used in the randomizer.


511a5f  No.15518286

>>15517130

>>15517168

>realtime programming + performance constraints + complicated graphical elements

Gamedev is probably the hardest type of programing there is.


59aee9  No.15518337

>>15518286

Only if you're also making the engine.


9f68d9  No.15518360

File: be728222fbaaff3⋯.png (200.86 KB, 800x600, 4:3, cape1.png)

File: 15e9a896e7d6cfa⋯.png (201.2 KB, 800x600, 4:3, cape2.png)

Making a cape, should i remove this front part or not?


bd7f75  No.15518379

>>15518360

Keep the front.


fc1fea  No.15518385

>>15518360

Remove it, and model a collarbone instead.


bd7f75  No.15518421

Soundcloud embed. Click thumbnail to play.

>>15514353

DF=Dwarf Fortress

DF has nice background music that at first sounds very chaotic, but there is a method to the madness. You can't quite put a finger on it though.

Download the game from their website, it's free and the music I mentioned is played in the main menu. It requires lots of autism dedication to get into the actual game, so don't waste your time on it when you have a game to develop yourself.

http://www.bay12games.com/dwarves/


0b1252  No.15518458

File: 403b6eb822eafa5⋯.jpg (35.37 KB, 484x497, 484:497, the feels.jpg)

>>15515878

Isn't there a zip inside all of us.


9f68d9  No.15518482

>>15518458

I am not sure how big DNA is, but probably, it will, however, just be a jumbled mess or crash 7zip


00cf21  No.15518519

File: 8a873a3e862a6e2⋯.png (740.88 KB, 852x469, 852:469, maximum_slouch_on_the_big_….png)

I give up on the previous game framework I was learning and switching to pygame, I've used python more extensively in the past and I've already found more documentation and examples for what I've been failing to do.


511a5f  No.15518754

>>15518337

even if they are not you still have to understand the way the engine works on a pretty deep technical level wich works with a lot of the same constraints

and you still have to do realtime programming and use to engine properly to get decent performance out of it it doesn't really mitigate the complexity that much

I swear nothing can prepare you for the mind bending mess that is realtime programming


9f68d9  No.15518908

File: 87288c46bfb90d5⋯.png (343.16 KB, 800x600, 4:3, elly clothes upper.png)

>>15518379

Well i kept the front part, what do you guys think?

>>15518385

i can add it as a detail in the body texture


8bdd3e  No.15518916

>>15518754

You don't know what real time means


e88c2c  No.15518955

>>15518482

>I am not sure how big DNA is

Around 3 Gbp or 3000000000 base pairs long.

>it will, however, just be a jumbled mess

kinda

>or crash 7zip

Probably. I've downloaded genetic sequencing data and it was around 22 Gb.


6a9e6a  No.15518970

File: 974dcf4e366d868⋯.png (310 KB, 1905x1023, 635:341, boner stuck.PNG)

New to blender. Trying to animate a walk cycle following a yt video. After setting my first keyframe the pose is locked in place. Any bone I try to move reverts back to where it was. Deleting the keyframe lets me move and set bones freely again. Tried searching for help for an hour and all the responses oddly seem to be irrelevant to the question asked. I don't know what other information to provide for help so here's a screenshot I guess. I figure I probably clicked something I shouldn't have but again idk what. Please help.

>>15518908

I think it's pretty cute.


9f68d9  No.15518979

>>15518970

thanks, now rigging and making the shape keys for this cape will be either a piece of cake or a fucking nightmare


00cf21  No.15519049

>>15518970

This usually happens to me when there's multiple objects with keyframes and I still never deleted the starting frame.

I may be trying to set one thing's position and then when I try to render a still image it has reverted because there was a keyframe hiding somewhere.


9f68d9  No.15519052

File: 20fa46def35f481⋯.webm (2.98 MB, 1234x536, 617:268, 69606BDA-D319-4AC6-1746-1….webm)

Plenty of adjustments needs to be made, like reducing the maximum distance the feet gets from the torso and making the feet rotation based on the direction of the torso and the feet rather than based on an animation.

And then fix what happens if you are ledge shimmying and standing at the same time


6a9e6a  No.15519071

>>15519049

I've only made a single keyframe. How would I delete the starting frame or what is the starting frame? I only have the single object/mesh and a few lights in the scene.


00cf21  No.15519106

>>15519071

I usually select all and check if any keyframes appear.

Another thing to check is if you've moved anywhere beyond start in the timeline, if I remember correctly if you move anywhere beyond start and try to change things, it will revert to what the start is because that's the default location/rotation/scale/etc


6a9e6a  No.15519210

File: 410a30904c67c67⋯.png (107.6 KB, 1120x951, 1120:951, arm.PNG)

>>15519106

There was nothing that I could find. I have 1 animation attached to the armature and the mesh both with the same name. This is all that's in the scene. I made the rig myself and this is my first time trying to pose it for anything so i don't think there should be a hidden frame.


00cf21  No.15519557

>>15519210

Well then if you saved before posing, I'd suggest just reloading the save.

You did mean that when you try to pose the bone it reverts to it's default position, right? Can you record it happening?


6a9e6a  No.15519709

File: f78d25d65935d3a⋯.webm (367.03 KB, 1280x720, 16:9, 2018-09-28 19-40-36.webm)

>>15519557

No it doesn't revert to the rest/default position it reverts to whatever position i set the first keyframe to. default position is the regular T-pose. I'm pressing G to grab/move the bone and then left clicking where I want it and it goes back to the where it was first keyframed instead. If I delete that keyframe then I can freely move and set however I want. If I set a new keyframe then the same problem again.


511a5f  No.15519742

>>15518916

I know what i meant when i said it but if you think I'm using the term wrong why don't you tell me why


00cf21  No.15519771

>>15519709

That's a lot different than what I thought was happening.

On the toolbar above the timeline where it shows you're in pose mode, do you have "manipulate centerpoints" enabled? Just try clicking that to enable/disable and see if it fixes it.


6a9e6a  No.15519796

>>15519771

I'm pretty sure that button was disabled but clicking it on and off doesn't have any effect. same outcome. I've spent about 5 hours today trying to search for an answer to this problem. I intend on using this piece of shit in Unity. Should I just try to animate it in there? I was having a lot of fun making this and rigging it until today.


00cf21  No.15519824

>>15519796

Just judging from the video it looks disabled already.

Searching for solutions, have you checked the amature properties to see if duplication frames is set to None? Select the amature, go to properties: object: duplication


6a9e6a  No.15519966

File: f0ce05e1de149ed⋯.gif (843.41 KB, 200x250, 4:5, 8f077f994b443e86f4b595169f….gif)

>>15519824

Thank you very much for helping me. That appears to be exactly what the problem was. It was set to Duplication: Frames. I knew I had to have accidentally clicked some stupid shit.


00cf21  No.15520005

>>15519966

Awesome dude, it's a problem I've not run into myself but now if I do I'll know what caused it too.


8516fc  No.15520096

>>15519966

Them double pendulum boobs.


56fe39  No.15520698

File: daa5baf823912e3⋯.jpg (57.23 KB, 732x635, 732:635, YFWwaitingForABeelzeboxUpd….jpg)

File: 8ffb63d7d4f822f⋯.webm (7.42 MB, 686x615, 686:615, ThatTookLessTimeThanExpec….webm)


56fe39  No.15520706

YouTube embed. Click thumbnail to play.

>>15520698

getting the framework for the beelzebox guy do do his gore system with beelzebuff.


9f68d9  No.15520766

File: c936e01fc6683cf⋯.gif (1.81 MB, 240x228, 20:19, hardcore.gif)

>>15520706

>not using your disemboweled intestines as a whip


d5d831  No.15520790

>>15501787

I like it

please fix those water splash effects

also the music is fitting


74205a  No.15521115

>>15520790

what's wrong with the water?


74205a  No.15521728

File: 5689488ba560f7f⋯.webm (11.84 MB, 800x600, 4:3, Demo 2018-09-29 14-46-29-….webm)

спидер

how do i make unarmed combat weaker, i can just stunlock each spider and weapons become pointless


8bdd3e  No.15521731

>>15519742

Real time is divided into soft and hard categories.

A hard real-time system requires proven upper bounds on termination.

Soft real-time is what dsp programming is classified.

Using the term is evocative of such systems.

I have a hard time believing a video game is harder to code than say an MRI controller or the systems used in aerospace engineering.

It's common for programmers to assume video games are the hardest discipline when they've only been exposed to corporate visual basic database interface applications.


95a5b8  No.15521864

>>15521728

there are a lot of lame answers but the less immediate fun one would be to generate a kinematic structure for your arms, keyframing for about-to-punch state (lo, hi, mid) and then using inverse kinematics to automagically generate a reasonable animation for punching at the place where your mouse is pointing. Shrink that hurtbox and segment it with differing damage potentials, slow down attacks a little, and make it so people have to aim, think about where to hit, and time their shit well, and you're good for a "weaker" (more intuitive, complex) combat system better than most AAA titles

el cheapo fixes:

>slow down unarmed combat on both sides and record current animation state arbitrarily, if you're animating and they're animating you clash and whoever started second gets to deliver their attack with a simple 'counter' animation- this is more interactive than what you have already, but works best if you include a strong attack variant that has long windup but can't be countered and a fast attack variant that doesn't counter and does little damage but has a faster animation for mixups + rock-paper-scissors gameplay

>arbitrarily limit stun rate or move it to an accumulator that gains based on enemy's resistance, your strength differences, or some other arbitrary characteristic


d0912f  No.15522358

>>15521728

Make continually punching lower stamina which causes your speed of attack to lower. Make it lower in a non linear way that favors punching a few times and then moving back for a little bit before doing it again.


511a5f  No.15522362

>>15521731

true there are harder things

allthough considering more than 90% of all programming is webdev or a phone apps it's one of the hardest

also the difficulty of gamedev varies alot depending on what kind of game is being made


39e667  No.15522413

>>15514266

>Old Sorcery

My nigger!


74205a  No.15522809

>>15522358

>>15521864

i ended up just making it so you always get hit, but only play the stun animation depending on random chance which increases with your damage

basically unarmed is an unreliable last resort


6b6cff  No.15523117

>>15521731

>MRI controller or the systems used in aerospace engineering.

It boils down to the complexity you're going for, if you're going for rocket science then it is rocket science. This also applies to graphical fidelity.


002135  No.15523685

I've got an original kinect and I'd like to use it for mocap, any recommendations on software?


65eaa3  No.15523726

>>15518908

Cute. The cape with front fits her better than the one without.

>>15522809

>unreliable last restort

Will weapons be destructible and scarce or something? Because otherwise why would anybody use unarmed combat at all?


9f68d9  No.15523732

File: b48d8450a59bdb9⋯.webm (4.14 MB, 1068x532, 267:133, b48d8450a59bdb939d07b3166….webm)

I have no idea what to do with his feet when they are hanging


000000  No.15523757

>>15523732

If you can, try to recreate the movement and see what your legs do. Video tape it, and watch it frame by frame. Other than that, have them sort of swing in a way that follows the movement and makes the shimmy easier for him.


74205a  No.15523762

File: f92c38c51614f76⋯.webm (7.06 MB, 800x600, 4:3, demo 2018-09-19 11-00-46-….webm)


95a5b8  No.15523774

YouTube embed. Click thumbnail to play.

>>15523732

Most of the force of 'lifting your arm and moving it' is coming from your upper gut.

When you have a wall, you tend to push against it which gives you a bit of an advantage and looks reasonably close to what you animated.

When you don't have a wall, you tend to do mini-crunches where your pelvis pulls up and forward a bit, legs with it, and then you swing back as your hands touch surface and relax; you'll also see a little lateral motion from tensing and relaxing obliques.

When you do have a wall, try making the motion a bit asymmetric and involve a slower slide period and a brief jump period; you can also make the animation more alive by working in a little bit of up-and-down as his feet slide against the surface and he pulls up.


65eaa3  No.15523797

File: 0fee7a93c2b64c1⋯.jpg (34.4 KB, 601x480, 601:480, confused bush.jpg)

>>15523762

Looks like a reliable first resort to me.


27a267  No.15523807

>>15521731

>>15522362

>>15523117

Except in the military (and presumably the medical world as well, considering the ridiculous cost of that equipment) "just slap a faster CPU in it lol" is pretty much everyone's life motto. Not to say it's easy to program that stuff, especially if it's literally rocket science, but please don't delude yourself into thinking those programmers spend a ton of time optimizing their code.


9f68d9  No.15523915

File: 39fc3cd2091b0fd⋯.webm (4.56 MB, 1162x518, 83:37, B6FA5925-947D-43C5-0766-0….webm)

>>15523757

I am too fat for that, I tried, couldn't stay for more than 2 seconds on the ledge. Didn't REALLY try hard at it, since it was just to get a feel how the animation was, and I wouldn't get anything if I have to shit my pants off to pull it off, probably

>>15523774

Well, didn't do anything with the feet, but it looks way better if I add a forward swing and a up/side movement. The feet will be for another time. Hopefully I will be able to focus on shit I need to do rather than this animation tomorrow

>>15523797

>but please don't delude yourself into thinking those programmers spend a ton of time optimizing their code

Well, I do, more than I need and more than I should. This is actually a problem. I shouldn't be messing with this animation


d0912f  No.15523995

>>15523807

The point of real time isn't whether it's faster or slower. It's that you can guarantee the amount of time something will take, every time, with no exceptions. Any kind of software that could kill someone if it went wrong also isn't about speed, but rather its about correctness because if you got something wrong a person could die. Speed is not the biggest deal in these systems but rather another set of garuntees that you have to make which are challenging in their own special way.

When you have more requirements you have more challenges. Game engines in general have a lot of things to do, but with less/different requirements that are easier to fulfill. If you had to prove that your game engine would never drop below 60fps, EVER, while being perfectly correct, then it would be more difficult. So it's really a different kind of optimization, game developers like to optimize for "most of the time" while a real-time system has to optimize for a better "worst-case" scenario.


6bc916  No.15524044

File: 069e44f5f6d9bef⋯.png (240.68 KB, 577x474, 577:474, 069e44f5f6d9befffc6bc265d6….png)

So what are any good reference pictures for character models?

Is there any good ones to use for males/females?

I assume the workflow is to make a generic male/female model and tweak the model for any other character.


074f32  No.15524315

File: 5c5634b143f019a⋯.png (Spoiler Image, 55.69 KB, 1656x935, 1656:935, biird.png)

still need to do the skull


e8ef5e  No.15524356

>>15524315

Is this Doom 3?


074f32  No.15524459

File: e957a89750850a9⋯.png (2.13 MB, 1920x1080, 16:9, doom3.png)


4be451  No.15524481


e8b47b  No.15524676

I want to steal FF12's gambit system for one of my games. What's the easiest way to implement this? It feels like some kind of expression evaluation is happening


e8ef5e  No.15524687

>>15524459

How hasn't this game's community completely evaporated by now? Is there even still a significant modding scene for it?


6bc916  No.15524791

File: 923173e8b2a2e54⋯.png (1.57 MB, 1000x1270, 100:127, 6a8c2d0249110e991e12f11898….png)

>>15524044

Still wondering, by the way.


9f68d9  No.15524809

>>15524481

What is so scary? he just wants a big hug


e8ef5e  No.15524816

>So what are any good reference pictures for character models?

Character reference sheets.

>Is there any good ones to use for males/females?

The ones that look the closest to what you want your characters to look like.

>I assume the workflow is to make a generic male/female model and tweak the model for any other character.

The workflow is to make something that kinda sorta resembles the character reference sheet you came up with during the character design phase that you probably didn't do.


e8ef5e  No.15524819


6a9e6a  No.15525398

>>15509703

Thanks anon. Looks great.


f50dfe  No.15525400

>>15524676

gambit(condition,action)


b266d5  No.15525408

>>15524044

There are tons on google. What you mainly want are topology references, and then anatomy references of people who have the same general build as your character. Having correct topology makes it easier to make things look anatomically correct, as well as for deformations during animation, so it's pretty important.

You don't have to go the basemesh route, but it's nice later on if you decide you need different body shapes.


74205a  No.15525694

File: 6eb01c4401e1fe6⋯.png (146.25 KB, 1366x724, 683:362, spidercave3.png)

File: 8fd7a700d42462e⋯.png (167.66 KB, 1366x724, 683:362, spidercave2.png)

File: f39876d8844bb33⋯.png (141.91 KB, 1366x724, 683:362, spidercave1.png)

is this easy enough for a first dungeon layout?

or will normalfags run around in circles and ragequit


0560ea  No.15525714

>>15525694

Why make a normalfag friendly dungeon? If they want to beat it then they need to be more dedicated, increase the difficulty.


74205a  No.15525720

>>15525714

yea, what i'm asking if it actually is normalfag friendly

i've heard about people getting lost in even simpler geometry


6a9e6a  No.15525722

>>15525694

I think your path is pretty solid. No matter which hallway I choose if I just walk straight through it I'll reach the end point.

Landmarks matter. Noticeable, recognizable areas where the player can quickly point out and say "i've been here before". Decorations and clutter that nudges the player in the right direction. All the shit people talk about Skyrim it actually did have some dungeons that were winding and slightly confusing but good object placement made them all seem like a straight line. They tend to love putting wheelbarrows facing a specific direction at every fucking intersection.


00cf21  No.15525726

>>15525720

you should purposefully fuck with the player like what antichamber does, and have their location change based on where they're looking in certain parts of the map, so when they turn around it teleports them somewhere else seamlessly


5483a7  No.15525735

>>15525694

unless there are windows or another way to see where exactly you are then it will be too frustrating for a first dungeon. keep in mind that your games will always unintentionally frustrate your player, so there is no need to do it yourself instead keep your presentation clean concentrate on your core mechanics and themes


d94be2  No.15525770

>>15525694

>first dungeon

I wouldn't do labyrinth theme in the very first dungeon, a dungeon where you get lost only to come back to the start without gaining anything is something for mid game. The first dungeon should have a simple layout and secretly teach basic dungeon mechanics to the player without overwhelming him, and every next dungeon you add a special mechanic related to that dungeon so that the player always has the mechanics he's already familiar with plus something new and mysterious.

For example, your labyrinth dungeon could have a mirror theme with mirror teleport mechanics, so the player will accept a confusing layout because confusion and disorder is the theme of the dungeon. If you confuse your player without a "reason", they'll just get frustrated a lot more.


74205a  No.15526022

Streamable embed. Click thumbnail to play.

well i definitely got lost the first few times

i'm thinking once i add some spiders and decorations it will be slightly easier to remember where you've been

what can i possibly add here other than spiderwebs and corpses, assuming that the cave is natural?


6a9e6a  No.15526143

>>15526022

Has it been explored by humans at all before you showed up? Torches, mining equipment, barrels, buckets, benches, WHEELBARROWS, wall drawings, chains, gates. Sky is the fucking limit here.

if you're the first human thing to ever enter the cave then different rock and stalagmite formations go a long way. Creating light shafts near intersections can guide the player while seeming natural, patches of fungus/flora, water puddles/streams. If you're going heavy on spiders then the cobwebs thickening as you go deeper easily implies you're heading into the nest/heart/center of the cave. Burrow holes in the walls too small for the player to fit. Also how are the spiders sustaining themselves, where is their main source of food coming from? Spiders aren't going to just hole up in the ground because creepy fiction dictates it.


9e4136  No.15526246

File: 6efcec5956a1460⋯.mp4 (9.36 MB, 800x600, 4:3, puzzle_character.mp4)

Progress! More vegetation, a new puzzle mechanic and a proper character model.


27a267  No.15526329

>>15526246

I thought you were designing a candle-headed character? Is this one some kind of will-o-wisp?

Environment changes look good, though I agree with other anons from last thread that you might need to change the flat-color floor to have some kind of texture.


56fe39  No.15527083

>>15525694

if you want it easier just make it 2d, alot of normalfags cant think past a 2d euclidean map. even in high school a lot of my classmates didn't ever use anything but the main stair to get from the top level to the bottom, even if their next class was way fucking closer if they used a different one. so yea i think that it will piss normalfags off.


9f68d9  No.15527131

>>15525694

Make sure that always turning right will make them go back to the start. Put a triggers that call the player stupid if they do that 3 times in a row.


8516fc  No.15527141

>>15526022

specific ore veins, peculiar looking stalagtites/stalagmites. Big unique rocks in the middle of a space. Tiny streams running from a crack and making a small pond.


74205a  No.15527156

Streamable embed. Click thumbnail to play.


257564  No.15527165

>>15525694

Looks like the Cave from Diablo 2. If its small enough, it should be fine for a first dungeon.


9f68d9  No.15527186

>>15526022

Your landmarks will need to be shiny.

Not being able to look further than 3 meters in front of you is super disorienting, no wonder you got lost.

Make the level bright and you will be able to navigate it effortlessly.

Make some shiny bug thing that points where you can light fires with the torch, make them stay near the unlit torch and run away when you get too close to them.


9f68d9  No.15527894

>>15526246

looks much better with extra details, but the collective pine tree blob still bothers me


9f68d9  No.15527911

File: 4b8fa0388387483⋯.png (611.28 KB, 1405x850, 281:170, cape and pendant.png)

File: d10aa63401d60e3⋯.png (563.7 KB, 1435x862, 1435:862, cape done behind.png)

File: 16ef8644bd7f4b2⋯.png (649.45 KB, 1435x862, 1435:862, cape done.png)

UV mapped, Key Shaped and Rigged

Also added a pendant, it is not part of the cape, stays under it

Now gonna make a long skirt and cute shoes


f7a3a0  No.15528042

OK this is a bit of a weird post, since I've just seen an analysis video on FF15 that accidentally tells you what to avoid when designing a game.

https://invidio.us/watch?v=v8lvAq_yp_w No embed for youtube so I'm not accused of shilling for the guy.

In short, the issues he lays out for FF15 apply to many other games.

> Make sure your world makes sense. If it has a different logic to the real world- show it off. Avoid asset reuse as much as possible or the player is taken out of the experience. Even if your graphical style is cartoony and non-realistic, this still applies.

> Players have fun when they make lots of meaningful decisions. How to tackle a problem, how they execute the solution, etc. Don't hold the player's hand and do it for them, let them work shit out. If any moment of your game except the earliest parts can be done by someone who has never played a video game, you've fucked up. Likewise if the player can play the same way in the first moments as the last without increasing their skill or problem solving, you've fucked up.

In fact when he explains why healing is fundamentally different in action games to RPGs, he's accidentally explained why the FF7 remake has a real chance of bombing, and that it's going to be something with zero connections gameplay-wise to the original.


f7a3a0  No.15528055

File: 1e38f1b7db3b2b2⋯.png (80.21 KB, 983x261, 983:261, Game Dev Anon Gets Technol….PNG)

>>15517372

Saging myself since I just posted.


9fcfd8  No.15528327

File: 546d97381f1a724⋯.webm (386.86 KB, 320x240, 4:3, 1538346488-2018-09-30.webm)

Trying out Godot for the first time. Pretty fun


9371c6  No.15528372

>>15528042

add to dev resources, on the game design section

LINK: http://8agdg.wikidot.com/resources#toc25

i'll watch it in a few. I love this type of stuff


074f32  No.15528403

>>15524687

they released the doom 3 engine code awhile back, the dark mod is built on it


9fcfd8  No.15529164

File: a1e4d46f4119542⋯.webm (169.98 KB, 320x240, 4:3, 1538361489-2018-09-30.webm)

I seem to be getting a weird jitter with my sprite when moving. I'm using _physics_process, but it's still acting wonky


e8b47b  No.15529182

>>15529164

If it's off by a pixel, it may be rounding error


9fcfd8  No.15529186

>>15529182

No idea how you can fix that in Godot


c0b265  No.15529191

>>15529186

Not too familiar with Godot but rounding the player position has helped me with similar issues.


6bc916  No.15529206

File: 5cf254233bef690⋯.jpeg (222.77 KB, 1794x728, 69:28, 408361bad930384c30a093e25….jpeg)


753bd9  No.15529248

>>15515592

Just use a variable to keep track of current index i.e. index=a%n; then read it off as for(I=index->n) print(arr[i%n]);


a01b2b  No.15529305

>>15529248

Or cons a circular list and read n elements from index d - n. But the real mystery is what the fuck is happening in that monstrosity of a reply.


e8b47b  No.15529324

>>15529248

You have the right idea. In C# specifically, modulo (actually the "remainder" function) is quite slow compared to other primitive op functions. You'd still write a pair of circular for loops to process it, though.


41e332  No.15529702

>>15529164

that looks like a vsync issue


f03ad2  No.15529713


347d13  No.15529928

>>15529206

>Godette doesn't turn into a princess

way to miss the point of the super crown


464377  No.15529936

>>15529928

sasuga gay community


74205a  No.15529940

File: bb8ec1b7dd4a3c7⋯.webm (10.44 MB, 800x600, 4:3, Demo 2018-10-01 11-44-44-….webm)

well i got the giant spider to rotate slower so that you can move around it

but since you could just block everything and immediately counterattack i also added a chance for unarmed attacks to randomly disarm (chance increases with damage) so that you still want to avoid getting hit altogether

might want to work on the random chance though, even at 5% it seems to happen more often than i'd like it to


f224f7  No.15529942

File: 0e13c8f7724a931⋯.webm (6.81 MB, 800x800, 1:1, first vr.webm)

Started VR. Now to chisel out the bugs that popped up. Also I haven't posted the past 3 blog updates in the /agdg/ thread because 8chan borked my thread and doesnt display the latest.


347d13  No.15529948

>>15529942

>Started VR.

What head set are you using?


f224f7  No.15529952


a989f6  No.15530149

File: c7fbcee5b123df8⋯.gif (664.59 KB, 512x512, 1:1, oct 1.gif)

Not posted in a while, I've been doing more practice projects in Nim because I'm very tempted to port my main game to it and started on a simple 2D Sokoban-ish game late last week.


9f68d9  No.15530317


77257a  No.15530936

>>15530149

cool, which library are you using?


a989f6  No.15530965


7795e1  No.15531101

>>15530965

How do you like it?


f7a3a0  No.15531112

>>15528372

Put under design in the videos section.

> A video analysis of Final Fantasy 15 that touches on several design aspects to consider and avoid. How to avoid making a world that is unbelievable or illogical, players needing lots of small important decisions on their own to stay engaged, and several other design elements specific to that game and games of its genre. A great showcase explaining what happens if you don't consider those factors. It also touches on FF15's troubled development, allegedly brought on by an ever-shifting design document before bosses put a different director in charge and demanded something out within that year.


a989f6  No.15531131

>>15531101

It's okay. I'm already kinda familiar with SDL through Löve, which often feels like a Lua wrapper for SDL functionality. If I do port my main project I'll probably just use it for event and window stuff and do my own OpenGL rendering.


9e4136  No.15531258

File: f42349edcd8da84⋯.mp4 (2.75 MB, 676x526, 338:263, head_on_fire.mp4)

>>15526329

If you're referring to the flames coming out of the character's head, that was temporary. In the real game the fire will be carried in a lantern.

I haven't removed it yet and it's pretty funny. Might add this feature accessible using a cheat code or something.


5e2ee9  No.15531320

Invidious embed. Click thumbnail to play.

8516fc  No.15531379

What's the best scripting language to add to an engine? I've been looking into Lua, Javascript and Python. I'm trying to find the fastest.


7e7362  No.15531383

>>15531258

The character and point of view reminds me of Magicka.


e8b47b  No.15531396

>>15531379

>JavaScript

<Related to java in name only

<Slow, unoptimized

<Used by pajeets extensively, example code is going to be awful

<Security holes out the ass

<Some people have JS disabled in browser for security reasons, often thought of as a web language

>Lua

<Basically the "C of scripting languages"

<In that the base library has almost nothing implemented, it's a dream for build-your-own language stuff - you only implement exactly what your game needs, nothing more

<Tiny, it'll take under 2mb or so

<Actually pretty slow (scripting languages are about 10x slower than compiled languages on average)

<Tables and metatables are a weird paradigm to learn, but make sense when you understand them

>Can be heavily optimized with LuaJIT after compilation, making it roughly as fast as C#, maybe a little slower

>Python

<Widely used

<People still use python? Shit I thought it was half deprecated, maybe I'm thinking of something else

<No idea, ask another anon

The dream is to use C++ for your engine with Lua acting as a scripting glue, all written on your own custom engine and rendering platform, using FOSS libraries.


e8b47b  No.15531404

>>15517090

>>15517099

Yes, that's exactly the problem. He could have hypothetically initialized two stacks/queues outside the loop and just pushed items around until it was solved. That's still not an ideal solution, but it would've been way better than creating new reference instances in a tight loop. The memory leak is real


9f68d9  No.15531414

>>15531396

>JavaScript

>Slow, unoptimized

This shit is like the most optimized language of all time. The word you might want 'slow by design'. JS runs as fucking fast as it could ever possibly go.

There are assembly compiler like things that run in JS for high end processing on the web


650139  No.15531422

>>15529942

>surprise butt at the end


8516fc  No.15531430

>>15531414

>>15531396

I'm also considering C#. The goal is to let most of the game rules work in scripting so that it's easy to develop and easy to mod new content and features.


7e7362  No.15531435

>>15531379

Javascript is the fastest out of these three, but from my experience and most online Benchmarks, C# is the fastest bet when it comes to scripting languages in case you're interested.


e8b47b  No.15531438

>>15531435

>>15531430

C# is a managed, compiled language. Of course it's going to be the fastest. It has strong-typed language features, compared to duck typing and non-compilation that usually accompanies scripting languages.

Or rather, C# is a good "scripting language" because it's at least a decent language to begin with, that people happened to begin using for scripting (eg Unity)


650139  No.15531460

>>15531414

>This shit is like the most optimized language of all time. The word you might want 'slow by design'. JS runs as fucking fast as it could ever possibly go.

pretty sure I heard JS was something written to patch some shit together one time that other people caught onto and then grew it into a chimeran abomination and the guy that original made it hates what it has become


8516fc  No.15531463

>>15531435

It feels wrong somehow to use javascript for scripting offline games.


9f68d9  No.15531478

>>15531460

maybe it was like that 6~ years ago. But the little time I had to develop for web, I found out that there was a massive increase in it's usage and tons and tons of optimizations all the time. Maybe it's mostly on the browser side rather than the language size, I am not sure about the details.

There are fucking compilers that generate minified script code that it's basically as unreadable. It's still slow compared to real languages, and the 'compiled' code is just a optimized script, but I don't think LUA or Python got these crazy tools


e8b47b  No.15531488

>>15531478

Literally LuaJIT which I mentioned


3f2d07  No.15531513

>>15531379

Because Javascript runs the web and there's a lot of money in making javascript as fast as possible, it's become a well optimized language. Modern NodeJS is very fast. On the downside, it's javascript.

Lua, especially LuaJIT, is known for being fast in the world of scripting languages. While it's not as fast as NodeJS, it's also not NodeJS, which is a huge upside.

Don't use Python if you want speed.

Keep in mind the Lua here is just Lua, not LuaJIT. LuaJIT is much faster. http://luajit.org/performance_x86.html

https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/node-python3.html

https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/lua-node.html


e8b47b  No.15531543

>>15515592

>>15529248

>>15517090

>>15531404

Okay so the followup to this

https://stackoverflow.com/questions/38482696/how-to-efficiently-rotate-an-array

I made an array 64 items long (0, 1, 2, …, 63) and then timed how long it would take to do 500 rotations on the array, in sets of 10,000, repeated 50 times (this is so it can measure an average of averages, so things like JIT windup and "first call" things don't affect the net result too much).

Pajeet's method took over 75 seconds before I got bored and ended it. Instead, I added a modulo expression to cut short the 500 rotations, and changed it to 10 sets of 1000 calls. More reasonable. I also implemented two other methods from that page. The accepted answer took 936 ticks. The answer below that took 12181 ticks. The pajeet's answer took 1207220 ticks, approximately 1,000x slower than a naive implementation would have


8516fc  No.15531779

>>15531513

Reading up more it looks like Luajit might really be better than NodeJS, all things considered.


9f68d9  No.15531918

File: 03362f2b16e3426⋯.png (149.19 KB, 1400x800, 7:4, Elly.png)

File: 3db395ab6bf6e2b⋯.png (149.66 KB, 1400x800, 7:4, Elly2.png)

Dark skirt or light skirt? i think the light one matches her personality more, but looks too uniform with the upper parts


9f68d9  No.15531977

File: 68dd986411599cf⋯.png (308.79 KB, 1007x796, 1007:796, elly skirt2.png)

Oh i know what is missing, more detail, gonna add a small layer with floral designs or some shit on the bottom


34852b  No.15532011

>>15531918

wife says:

The purple one is more suited for day-to-day use, darker colours are more practical

The white one will do better for parties or to church which might not be the succubus girl's thing


39188f  No.15532064

File: dbcbfc91b725142⋯.png (120.83 KB, 928x800, 29:25, ClipboardImage.png)

>>15531918

>>15531977

Methinks you might be mixing too many non-mixing colors.

White accents (thus subconsciously accenting her chest for being white) mixed with a subdued version of her hair color and one other color (I prefer beige) would be my suggestion.

Your first example has too much of her hair color, making it overbearing, plus the light blue vest doesn't fit in at all. Your second example fits better together, but clashes really hard with her wings.

Third pic looks like it'd work out, but that's only because her wings are suddenly gray there.


e8b47b  No.15532083

>Coming up to 1 year anniversary from when I started my current game

>More of an engine

>Still not interactive at all

D-doushio


cbccb2  No.15532092

>>15531918

I definitely prefer the purple one, but the cyan color top throws it off.

>>15532064

this too


9f68d9  No.15532099

>>15532011

She is quite close to a church lady, she is the town's librarian, and despite being a succubus her only lust is for knowledge, she is very timid pure maiden and afraid of men

>>15532064

Oh, these colors really seem more fitting, where could i learn more about how to make such color choices?

>>15532083

I have been working on this for over 70 weeks already if you count the cooking system demo i made last year, i know your feel


39188f  No.15532151

File: 58947101e67ce97⋯.png (122.49 KB, 928x800, 29:25, ClipboardImage.png)

File: 8d2ebf3878092ec⋯.png (1006.16 KB, 1024x574, 512:287, ClipboardImage.png)

>>15532099

>Oh, these colors really seem more fitting, where could i learn more about how to make such color choices?

No idea, I'm not even an artfag. If anything I just spent a few years trying to explain to webdesign clients and artfags I worked with why their colors were shit.

You'll also notice my colors are a lot more muted than, for instance, the color of her hair. I think her hair might be a bit over the top, where muted colors give more of a comfy feeling. Take Atelier games for instance. Too much saturation makes the colors scream, and screaming isn't what you want to hearsee when playing a comfy life sim.


8516fc  No.15532412

>>15532396

>Object reference not set to an instance of an object

Something that should be an object is instead a null when it is referenced. This is happening inside the CameraCollison class, Update() method, I think line 26.


8516fc  No.15532420

>>15532379

>>15532396

>>15532412

Didn't realized you had posted the code. Which is line 26?


3297eb  No.15532513

>>15532430

now its saying the error is in line 22,

but I don't understand why I'm getting this error because this error usually only happens when you call another script and the variable doesn't exist.


cbccb2  No.15532545

>>15532430

What is the script attached to?

You're trying to access the parent transform, if there's no parent, then u should get the null ref error.

f.e. if the script is attached to the camera in your posted scene hierarchy, it has no parent, so returned as null (which throws an error when you're attempting to call the related transform's method on a null object).

Also you may want to use a bounding box to detect collisions and a sphere cast from camera to player to detect obstructions; then adjust accordingly.


8516fc  No.15532547

>>15532513

>{

Well that's discouraging.

Let's assume the problem is in the if conditional. Either you're using "hit" wrong in the distance assignment, or something's off in your Linecast callback.

Also, are you sure you've run Awake() before Update()?


8516fc  No.15532557

>>15532513

If it's line 22 it must be dollyDir. Again, are you sure you're running Awake() before Update()?


cbccb2  No.15532568

>>15532557

dollydir wouldn't be null, all GOs have a transform

awake is always called before update due to unity execution order


a2d27d  No.15532572

>>15532430

Is "transform" a field of MonoBehaviour?


a2d27d  No.15532578

>>15532572

Nevermind, docs say it is


8516fc  No.15532622

>>15532513

>>15532568

I'm out of my league. I don't even know C#. Apparently "out raycastHit" is a thing.


8516fc  No.15532636

>>15532568

Wait, what do you mean Unity execution order? Awake won't run unless you explicitly call it, right?


8516fc  No.15532643

Somewhere, you're going:

CameraCollision myCamCollision = new CameraCollision();

myCamCollision.Awake();

forEveryFrame(){

myCamCollision.Update();

}

right?


8516fc  No.15532655

>>15532643

Nevermind, Awake() is like a constructor in Unity.


cbccb2  No.15532661

>>15532636

It's behind the scenes magic, no need to explicitly call it.

Bit outdated info dump post, but afaik the technique used for calling the update/start/awake/etc methods is the same:

https://blogs.unity3d.com/2015/12/23/1k-update-calls/

>execution order

https://docs.unity3d.com/Manual/ExecutionOrder.html


8516fc  No.15532670

>>15532661

Yeah I just realized. I don't know how to help, I'm not knowledgeable in C#, much less in Unity.


cbccb2  No.15532687

>>15532670

no worries, and it's understandable; you just want to help which is admirable.

just wanted to correct any misinfo as to make sure we didn't confuse the anon asking for help.


a01b2b  No.15532774


a01b2b  No.15532795

>>15531543

That's truly fucked up


e8b47b  No.15532891

>>15532670

>>15532622

>>15532622

Okay so in C#, you have a supertype - Object - which all other instances derive from. Object has a few common functions, such as GetHashCode() (for Dictionary hashing), Equals() (for testing object/reference equality), ToString() (for debugging purposes), and GetType() which retrieves the type metadata from the CLR (Type derives from Object but that's neither here nor there).

From Object come two different approaches to objects - classes and structs. A class is a reference type. You create a new class instance and you can pass it around. String, List<T>, Object, pretty much everything you can think of is a class. Classes represent "a thing". Structs are value types. When you pass them into a function, a copy of the struct is created and then a local copy is provided to the method. While structs can offer higher performance in some cases, they are easy for inexperienced programmers to stumble with (eg making changes to a local copy by accident). I find it helps to think of structs as "heavy" or "sticky" objects. Examples of structs are int, bool, byte, char, etc. Basically primitive number type in C# is a struct, except for String (which is semantically similar to a char[], but not quite the same)

Consider the following code:

public class Actor
{
public float X, Y;
public int HP;
public int Damage;
}

public static void MoveActor(Actor actor, float x, float y)
{
actor.X += x;
actor.Y += y;
}

Here, you can provide a reference to the Actor object to the method. It completes the reference and finds the object that is being pointed to, and then updates the actual values on the object itself. Nice and simple. (though in practice you'd probably have it as an instance method on a controller object, or on the Actor itself). Here's an example of where ref and out are useful. Remember what I said above how a struct is copied entirely into a function?


// Typical Matrix object used in 3D engines for transforms, etc
public struct Matrix
{
float m00, m01, m02, m03;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
float m30, m31, m32, m33;
}

public static void SetTranslation1(Matrix matrix, float x, float y, float z)
{
matrix.m30 = x;
matrix.m31 = y;
matrix.m32 = z;
matrix.M33 = 0;
}

public static void SetTranslation2(ref Matrix matrix, float x, float y, float z)
{
matrix.m30 = x;
matrix.m31 = y;
matrix.m32 = z;
matrix.M33 = 0;
}

SetTranslation updates a few coordinates of the matrix. However SetTranslation1() is very wrong. What will end up happening here is all 16 floats are copied (a huge operation, especially in a draw loop) and a new Matrix object is created and passed into the function. It updates the homogenous XYZW components of the Matrix, and then moves on. But another problem is that it was the copy of the matrix that was modified. You could fix this by returning a Matrix value from the function call, but this would again copy the Matrix. Instead, if we made this struct-specific function with a ref/out as in SetTranslation2(), it will treat the value type (struct) as a reference object (class). Thus, only a reference is passed and you are now modifying the live object itself. This is good because it only copies 1 float worth of data (the memory address) rather than the whole object.

Ref/Out don't really work with reference types (specifically they return a reference to the reference and allow you to change the root variable was pointing to, but this is seldom useful, especially in simple code). The out keyword works the same as ref, except it means the function essentially creates a new value. Thus you might see "public static void CreateIdentityMatrix(out Matrix result) {}" or something similar. It's also used sometimes in a TryGetValue() pattern eg in Dictionary objects. In most cases, you won't need to write functions yourself that use ref/out, but if you see it it's usually for performance reasons. Games take advantage of this, but in "regular programming" it's not a common case.


e8b47b  No.15532924

>>15532396

>>15532430

Well the issue is either on line 25 or 27, since 26 is a brace.

What is "transform"? By convention, namespaces should be uppercase in C#. My guess is Transform.Parent is a null object. It should only ever get to line 27 if Physics.Linecast evals to true, which will generate a RaycastHit object, so that can't be the issue there (plus everything else is a value type and can't be null).


8516fc  No.15532992

>>15532774

You're joking right? It looks archaic.

>>15532891

can't you just take a matrix pointer as parameter and return the same?


e8b47b  No.15533044

>>15532992

Pointers don't exist in C#. Or at least in managed code. You can compile to an unsafe context and use pointers on unmanaged types only. Otherwise your choices are reference types/classes and value types/structs (via ref/out)


8516fc  No.15533149

>>15533044

I always assumed managed code had pointers up the wazoo hidden inside.


e8b47b  No.15533172

>>15533149

Well they do, if you look at the IL code that's generated, but it's mostly an abstraction that you don't need to worry about. You just take an object and do what you need with it.


8516fc  No.15533201

>>15533172

Since you're being so helpful, can you give a more concrete example of the usefulness of "out"?


e8b47b  No.15533232

>>15533201

>>15533201

I mostly use it when I'm generating a value. Useful if you're making math functions, for example, which would allow you to generate values inplace without having to pass things around for extra overhead.

// Linearly interpolate between two vectors
// This method is for performance and provides the base implementation
// that other lerp functions would use

public static void Lerp(
ref Vector3f value, ref Vector3f other, ref float percent,
out Vector3f result)
{
result.X = percent * (other.X - value.X) + value.X;
result.Y = percent * (other.Y - value.Y) + value.Y;
result.Z = percent * (other.Z - value.Z) + value.Z;
}

// Messing with ref/out is annoying. This is a handy wrapper function around
// the more performant version. Basically if we need a lerp'd value we can use
// this call, but if we have to calculate values in a tight loop, we can call
// the other function directly

public static void Lerp(Vector3f value, Vector3f other, float percent)
{
Vector3f result;
Lerp(ref value, ref other, ref percent, out result);
return result;
}


8516fc  No.15533318

>>15533232

I'm really not used to seeing variables be affected without a = operator, or even in the same line.

int n;

assign(5,out n);

Shit's wack.


0ca2aa  No.15533334

Test animation anon here,

Since last time, finished onHit function, linked it with onDeath, and made a simple particle management, basically copy paste and changing a few values. And then I realized I forgot about the background… I might either copy paste for now or try to merge the behavior with the other object management since there's some pattern emerging out of it.

Also changed is having the move script modify speed values for the simulation loop, and later acceleration, rather than just position since I might want some unit teleporting around, maybe.

Units and projectiles are instantiated from reference data.

Realized at some point that I had script for units path/behavior, but needed a command for the level itself when adding units, which was done and working so far.

Now that I think of it, I should describe a bit more my project now that it's getting some shape, since I wanted to try some animation system in a kind of open world, it would have been too much to develop it in one shot with my skill level. So I'm making a "simple" game for now, a shmup.

Next:

-Coding is less important for now, need more visuals to know what other specific code I have to do

- Correct object orientation (only translation is used for now)

- Specific weapon behavior, only a "machine gun" type is done, need laser and flak/missile type

- Having background

- Sound support

- Other stuff that I don't know yet.

-I really have to do it now:

- Continue/finish basic "concept art" then 3D models, enemy units drawings is about 2/3 done

- Level design, I only have some basic enemy layout in mind for some level. Will have to observe some other shmup rather than just play it.

Took Tuesday off for Valkyria Chronicles 4 release, will continue "later". Just played a bit of Grand Order (bad idea)


e8b47b  No.15533390

>>15533318

One other concrete example:

public struct Particle
{
public Vector3 Position;
public Vector3 Velocity;

public Vector3 Rotation;
public Vector3 RotationVelocity;

public Color ColorStart;
public Color ColorEnd;

public float Life;
public float LifeMax;
}

public class Emitter
{
public Particle[] Particles;
public int Count;

public void Update()
{
for(int i = 0; i < Count; i++)
UpdateParticle(ref Particles[i]);
}

public void UpdateParticle(ref Particle p)
{
p.Position += p.Velocity;
p.Rotation += p.RotationVelocity;
p.Life--;
}
}

Here, a Particle is roughly 64 bytes in size. Imagine copying every particle every frame to update it. No way. Instead, we make a general update method and call it on every particle, passing it by reference. Again, this avoids the overhead of copying it, since it is an expensive object (actually we would probably just move the update particle stuff and inline it into the for loop, but whatever).

You could make the Particle a class, which is perfectly valid. However, when you put it into an array, it's not contiguous. You have a fixed set of contiguous references that could be pointing all over your allocated memory. By making them structs, you are making the array 64 bytes per element in size, but it's all contiguous. Operations against this array will be very fast, there is basically no memory graph for the functions to reference and traverse.

Hence, using ref/out here will allow you to take advantage of structs being packed tight in memory, and avoiding other overheads. Outside of specific cases like this, again I don't use it a lot, but it can be very useful.


8516fc  No.15533464

>>15533390

Thanks for explaining. It's pointers for C#. It's just such a weird syntax.


3297eb  No.15533584

File: 19c2ecabe740679⋯.png (68.87 KB, 563x935, 563:935, inspector.PNG)

File: 8db3dc41c060c36⋯.png (53.95 KB, 1036x753, 1036:753, thirdpersoncamera.PNG)

File: 5b1385541bae379⋯.png (34.68 KB, 990x644, 495:322, collision.PNG)

File: 41538bdb6497f56⋯.png (26.55 KB, 646x220, 323:110, error.PNG)

>>15532379

>>15532396

>>15532430

I cannot figure out why this isn't working for the life of me here is my third person camera script as well. I am reposting everything in one post and deleting the original to make it cleaner


8516fc  No.15533618

>>15533584

Umm… shouldn't ThirdPersonCamera have a CameraCollision instance inside?

When desiredCameraPos refers to transform.parent, what is the parent, exactly?


8516fc  No.15533724

>>15533584

>>15533618

Oh, Unity has a camera thing you attach the .cs to. So transform.parent refers to the camera? I suggest you test this. Add the following to CameraCollision Awake():

Vector 3 desCamPos=transform.parent.TransformPoint(transform.localPosition.normalized, 10.0);

Then check if that gives you an error. If so, the problem will be either in line 24 or 16.


9371c6  No.15533834

>>15533584

You're adding components to an entity when you add monobehaviours (components) to scene GOs (entities). Your camera collider monobehaviour is a component.

Components access the components attached to the entity (transform = this entity's transform component). Calling transform from any monobehaviour attached to that same entity returns the same instance of the component, as each entity may only have one instance of a specific component per entity (GO).

A camera entity that is at the top of the scene hierarchy has no parent entity/transform.

I'd reccomend to familiarize yourself with entity-component architecture as it's the design architecture unity utilizes for game objects (GO or entity) and monobehaviours (components).

My original reply to your post explains your issue.


9371c6  No.15533870

>>15533834

To clarify, as typing on mobile sucks…

Using transform, gameObject.transform, or getComponent<Transform>() all return this entities transform component.

Gameobjects, by default, have a transform component attached (hence u can just use "transform" as the GO has a property to access a component that is always attached).

For all custom monobehaviour components the last option is the goto


3297eb  No.15533912

>>15533724

I'm assuming you meant:

TransformPoint(transform.localPosition.normalized *10);

since the ( , 10.0) isn't correct parameters.

and no it doesn't work as *10 either


8516fc  No.15533989

>>15533870

So he just needed to write transform.TransformPoint without the "parent"?

Hey I didn't know Unity used ECS. Is it multithreaded?


39188f  No.15534313

>>15533989

>Hey I didn't know Unity used ECS.

Mika Acton joined the company in 2017 and has been overhauling shit, including that addition.

>Is it multithreaded?

Unity has had multithreading for ages, both with actual threads and using coroutines. Nowadays it also has a built-in jobsystem, again about since Mike joined.


74205a  No.15535114

HookTube embed. Click on thumbnail to play.

sort of playable demo

issues that i can't quite figure out how to fix at the moment:

camera clipping through walls in the spider cave, mesh collider doesn't seem to be doing it's job there because of the inverted normals

items that get disarmed may or may not clip through the wall

https://drive.google.com/open?id=14FKu6VEVeClgmv9srbze0fRazoJpoDKy if anyone wants to try


7795e1  No.15535183

>>15532992

It's certainly not archaic, but yes I am (mostly) joking.


388bfd  No.15535317

File: 9522f0e92821eca⋯.png (686.89 KB, 1280x720, 16:9, tumblr_p51p1tgLUh1vernwgo1….png)

Opinions on this game idea?


abcac9  No.15535415

>>15535114

>You can pick up single shoes and gloves

Made me laugh when you were running around with one shoe, is there a special reason you chose that system?


c0b265  No.15535416

>>15535317

>default font on solid gray background

>blue and green as button colors

>blurry sprites

>stretched out background

>stretched out animu on solid black background

>uneven grid

>spic speak

>tumblr

Everything about this is wrong.


74205a  No.15535419

>>15535415

more customization is always good i guess


7795e1  No.15535426

>>15535317

That doesn't really show gameplay but my opinion is m u n c h*


388bfd  No.15535430

>>15535416

is a mockup.


c0b265  No.15535447

>>15535430

Even by design it makes no sense. Your play field is 1/3 of the screen, there's an animu on the side for no good fucking reason, the wall of text on the side disgusts me too. I can't read spic but an explanation of anything should be brief and concise, and if that's a story dump, then tell it through characters in textboxes instead of a fucking wall like that.

Basically, it looks like shit. Make the game take place across the whole fucking screen instead, move the HP and MP stuff to the side and the textbox to the bottom, assuming it's a textbox.


388bfd  No.15535494

>>15535447

the left field is basically a text game, the center is the map of the text game and the right part is like a VN.


9371c6  No.15535646

>>15533989

Yeah they just need to remove parent in their script's transform calls.

The current architecture is EC and doesn't include the S. As the S part is instead thrown in the components in a more object oriented way (why I always say unity uses EC + OOP).

As mentioned smart people are working on the ECS branch, but it's not production ready yet.

I use the entitas framework with unity as I prefer the ECS architecture.


8516fc  No.15535777

>>15535114

That an official youtube for your dev vlog? Or a burner account?


74205a  No.15535804

>>15535777

well the old one has shit from when i was 13 or so, so i made a new one

can't use it for a portfolio for job interviews with all the jank in there


8516fc  No.15535821

>>15535804

Point is you'll be uploading vids there when you do, so it's worth a subscription to follow your stuff?


388bfd  No.15535832

File: 5d1d3d15ce196dd⋯.png (170.81 KB, 1026x626, 513:313, Captura de pantalla de 201….png)

>>15535447

five minutes at godot.


5df370  No.15535850

>>15502651

add hard edges to your model, I use wings and theres an option to select edges and change then to hard edges, but if youre using blender, an anon told me that you have to use smoothing groups


74205a  No.15535903

>>15535821

eh sure, but i'll probably only upload the longer videos there


8516fc  No.15535925

>>15535903

btw can you kick without the boot?


74205a  No.15535953


e8b47b  No.15537063

File: ccd5ec5323d6f86⋯.png (524.93 KB, 800x450, 16:9, ClipboardImage.png)




[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[]
[ / / / / / / / / / / / / / ] [ dir / animu / arepa / mde / pe / tacos / vg / vichan / yga ]