3e1ebf No.15622921
"GETTIN' PRETTY SPOOKY IN HERE" 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: >>15574119
Announcements
>SPOOKY HALLOWEEN in 8 days!
>DEMO DAY on November 11th, in 19 days!
>Please contribute to the wiki if you can
568938 No.15623279
>tfw refactoring shitty parts of the engine I made while I was learning, now that I know what it really should be doing
This restores the motivation
3e1ebf No.15623300
>>15623279
Just wait until you refactor it another two times to get something that's actually done properly
b0598d No.15623382
>>15623279
I'm thinking about writing up my own. Any suggestions on where to start first? It's my biggest hurdle right now. Feel free to call me faggot.
40039a No.15623409
Sometime in the future when more of my game is done I want to hire a musician to compose original music for my game. Does anyone here have any experience hiring artists? Any musicians/composers/producers here know what kind of things I should be asking about and looking for? Anywhere I should post/look for people willing to work?
As far as the music is concerned I know what I am looking for down to the number of tracks, how the music will be used in game, roughly how many minutes of music there should be, and some basic descriptions for what I want out of each song.
568938 No.15623694
>>15623300
I've done it enough times to know this won't be the last time and that there is no such thing as a perfect engine, but every time it happens I reach new heights.
>>15623382
Your own engine? There's many ways to go about it, and I can't really give you anything but my personal experience, which is also a very low level "starting with nothing" kind of route and I know that isn't for everyone. Handmade Hero, including the "intro to C" part got me started with making a compiled program, opening a window, and putting stuff into it. However I already had quite a bit experience working on projects with scripting languages and other engines, so I can't tell if it's a good place to start.
Searching for answers online and not killing yourself because all the information and advice is more or less shit and you have to churn 70 different sources of bullshit in your head into a viable comprehension of the topic is an invaluable skill.
66c5d0 No.15624113
Been making good progress on porting my editor recently. I've got all the parsing, layout generation, drawing and logic done for menubar, menus and windows. Field editing and validation are mostly done. Last big things are hooking up selected entity and file related stuff. Then I can get stuck in making levels and see what else I can get done by demo day. (SFX/music are placeholders until I make my own.)
610187 No.15624547
>>15624113
Why did you add some kind of "ploc ploc" sound every time your character makes a step?
66c5d0 No.15624613
>>15624547
I just added SFX calls to everything I might want a sound effect on so I know which I need to do, or until I decide that action doesn't need a sound effect.
7980e5 No.15624658
>>15623440
Looks pretty ugly without the proper shading.
Pretty cool otherwise.
Also, is the chandelier is a mesh rather than a texture?
3e1ebf No.15624959
Hit a little stumbling block on my texture packing thing. Let's say I do a Texture.Load("character.png") and generate a Texture object, which I then pass into my TextureAtlas object.
What should happen next? I have it so it packs it correctly, but then I'm not sure how best to relay the offsets to the texture. Like, should it internally maintain a Dict<Texture,Vector2> for offset coordinates? Should the Add() method return the offset? I can't really expect to keep the original Texture object in memory and use its object reference to find it in the atlas, since I'm basically doubling up on texture information at that point, and also Add() shouldn't return anything
7980e5 No.15625716
You will be able to watch grass (and crops) grow in our game
589c19 No.15625841
>>15625716
Growing artifacts is more exciting fam and they are highly valuable on the black market too! Why limit yourself with peasantry tools and old genetic stocks which hasn't evolved since several centuries and can be only done with hard labor if you can just buy food from other peasant and taunt him as a pleb and live like a king?
4fd97b No.15627190
>>15624658
It's a mesh.
>>15625716
How come you guys don't setup a patreon. It's been a good long while and you could have been making spank bank with a small following.
b34ed3 No.15627197
>>15625841
post the original I really want to see the goofy suit again.
70a539 No.15627515
>Trying to make an FPS in Godot where the player stays stuck to slopes
>Find out Godot's move_and_collide method slides the body along the collision normal just like move_and_slide, making it useless for snapping the player to a slope
>>15623279
Progress is motivation.
40039a No.15627570
>Making FPS in Godot
>Basically a clone of Receiver, only with more stuff.
>Get a semi-auto pistol set up so I can load a round into the chamber and cock the hammer by racking the slide
>when I pull the trigger the gun fires a round, loads a new one in, and cocks the hammer
>Go in game, turn off safety, cock the hammer, rack the slide to load a round from the magazine into the chamber, then pull the trigger
>Gun fires on fully automatic
>pic related
70a539 No.15627572
>>15627566
Use is_action_just_pressed instead of is_action_pressed
40039a No.15627594
>>15627572
I'll be adding in automatic weapons later on. I want the signals I'm sending from the character controller to work with any weapon so I need is_action_pressed. My solution is to lock the hammer back until the player releases the trigger.
28dc42 No.15627642
>>15627594
or just make a variable for semi or auto fire, then you can even do a semi-auto switch.
if auto == 1
is_action_pressed
if auto == 0
is_action_just_pressed
3e1ebf No.15627669
>>15627642
Oh I used that nomenclature for a while but it got confusing. Try something like IsUp, IsDown, as well as WasPressed, WasHeld, WasReleased
40039a No.15627751
>>15627669
>>15627642
I figured it out. I added the variable "hammer lock back" that starts out as false, is set to true after the gun fires, is set to false when the trigger is released, and must be false for the "pull trigger" function to run. If the gun is full auto then the hammer isn't locked back.
4fd97b No.15627868
>spend an hour writing shaders
>Google tons of random help sites
>turns out Unity does not support cutout materials receiving and casting shadows
https://answers.unity.com/questions/1341924/how-to-add-shadows-to-surface-shader.html
40039a No.15627897
The core of the pistol mechanics are working. I'm just using the default primitives in Godot and I will upgrade to actual models in the future. The stuttering when holding the slide back is only there when recording with OBS. Currently the slide is back for only a single frame when firing, which is so fast OBS sometimes misses it. In the future the slide position will jerk back then accelerate forward.
1ef9f7 No.15628087
>>15627868
Try:
[code]
Shader "Custom/CutOutShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alphatest:_Cutoff addshadow
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Transparent/Cutout/Diffuse"
}
[code]
80c0dd No.15628139
>>15625716
>the grass
my dick
7980e5 No.15628435
>>15627190
I feel we don't have enough to show yet, but the patreon exists
https://www.patreon.com/laetus
66c5d0 No.15629034
Current selection and level fields are all hooked up now. Void pointers are pretty neat. Outdoor tileset is ugly and will definitely get redone later.
3e1ebf No.15629043
3e1ebf No.15629047
>>15629043
Whoops, sorry for the clickbait
3e1ebf No.15629468
This'll probably have a shitty theme like always
https://itch.io/jam/game-off-2018
7980e5 No.15630141
Potato also done, i didn't add the tubers underground as the player won't be able to see them anyways
d6dfea No.15630972
>>15623440
awesome modelling and texturing, as usual.
>>15625716
really looking forward to seeing more of this. I liked that discussion a thread or two ago about tubers and variances in plant reproduction.
3d165d No.15630994
>>15629047
>inb4 another xbox dev-kit situation happens
He's already shot himself in the foot for posting about it before he has it.
7980e5 No.15631259
>>15630972
I will try to keep the plants as realistic as possible, but sometimes it is hard to get all the info i need, im not a farmer and i don't know any to consult.
4fd97b No.15632762
>>15628087
That worked thanks Anon. All the other forum posts I found had outdated shader code.
>>15628435
>I feel we don't have enough to show yet
>Has 2 demos ready
>makes weekly update posts
Nigger don't do yourself a disservice. Patreon is a good way to advertise your game and also grow a fanbase so when you release your game, you have people who are already looking forward to your game and aren't up shit creek without a paddle.
7980e5 No.15633123
>>15632762
After this demoday then
180f3c No.15633641
>>15624959
Give each texture a name. The file name could work. Map this name to the atlas location. Have users of the texture be expected to know this name and hide the details of how atlasing actually works. So when you do Sprite.setTexture(’image.png’), have the function query Atlas for the name, then Atlas checks if the name is registered (i.e. is found within the name->offset map). If not, look for the file, open it and allocate the image into the atlas. Return the location. Sprite saves the location. When doing Sprite.buildQuad() use the location and dimensions to compute uv coords for the vertices. If your language of choice can’t operate efficiently on strings, map them to integers and use that internally. Do the mapping when defining the objects, I.e. don’t do setTexture(string) every time a sprite is instanced. Do it once when starting the game. Alternatively, build a list of unique sprites at startup and pass one of them to the constructor of a GameObject. So a particular Enemy or Item instance has a reference to the Sprite instance used to draw it and multiple such GameObject may share the same Sprite.
602342 No.15634170
>>15629034
Looks great. Are you going to support custom scripting in levels as well?
66c5d0 No.15634389
Knocked out some file related things. The level file format is just a simple text based one, so it's easy to write/parse or edit by hand if need be. Once I get undo/redo and copy/paste for entities done it'll probably be serviceable enough for the time being.
>>15634170
Thanks anon. Not sure about full on scripting but people should be able to at least make their own entity definitions from the available flags. Like a controllable entity with collision that can only pull blocks, as a simple example.
e91cc1 No.15634454
What's a good format to use for music if you're writing your own engine? The two things I'm looking for is something that won't have licensing issues (I've heard that Mp3 is iffy with that) and that is compressed, yet retains quality well. I'm sticking to .ogg right now but haven't implemented anything. I've managed to find a pretty good set of settings, it comes out to about about a megabyte a minute. Still, conservative estimates would be two hours of music, so that adds up. I don't want the OST to take up three quarters of the game size.
589c19 No.15634469
>>15634454
>. I don't want the OST to take up three quarters of the game size.
Use midi or tracker format problems weren't.
ee0da1 No.15634522
>>15634454
It's pretty normal for textures and sounds to take up most of the game size, except you're generating textures through shaders and sound through midis. Code/Gameplay is generally the least space waster. Anyways, as long as you don't go fucking ham and end up with dozen fucking gigabytes as "modern" games do you shoudn't worry too much.
40039a No.15634526
YouTube embed. Click thumbnail to play.
>>15634469
If your music is a good fit for a mod-tracker then you could really decrease the file size by using that. But if it's not then Ogg Vorbis is the way to go.
What compression settings are you using?
40039a No.15634533
>>15634454
Sage for double post. I should mention in-case you aren't already aware that ogg isn't a compression format, it's a container. You can have an ogg mp3. Ogg is just a container for Vorbis the vast majority of the time so I assumed that's what you are using.
e91cc1 No.15634613
>>15634526
A few songs I have planned could potentially work in modtracker form but most won't.
Here are a few examples
https://files.catbox.moe/hsuq6v.mp3
https://files.catbox.moe/pfy7h9.mp3
>>15634533
I write them in FL Studio and adjust volume and such in Audacity. I output them in FL Studio at 192kbps, then adjust the volume, set the project rate to 48000 Hz and render them at quality level 5. Anything less than that (primarily 44100 Hz) fucks up the audio quality. No clue what it comes out to exactly after all that but it sounds good.
40039a No.15634811
>>15634613
Very comfy music.
If you only have a few that work for modtracker than I would say keep them all as ogg Vorbis for consistency.
You probably saw the same post online that I did. I was going to suggest 44.1kHz at quality level 6 but it sounds like you already tried that.
I'm not sure, but it sounds like you're exporting from FL Studio as lossy. You should be exporting a lossless wav file from FL Studio if you're just going to run it through Audacity anyway. The file should only go from lossless to lossy during the final step.
1f469a No.15634844
>>15623440
Nice room, but the colors are mismatching horribly. Either change the blue part of the room to a lighter color, or remove the brown tints from the room. The room is to busy to notice important things/events. Moving the colors/saturation closer together would also work, but the main problem are the VERY blue walls.
e91cc1 No.15634847
>>15634811
>If you only have a few that work for modtracker than I would say keep them all as ogg Vorbis for consistency.
Yeah, that's what I was planning on. Is ogg Vorbis playback hard to implement in C++?
>Very comfy music.
Thank you.
>I was going to suggest 44.1kHz at quality level 6 but it sounds like you already tried that.
Yeah, most songs sounded okay but the first one I linked ends up garbled at 44.1.
>I'm not sure, but it sounds like you're exporting from FL Studio as lossy. You should be exporting a lossless wav file from FL Studio if you're just going to run it through Audacity anyway. The file should only go from lossless to lossy during the final step.
That's a good point, not sure why I didn't think of it first. I'll try that out, thank you.
5408b6 No.15634869
>>15629034
This is really cool man! Looking forward to seeing more. Makes me wish I had done something similar for my game.
3e1ebf No.15634886
>>15633641
Okay, so that's more or less what I was thinking.
Is it common for an atlas to remove allocated textures? It's easy enough to flag the square region for reallocating, but having it re-merge or move textures around, kind of a shitty thing to have to implement.
Specifically, I made pic related as a "SpriteSheet" class. This let's me easily pass a number of parameters and get an animated set of sprites from an image, basically chopping shit up easily. If I shuffled the atlas textures around, I might have to eg update all of these values, and that was my biggest concern. Now mind you my game isn't going to be very big or resource intensives, but I don't want to shoot myself in the foot too much later.
I was going to have a manifest sort of file to load all the textures at startup (eg "res/img/spr_player.png" which becomes simply "spr_player" to load it) but some larger games load and unload textures as needed.
40039a No.15634940
>>15634847
>Is ogg Vorbis playback hard to implement in C++?
Use a library. SFML, SDL, Fmod, Wwise. Don't try to do this from scratch.
c6acd0 No.15635287
>>15634886
If you actually need unloading, implement it. If not, don’t. You can add it later if needed, so don’t bother doing it now. If you do it, use the observer pattern to notify Sprite instances when their atlas position changes/gets deallocated. They should be flagged so you avoid drawing them (or more likely, ask to reload if they get used). The draw loop should tally the active sprites and pass that info to the atlas, so it can decide what to unload. But all this is for if and when you implement actual resource management.
Also, my ID has probably changed.
3e1ebf No.15635392
>>15635287
Implementing a resource management system is one of the next things on my todo list, so mostly I'm looking for dos and donts
d6dfea No.15635469
>>15634454
I used ogg/vorbis and Portaudio library to write my sound and music system. Works really well for sfx and music playback. At some point I added some mutexes and made it fully multithreaded, which I think was my first threaded application. Pretty fun and educational.
c22fd2 No.15635554
How did they make Super mario bros 3 intro? the cutscene where mario jumps and interact with things just like ingame, I tried looking into the disassembly without any luck, I always struggle with cutscenes, it's amazing how they achieved it on such hardware.
3e1ebf No.15635728
>>15635554
It probably just spawns the appropriate objects. Since it doesn't receive player input, but instead follows a script (eg at frame 200 it calls player1.moveRight()). It could also fuck with physics during that time, then set them appropriately when it's time to play.
e91cc1 No.15635848
>>15635554
It's kinda like the Mario 1 demo if I had to guess. They probably had a sequence of actions that Mario and Luigi take and the rest of the enemies just follow their regular AI.
c0cfc0 No.15636058
>>15634454
What everyone else said about .ogg but use Opus instead of Vorbis, it's the newer audio codec from the same people that compresses better/sounds better at the same file size. This is not something you would implement from scratch, you'd find an open source library and use that, which should pretty much work like "pass compressed audio in, get uncompressed samples out"
If you really wanted to get autistic about file sizes, you'd do the demoscene thing and write your own software synthesizer as a VST that "records" all the commands and timings you give it in your DAW, then can play them back in the game engine.
40039a No.15636238
The magazine can be taken out of the gun. Inserting the magazine automatically closes the slide if it's open and chambers a round. Also I added animations for the slide and pistol rounds.
c22fd2 No.15636258
>>15635554
>>15635728
>>15635848
After reading 6k lines (thank god it was commented), I figured it out, the absolute madmen actually hardcoded everything, they didn't use ingame physics, instead they faked it with a lot of while and jump statements, the title screen is totally isolated from the core game.
Goto makes cutscenes really easy since you can jump between labels representing steps of the scene while also updating the screen, it's sad that this isn't the case with high level languages, it's the same how palette swapping isn't as easy as it used to be.
I'd like to keep my code clean, I hate the fact that my game loop is bound to have things that will happen only once, the only way left is let a state machine handle cutscenes.
dfe74e No.15636350
>>15636258
If you're using a language that supports coroutines, you can implement cutscenes in a similar way. Even if it doesn't I would try to implement similar functionality myself because trying to do cutscenes with just states is going to result in a massive amount of different states and conditionals depending on how complex your cutscenes are.
3e1ebf No.15636393
>>15636258
I mean, C++ and C# have goto statements
5db31a No.15637990
Any vulkan gurus here?
I'm slowly learning it, and there are all kinds of things in vulkan that make no sense to me.
Like, why would you want a command buffer for every framebuffer in your swapchain? What could you possibly want a different command buffer per framebuffer for?
c0cfc0 No.15638077
>>15637990
I barely know shit about Vulkan but
>Like, why would you want a command buffer for every framebuffer in your swapchain? What could you possibly want a different command buffer per framebuffer for?
So you can render different things in parallel. Like in a AAA engine that is very pipelined and doesn't give a shit about input lag, you could be rendering the "previous" frame while at the same time rendering a simplified version of the "current" frame to be used for occlusion culling. It's flexibility that you almost certainly don't need but is there if you do.
610187 No.15638609
>>15637990
The Red Sky anon has to know a lot about it since he's been making his own engine with it.
ff2acb No.15638981
>>15636350
I've done plenty of state machines and they weren't as bad, given that they stay simple, but I will use something akin to coroutines just because it's easier to write even but they're slower than a tight state machine, but hey, it's a cutscene, I doubt it'll need that much of speed.
>>15636393
Yeah, but it's considered to be bad practice, I'm using Nim which doesn't have goto for that same reason, but you can use long jump, either way, It'll be really bad using it within a loop, I got an Idea tho, I can easily update the game from different places with specialized loops.
I learned a lot from reading professional code, I keep stressing that my methods aren't the right way even if they get the job done, especially since I want the most performant way possible, after all I want to have thousands of objects at once on old hardware, but even they have hacks all over the place and it still works out.
3e1ebf No.15639451
>>15638981
>Yeah, but it's considered to be bad practice
Actually goto has one very good, specific use: Jumping out of a nested loop. This prevents you from having to use sentinel variables and checking them every iteration
754321 No.15640011
>Write code
>Object wobbles all over the place
>Write 2 more hours of code
>Wobbles even more
>Waste another hour
>Doesn't move at all
>Go back to square one out of frustration
>Keep watching it wobble out of boredom and resignation
>Wait a minute
>Notice a pattern in the wobbling
>No fucking way
>Invert the final value
>It works
>Turns out the object tried to move through the ground all the time due to wrong rotations and the raycast made it go total ham.
Fucking Quaternions man.
40039a No.15640055
>>15640011
>Quaternions came from Hamilton after his really good work had been done; and, though beautifully ingenious, have been an unmixed evil to those who have touched them in any way
- William Thomson, first baron Kelvin, 1892
Take solace in the fact that your hate of Quaternions is part of a long-standing tradition.
754321 No.15640200
>>15640055
Thomson definitely knew his shit. Nothing else gives me that many surprises, not even shader magic, and of all the videogames i want to make the most of course it's always those that are heavily reliant on rotations like games with space fighting and hover vehicles.
7980e5 No.15640278
Now you can tile the ground!
Pretty hard to draw stuff with it, though
3e1ebf No.15640324
So right now, I have a TileComponent that manages the tiles, and an ActorComponent that manages the actors/entities. Simple enough. Only one actor may exist in a tile at a time, and may only move to an unoccupied tile, so the actor component relies on the tile component to do a bunch of its own shit.
That should be fine. However, some objects, like a Duplicator, receive stuff from the top, and when the actor enters inside it, it creates two objects that move from the middle, one going left and one going right. This feels like it violates my invariant of "one actor per tile" but I can't think of a way around this. I mean I could change my occupied data from a bool to a byte, but it feels cheaty
7980e5 No.15640362
>>15640324
Do two actors occupy the same tile at one time, or they just "pass through each other"?
40039a No.15640371
>>15640278
Wait a minute that swastika.
3e1ebf No.15641347
>>15640362
What I do is when an Actor is created, it must be put into an unoccupied tile. Then, it marks it as occupied. It can then move into any tile anywhere (eg teleports if it has to) but that tile must be unoccupied as well. When the object is idle, it then flags that target as it's next position, marks it as occupied and then begins moving. On the tick where it is exactly 50% of the way finished moving, it flags the previous tile as unoccupied.
That particular frame is where the hiccup might happen. I could make 50 objects all move out of the tile at the same time to random other tiles - but as soon as one of them is halfway finished moving, it releases the original tile and something could then move into it. If things had different movement rates, it gets complicated, which is what I'm trying to avoid. I could ensure objects have identical movement rates in this case, but that's hard to enforce - this came up when I was thinking about the Mine Carts I did a while ago, eg how it could release certain objects, a rock and the cart could share the same tile in this case.
3e1ebf No.15641970
Also does this seem like overkill?
https://hastebin.com/raw/sijuvusezo
>AssetManager class that lets me index any T object by index, name, or path
>Name and path are optional
Eg I can prepare a texture or spritesheet and shove it into this thing, and then I can then search by "texture 0" or "texture player"
4fd97b No.15642487
>>15634844
Thanks. Yeah I also was troubled by yellow on blue. My blue was too strong. Before and After.
>>15640278
HEIL HORTLER.
602342 No.15642716
New gameplay footage. It's from one of the early introductory levels, so the puzzles are still quite simple.
>>15634389
Sounds good. Your game has the potential to become an entire platform for puzzle games if it's that customizable.
You might want to add some kind of graphical entity type selector, otherwise you'd get tired writing the name of the entity each time.
589c19 No.15642746
af0896 No.15642747
>>15642740
Spooked me into a snafu
71e93d No.15642761
cc7cf7 No.15642843
>>15642740
How does it look from above, like during the game?
>>15642716
This scenery looks extremely comfy.
>>15630141
Shouldn't the leaves at the beginning grow up thin and spread out later? The carrot grows like this and it looks much better than simply scaling it on all axes.
308944 No.15642917
>>15642843
>How does it look from above, like during the game?
too spooky
71e93d No.15642927
66c5d0 No.15643049
>>15634869
What type of game are you making?
>>15638981
>Nim
My nigga.
>>15642716
Yeah having a palette to select entities from would be nicer, I've put that on my to-dos. I really like dusty kinda feel your use of particles gives.
308944 No.15643138
>>15642927
yeah, he got banished to hell, was flayed, nibbled on by demons and tormented for eternity but now it's okay because he's got this gig haunting the catacombs of an abandoned monastery next to a quiet village.
308944 No.15643437
should this ragdoll bug become a feature?
9d9b73 No.15643503
>>15643437
Truly the Dark Souls of Diablo-likes
3d165d No.15643510
>>15643437
Don't take it out. But temporarily disable ragdolls that haven't been touched for a while, until they're touched again, or you might have memory leaks.
7980e5 No.15643511
>>15643437
only if it screams constantly when you are near it
cc7cf7 No.15643766
>>15643437
>normal weapon damage doesn't destroy the undead, only renders them harmless
>only fire or holy damage destroy the undead completely
Makes sense. Whatever magic animates the zombie, why would it care if the carcass it's controlling is just rotting or reduced to minced meat, as long as a the source of magic is intact unless it's a demon, he probably wouldn't want to hang out in a useless body.
66c5d0 No.15644174
Added a little entity palette to pick from that automatically pulls from the entity definitions file, so I won't need to keep it updated. Will probably redo it if/when I do scrollable lists.
>>15643437
Spook people by re-activating the ragdoll randomly as they go by.
dbd569 No.15644328
>Want to make a Super Shotgun in Quake that works like the SSG in Doom 2
>Quake's SSG shoots faster, fires less bullets and does less damage. Easy fix
>If you hit an enemy that has 1 health with all the pellets, no pellets will go through the enemy
>fuck
They programmed it so all the damage is added to a variable, and only after every pellet has gone through the tracing loop they actually do the damage to the monster.
So I then make the pellets do damage instantly, not after the loop.
Now pellets work like Doom 2…but monsters can never be gibbed this way because they never reach the negative health that causes gibbing since they die the moment a pellet gets them to <= 0 health.
And then I had to write a function that checked if the monster I hit with a traceline was dead, hurt, hit, gibbed or if I hit the world, and then actually add up damage correctly to have the best of both worlds…with no arrays since they're slow on QuakeC.
Also had a pretty fun bug where only the last monster in a line would get gibbed.
3e1ebf No.15645572
>>15644174
Well this puts my game to shame
139442 No.15645590
>>15644328
something looks wrong with your Quake, try putting this in your console. Should fix it right up "gl_texturemode GL_LINEAR_MIPMAP_LINEAR"
b1d416 No.15645653
>>15644328
Have you looked at the Widow-Maker from Arcane Dimensions?
7980e5 No.15645745
>>15642843
The leaf structure of the potato is very different from the carrot, had to be like this to look more like the plant, but it is harder to animate.
3e1ebf No.15646730
Spent all of today fucking around with my drawing code again. On the plus side, I made a simplified way to create a transform matrix that ends up being about 4x faster than SFML's implementation of their very own object
>Vertex has Position, TexCoords, Color
>Their approach to draw a sprite doesn't take advantage of batching, so I had to batch draw calls somehow
>Transform is a value struct object, while Transformable is a class reference object, which contains helper methods to create a Transform
>This is shitty and cumbersome
>Or you can create a Transform object and call Transform.Rotate() etc
>This is shitty and cumbersome
>Made a series of MathHelper functions such as CreateTransform(position, rotate, scale, origin) that applies the transforms in that order, except it creates one single Transform instance using MATH so it's super fucking fast
<YOU ARE HERE
Anyways, I also have a Quad object I made that contains 4 vertices (this is used for sorting draw calls, so it's not entirely useless). To create a Quad, I have a helper Quad.Create function that takes a floatrect for position, floatrect for texcoords, a Color, and a Transform (optional) for adjusting the final image. Once the Quad is generated, it can be passed to a SpriteBatch object, along with a Texture and Depth value, and then it shoves into into a rendering queue.
Pic related is two identical draw calls for my engine, except one is more verbose than the other. The one that takes advantage of ref/out should be at least as fast as the other call, about 7-12% faster on average; normally when you use that one, it would be pulling precomputed values from elsewhere, such as actors
3e1ebf No.15646760
>>15646730
Well, OBS hits 80% CPU use and the freezes after about 3 seconds of video if I try to get anything other than a potato video that looks like its from Multimedia Flash c. 2004, so I can't really show anything off in motion.
Anyways, here's a screencap. It's drawing 480 sprites, each with a unique transformation object applied to it every frame. It uses <1% CPU, which is fantastic. Out of the box with SFML with no batching, this would take about 7-10% CPU for me
b1c97b No.15646792
how many years of schooling does it take to make a game? I'm 2 years into my game design degree and so far we've only learned javascript
40039a No.15646847
>>15646792
This smells of bait. You should only be learning javascript in a web engineering/web design course.
But to answer your question anyway, 0 years of schooling. Kids make up games all the time, or modify existing games into something new. How long it takes to learn programming, 3d modeling, sound design, music production are different questions all together.
If you want to get better at making games, then make games. Iterate. Create prototypes. Pay attention to what works, what doesn't, what people like and what they don't like. Look at what people did in the past and how they did it. Look at bad games and try to figure out what makes them so bad. Learn what people in the industry do an why they do it.
There will never be a set moment where you know how to make a good game, you'll only look back and see how much you've improved, and look forward to see how far you have to go.
cc7cf7 No.15646964
>>15646792
Share some of that academic gamedev knowledge with us. What did you learn this month?
308944 No.15646981
>>15643510
yeah, I just finished implementing that. Ragdols screwed with performance in my gamejam games.
>>15643511
That may be too spooky, but I'll have my bro record a few sounds of suffering for curiosity's sake
>>15643766
that's very clever. I'll keep this in mind for some flavor lore
>>15643766
so spasms? I'm spooking myself just thinking about it. good idea
Your game/editor looks very cute, btw. Did you post it earlier?
>>15644328
how easy is it to post Hexen 2 models to Quake 1?
And a PSA: Occultus dev is still alive and started a kickstarter campaign. Those who played the demo day games likely remember this project.
https://www.kickstarter.com/projects/blackwoodsoftware/occultus
dbd569 No.15647065
>>15645590
Ran that command, no changes.
>>15645653
Gonna look into it
>>15646981
I imported them into blender, then exported as a quake2 .mdl, the palette will be fucked up since Hexen 2 uses a different one.
66c5d0 No.15647286
>>15646981
>Your game/editor looks very cute, btw. Did you post it earlier?
I only started this one recently, kinda in prep for moving my main game from LuaJIT to Nim. The editor itself might be a bit familiar since it's based on the editor for my Doom/Build-like FPS game (pic related).
>>15645572
That's flattering, I'm not sure how to respond without sounding patronizing but I'm glad to see your game's back out of limbo.
308944 No.15647440
I don't think the intestine ragdoll works properly
70a539 No.15647610
>>15647440
>my name is inhuman Pete
>I dance the rumba beat
1f469a No.15647873
>>15642487
Muuuuch better.
>>15642716
You're Speebotanon right? WEBM looks great.
9383ba No.15647931
>>15627570
And here we have an anon who discovered why there is such thing as disconnector.
568938 No.15648841
What game has the best fishing minigame?
"Do nothing for X amount of time and then click within 1 second window or you'll lose it" is an automatic disqualifier.
3e1ebf No.15648856
>>15647286
My problem is that I want to achieve that sleekness as a target, but I'm also too stubborn to do things in a certain way.
Incidentally, did you write the UI stuff all by yourself?
3e1ebf No.15648868
>>15648841
Legend of Zelda has various games with different fishing minigames. Link's Awakening comes to mind, where you cast the rod to get an initial distance/depth, but try to reel it in to avoid catching certain fish, eventually getting a heart piece
13dc40 No.15648965
Shmup anon here
With a cold that didn't want to leave (it's leaving now), people at work waking up and asking various things, and adding the polyboard stuff for lasers in the engine, I almost fell into complete despair.
Started with basic, static, on the side rendering example. I thought that a triangle strip would do. Then seeing the result with sharp edge I decided that having the side vertices with alpha at 0 would fix this. Except that there would be interpolation from 0… To 0. So I needed an additional vertex in between, which mean the triangle strip wouldn't be nice to use. So, basic triangle.
Then I need to put that into the engine, but if I separate the whole thing, that would be code duplication for this specific laser object and the need for additional branching and testing.
[despair intensifies]
After a short break, I realized that if I consider the laser as a fast stream of points (which is not wrong) and only change the rendering for lasers from single point to group of points, then internally nothing changes (animation, collision detection), and I only need to manage those specific "projectile" differently when adding new points.
Hopefully I had some padding in my structure and I could hack into it a definition on how many points I need to parse to render the laser.
Now I would need additional shader work to make it lood "lasery enough", but right now polyboard works. I also checked with other shmup (two) and they also had some "wavy" laser when going left/right while shooting, but I can arrange this without too much difficulty if it's bothering me too much later on.
Taking a break is good from time to time.
66c5d0 No.15649093
>>15648856
I'm using SDL2 for input and SDL2_ttf for rendering fonts to textures but beyond that yeah, I'm not using a UI library or anything.
7980e5 No.15649421
YouTube embed. Click thumbnail to play.
>>15648841
Breath of Fire 3 and 4
Our game will have a system based on this
40039a No.15649488
>>15647931
You learn something new every day.
3e1ebf No.15649743
>>15647286
How are you doing the bevel drawing on the UI, then?
One thing that's frustrated me in both XNA and SFML is that I can't really define a clipping region and only draw in that region. Eg, if I made a UI form and drew text to it, it could bleed off the edge
c68a99 No.15649966
How did they handle modding using shared libraries (dll, so…)? I'm using a lot of function pointers to do so and I'd like to avoid scripting languages and their headaches, I've read valve's SDK and they don't seem to use function pointers, I'd like some guidance with this.
66c5d0 No.15650003
Got both OS X and Linux builds going. OS X's bundle includes the .frameworks and Linux one is dynamically linked. (I think that's what someone recommended a few weeks back.) I'm not familiar at all with compiling on Windows so I'll need to read up. I really dislike the lack of a package manager on Windows, what a pain in the ass. Even OS X has brew.
>>15649743
Things like buttons are 16x16 tiles in the editor spritesheet that I generate rectangles of (for corners, edges, fill) and store in a table. When an element needs to get drawn a hashtable is looked up to see if that element at the requested size is already available and if so uses that texture pointer, if not it creates a new texture to be render target and draws the element to it using those nine-patch rectangles and stores the hash and texture pointer for it in the hashtable. Eventually I'll pack the sized elements into one texture to reduce swaps and shit.
I haven't done anything for clipping text to a field or anything yet and I don't think you can stencil in SDL2's own renderer context but I imagine it'd be doable limiting the source rectangle on the text texture to the dimensions of the field or something. The text editing in fields in general is pretty bare bones right now.
3e1ebf No.15650176
>>15650003
Oh so it's literally just a premade texture of a specific size?
c0cfc0 No.15650759
>>15649743
You can probably achieve what you want with a scissor rect. It's one of the few pieces of GPU state that is cheap to set willy nilly.
3e1ebf No.15650775
>>15650759
What kills me is that both of those don't provide it out-of-the-box, with XNA/FNA completely obscuring it, but SFML requiring you to hit up external dlls to do OpenGL shit. It doesn't even have a depth buffer, either.
But yeah, if I need it, I'll probably end up doing that.
e090a2 No.15650822
>>15650003
Don't use dynamic linking, especially for games on Linux. It is the entire reason why all games that get released on Linux are Ubuntu/SteamOS. You don't have to worry about distros having the right versions of whatever shit you use if you use static linking. You might not have much of a choice depending on what you're using, though (For instance, SDL hates it so much that they put in backdoors that let people override it: https://hg.libsdl.org/SDL/file/default/docs/README-dynapi.md).
The only downside is that if your game isn't open source, you are going to have to make new builds any time you feel it's necessary to upgrade library versions. Conversely, you won't have to worry about incompatibilities with newer library versions; the game will work the same as it always had.
P.S. pretty much every supposed advantage of dynamic linking is a lie. http://harmful.cat-v.org/software/dynamic-linking/
e090a2 No.15650851
>>15638981
"If you want to go somewhere, goto is the best way to get there." – Ken Thompson
Gotos are only considered a bad practice because idiots use them in stupid ways. If you refuse to use anything that stupid people misuse, you won't have much to work with.
Don't follow other people's "best practices" blindly. Experiment and if it works for you, do it. Do not fear the rewrite. This is the only true way to learn.
38d18c No.15651484
Any lads willing to work on a metal gear style game with me? Art and music fags really appreciated.
4fd97b No.15651488
Learned to sculpt rock structures this weekend. Reference included.
3e1ebf No.15651500
>>15651488
How much of the detail is from the geometry, versus normal map, versus the texture?
4fd97b No.15651530
>>15651500
That's the diffuse with curvature and AO baked in, so that's just 1 texture. I could make the normal map later. The poly count is 6k for the long one and 4k for the short one.
3e1ebf No.15651576
Well that's neat. My MathHelper class is my first "real" code file to ever reach over 900 lines
https://hastebin.com/siqixihugi.cs
40039a No.15651606
>>15651484
I can create 3d models/textures and I can program. Let me ask some questions.
>What skills do you bring to the table?
>How complete is your design document?
>What engine are you using?
>How much of the game have you worked on/completed already?
>What tools would we be using to collaborate? I would like to know version control and chat software in particular.
Also, you should pitch your game with more information than the name of a series that spans 31 years, 6 console generations, and has gone from 2d, to 3d, to open world 3d, to micro-transaction cash grab. All I know is that it will be stealth related, lean heavily into military aesthetics, and that any engravings I may or may not give the guns will offer no tactical advantage whatsoever.
9d9b73 No.15651623
>>15650003
> really dislike the lack of a package manager on Windows, what a pain in the ass. Even OS X has brew.
Technically it has Chocolatey.
3e1ebf No.15651629
>>15651606
>any engravings I may or may not give the guns will offer no tactical advantage whatsoever
I'd disagree with Big Boss on that. A well-crafted and engraved gun could give you a psychological advantage: that the weapon you're holding is of absolutely superior quality and not just random trash you found, that THIS tool is going to carry you to victory
40039a No.15651714
>>15651629
He never said it doesn't give an advantage, just that it doesn't give a tactical advantage. It's the difference between making the football team feel like they can win, and giving them the play that will actually take them there. Both are important to winning but one is tactical and one isn't. If confidence is a tactical advantage then "tactical" is too broad a term to offer a useful distinction.
Not to mention Big Boss does appreciate a well crafted gun. The context of the scene is important. Even though Ocelot has this supremely well made firearm and enough ego for 20 men, his gun isn't loaded with live ammunition so none of that matters.
b67196 No.15651767
>>15650003
>>15650822
Whatever you do, don't fucking static link OpenGL.
e090a2 No.15651785
>>15651767
I don't think it's even actually possible. OpenGL does some crazy stuff to get the system libraries, which is why it's such a pain to init on windows without something like glew, iirc
fc68a7 No.15651851
>>15646981
Occultus dev if you're reading this
Get the fucking lead out if you care about your kikestarter and start contacting media outlets and niche audiences and communities(as well as some larger ones if you must)
Barely anyone fucking knows about this faggot
fc68a7 No.15651854
>>15651851
Obviously referring to the unpozzed "alternative" ones when talking about the media outlets
3e1ebf No.15651862
Spent a lot of this week doing code cleanup. Things are starting to slowly come together. Mostly it's engine level stuff for rendering, and setting up data containers on the game specific things (eg AssetManagers, TileComponent which holds the level data) but little actual logic.
Though, my StatusComponent (tracks score, gems, time) and TileComponent (map bounds, tile data, flags for actors occupying tiles) are complete and interactable and work just fine as pic related shows. (random flags for occupied/red, and solid/blue tiles)
9d6834 No.15652163
>>15651785
>OpenGL does some crazy stuff to get the system libraries, which is why it's such a pain to init on windows without something like glew, iirc
Not really.
All you do for windows is link against opengl32 (which is a windows system library), create an OpenGL context using wglCreateContext and then get the functions you need by using wglGetProcAddress. (which takes a function name and returns a function pointer)
GLEW saves you the busywork of defining every function, and also queries some stuff in advance (extensions available, device capabilities, etc.) so that you can query GLEW instead of pausing the entire OpenGL rendering pipeline like a fucking idiot.
66c5d0 No.15652169
>>15650176
Premade as in they're on the texture atlas but all the sized elements textures are generated at runtime.
>>15650822
Thanks for the info. I've even read that page before but it must have slipped my memory.
9d6834 No.15652315
>>15650003
>>15650822
The reason why you use dynamic linking is so that the libraries can be modified separately from your game. Consider it to be similar to replacing a script file in your project; it wont require a recompilation, which is useful in some cases.
A good example of this is how some people actually replace OpenAL DLL's with different ones to enable HRTF.
The reason why SDL wants to be dynamically linked really badly is because SDL's goal is to be compatible. Being dynamically linked allows SDL to be updated and modified separately from the application; which is incredibly useful when the software in question isn't open source.
c83622 No.15652668
>>15647286
Why are you moving from LuaJIT to Nim?
3e1ebf No.15653276
>>15652169
So how do you draw the shit without stretching the texture? Having to divide up and draw each element made from 9 little pieces can't be the best way eitger
66c5d0 No.15653466
>>15652668
I've grown to dislike how mushy and mutable everything in Lua is and have been wanting to move to a statically typed, compiled language for a while. I've tried a few different langues like C, C++ and even Rust (which I really didn't like) then stumbled on Nim and have been enjoying it the most so far.
>>15653276
That's the reason for defining the nine-patch regions, so you only stretch parts of it (edges and fill) when drawing to the render texture. After that, once a UI element at a specific size is in the hash-table (from "button_normal100x20" as an example) that texture pointer is used to avoid the need to redraw it piece by piece again. Nine-patches are a pretty common way of doing resizable texture based UIs.
fd0722 No.15653496
Man, i just love how fucking well Colliders work in Unity at high speeds.
FUCK, i just hope Spherecasts work at such velocities or i'll have to write my own collisions.
e090a2 No.15653739
>>15652163
Well the issue on windows is the opengl it actually ships with is old as shit
3e1ebf No.15653745
>>15653466
>Nine-patches are a pretty common way of doing resizable texture based UIs.
I can usually figure out stuff on my own by looking at how others do it. I didn't know that was the common approach, so that's good to know
9d6834 No.15653845
>>15653739
What the fuck are you on about?
Do you actually do ANY research in this shit claims you make?
https://www.khronos.org/opengl/wiki/FAQ#How_Does_It_Work_On_Windows.3F
>When you run your program, opengl32.dll gets loaded and it checks in the Windows registry if there is a true GL driver. If there is, it will load it. For example, ATI's GL driver name starts with atioglxx.dll and NVIDIA's GL driver is nvoglv32.dll. The actual names can change from release versions.]
7980e5 No.15653987
Finally I got octrees and ecs working together, sort of.
I started dabbling in the Unity ECS to avoid having to make my own managing system for saving created world objects, as I've got myself making an SortOfECS system just for saving.
Now I've got a prototype save and prototype octree working, so I am certain I can finally go back to making game on this strategy. The ECS is being used as a object management solution, I am basically tagging shit and searching for tagged stuff, none of the nifty ECS and job system features are being used for now.
Just ignore the T-posing, it's fixed already but I couldn't bother making another webm
d6dfea No.15654014
>>15650759
scissor and viewport setup will do it, yep.
glEnable( GL_SCISSOR_TEST )
then glViewport() and glScissor() with identical parameters to set the draw area.
draw stuff
then restore the old viewport and disable the scissor test.
d6dfea No.15654034
>>15650775
someone may have already mentioned it, but you could render to a texture target and then copy that texture to the display buffer. Does XNA allow rendering to some other target than the back display buffer?
3e1ebf No.15654049
>>15654034
I'm with SFML now, but yeah you can in both cases.
Though, would you create a texture for each UI form? Or just have on that's the same size as the back buffer?
fd0722 No.15654121
>>15653820
I already tried all of that, tried fixedupdate and update, tried every possible way of continous, continous dynamic, interpolation, extrapolationn and whatnot, tried rigidbodies, tried charactercontrollers, tried triggers. I went through every single way Unity can do collisions. All is fine at lower speeds but i guess Unity collisions simply have a hard time dealing with speeds of over 1500mph.
Spherecasts seem to work fine in my case though so luckily i've solved my problem.
3e1ebf No.15654135
>>15654049
>>15654034
Nevermind, I have no idea what I'm doing
The SFML version I'm using is the C# wrapper, and I can see examples of them using C++ code to call GL functions, but I don't know where it is even located, things just seem to work magically. I have like 14 .dlls already just to make SFML work
7980e5 No.15654190
Making new animations, will post video when they are done, polishing these to not look robotic is hard.
c52537 No.15654502
>>15654121
It should still work fine; that's one such problem that continuous dynamic was devised to solve.
I actually just tested it, and it works as intended
I tried 100k m/h, 500k m/h, 1mil m/h and it still works great.
If you're colliding with a kinematic rb, it needs continuous enabled too, btw.
3e1ebf No.15654596
>Remade ActorComponent
>Now only stores Actor[] and an int Count, for how many instances are actually used
>Since I learned about Array.Sort (which was used in sprite sorting and is very fast), I applied this to ActorComponent as well
>Specifically, I don't need to make a duplicate sorted collection, etc, I just sort the array of Actor instances from [0..N) based on position, then work backwards from N to 0 calling updates
>Actor now has an UpdateFlag that is merely used to see if it was created on the current frame, so we know whether to update it as we go or not. Actor is also IComparable<Actor> so it can be used in sorting
Some things are still a little cumbersome but the framework is kinda there
e09ce9 No.15654606
Warning! blog post ahead.
I'm frustrated that my approach to modding encountered a lot of problems, the idea was to use shared libraries for mods, the game will dynamically load mods in a certain folder and it will expose its API to them via a function table, that's kinda what SDL does, should be easy right? if only.
I'm writing the game in Nim, and I want to code mods in Nim too, it's a nice language, I refused to use embedded languages, I wanted every part to be as efficient as it can, turns out Nim had simple flaw, only one instance of the GC should be available for the game and DLLs made with Nim, of course, DLLs that are not made with Nim don't have this problem since you'd do manual memory management and you won't have a GC trying to free something that the game is still working with.
Of course, there's a solution, nimrtl, it automatically put the GC in a separate library and let your game and (Nim) mods rely on it, that should do it right? it works, initially at least, but there's a problem with using certain modules, your mod simply won't compile if you import them, you can choose to simply not use them and that may work, but I wasn't satisfied with it, it wasn't enough, and I don't want to wait for that bug to be fixed.
Hours later I've found that it's better to just disable the GC for the DLL and do manual memory management, but Nim would loose most of its charm if you have to do that, and new modders wouldn't know all the language quirks.
But at least there was a middle ground, with "gc:regions", you can set up memory chunks for different jobs, it will mostly be a persistent memory region that the game would use, and a temporary one which will need to be flushed every now and then, only at the cost of adding few lines, it was near perfect.
But life is hard, and wouldn't want you to have the cake and eat it, this time the culprit is windows, it has a real shitty quirk, it refuses to reclaim memory unless the program exists, if you're not careful, you can consume the whole RAM allocating chunks after chunks with deallocating simply not returning memory to the OS, this isn't the case in Linux at least, but this problem is serious.
What it means is that (Nim) modders should be as efficient as possible with memory and should reuse as much of it as possible, which already requires a decent knowledge on top of coding and compiling the mods.
I accepted those flaws anyway, moddability can break or make a game, even if modding will be hard, a static game would attract less people and die faster.
While doing all this I did check LuaJIT, it's impressive, and it's actually really fast, using SIMD and all kind of optimizations without compromising mod simplicity, I may use it one day, but I have bad memories with glue code.
3e1ebf No.15654632
>>15654596
Wait here's a better video
c83622 No.15655117
>>15654596
You're going full ECS?
fd0722 No.15655199
>>15654502
You're right and it turned out to be a really stupid thing. Found the reason in the documentation.
>MovePosition
>…therefore calling this method repeatedly without waiting for the next physics update will result in the last call being used.
I used MovePosition at two different times within the same update. I now do all the calculations with custom vectors first and at the very end i call MovePosition once, seems to work fine so far. Thanks.
3e1ebf No.15655626
>>15655117
Nah. So the whole thing is that I need to update actors in order from bottom right to top left. Both actor and tiles are structs for performance reasons, the downside being that individual operations eg MoveLeft() ,being a little more cumbersome.
The big issue I have is defining object behavior and I absolutely do not want to use inheritable classes for this. So rather I took my GameState which is a class strictly for modeling thr playback fof a level/map and broke it into different modiles. Thus I have an API of sorts, I pass in a GameState to the behavior.tick method or whatever, and then it has access to each modules functions in a vacuum, eg Status.AddTime or Tile.Exists
I don't want to define behavior in code but I don't want to define it in raw text either
c52537 No.15655786
>>15655199
I'm glad you got it working/figured it out, and happy to assist
>>15654190
>polishing these to not look robotic is hard
If you find any tricks lmk
40039a No.15656047
The inventory is working. The player can pick up and use items and weapons. Weapons go into a weapons slot while the magazines go into the general player inventory. Inventory items are accessed using the number keys. I still need to add some visuals for the inventory as you can see, or rather, not see.
4fd97b No.15656249
Put my rocks in Unity. Have to tone down the baked AO and add more variety.
40039a No.15656320
>>15656249
The way you have it looks unnatural and like you mixed up the scale when combining two model kits.
Those horizontal striations capping the walls should be as tall as the house at least. The walls need to be up and further away from the house as well. The ground should slope up to meet those mesa walls, from the erosion.
If you want a mesa that isn't that tall, then it should be mostly slope with one or two very thick horizontal layers on top. Pic related with humans for scale. The mesa you used for photo reference is way bigger than what you have here. It's like using the topology of the mountain to create a hill, or shrinking down a tree model to get a bush.
b4378d No.15656342
>>15656249
General graphics tip for unity (since it looks like you haven't done this):
Go to edit, project settings, player and set the color space from gamma to linear
You might just love the result
There are times for gamma, sure, but realism likes linear
1abec5 No.15656357
check my sewer tunnels lads
40039a No.15656373
>>15656357
What kind of game are you making?
4fd97b No.15656382
>>15656320
Yeah I'm not satisfied with the placement yet. I still need to think of a better map layout since I need to implement visual checkpoints so large chunks of the map can be occluded for performance, this is a VR game. I'll follow your advice. Was gonna make it a tad taller. Not life size taller though.
>>15656342
Just read up on that after reading your post. Interesting, thanks.
05f25a No.15656388
>>15656373
A first person shooter
1abec5 No.15656390
>>15656373
a pvp game where you get a band of retards together, occupy an empty building, build it into a fuckmassive base that produces money, guns and gear for you then you go shit on other peoples bases from a great height for even more money + unlocks
basically urban rust without the busywork of whacking trees and rocks with an axe for hours on end
40039a No.15656422
>>15656390
Ah, it's an An-Cap simulator. Sounds interesting. Good luck getting something of that scale to work if you're a one man team.
1abec5 No.15656485
>>15656422
yeah, games like ~20% finished and I've been grinding on it for about a year now
multiplayer and all the basics are functional and stable but the code is pretty hideous to look at and will need a cleanup before (if) i bring anybody else into the fold
fb1e18 No.15656605
>>15656573
>2nd .webm
>All those triangles
Is my whole 3D knowledge a lie?
3a8a51 No.15656617
>>15656605
that guy only works with triangles, none of this is sculpted. Impressive though I'm not sure it's the right way to approach it
5afaaf No.15656886
>>15656617
Well my boner thinks it's the right way.
959c57 No.15656911
Assuming I don't want to use any graphical 2d/3d objects, and want to make an entirely text based game, would it be easy to just do it from scratch in Python?
3490f0 No.15656966
>>15656911
If you don't use anything except text for your game, you can do it easily in just about any language including Python.
82fab3 No.15657001
>>15643511
>>15643437
Make it moan, or spazzy type moan or sceam, should fit like someone knocked down and killed, or make it where you can hear the blood pooling out of its body or something. Or just make it moan like a hentai girl.
>>15654190
I hope she can abduct the farmer and rape.
>>15656357
What kind of year is this? Storm or sanitation sewers? I am pretty positive that storm sewers are the only ones that get big. Also not sure how old that sewer is supposed to be but sewers dont make curves. The pipes dont curve let alone, if they do its just short turns, nothing sharp like a 90 degree turn, or even a 45. I can ask my professor if you want more information.
>>15656573
I hope her pucci is as flexible.
2ded07 No.15657092
>>15625716
>lawn mowing simulator
the homeowner in me can't fucking wait
the person that loves video games in me hates me
1f513a No.15657377
Anyone else recently have a "why am i so retarded" moment?
I spent an hour on a makefile before i realized i could just put shell commands in it to accomplish what i wanted (moving files after compiling). After that I was done in 5 minutes.
ffe32f No.15657410
Has anybody here tried making a game in WPF?
602342 No.15657442
>>15654606
I suggest just adding a warning to the documentation that memory management must be manual, and patch it later if it becomes a problem. Most game mods are models and skins anyway, so you should focus on streamlining that instead IMHO.
>>15647873
I am, thank you.
b67196 No.15657485
What's the best way of releasing vidya anonymously? Most stores, hosting sites, and stuff like public git repositories at least need pseudonyms. Is the answer releasing everything under a different pseudonym and accepting that someone will recognise you?
c451b8 No.15657494
>>15657485
Upload the game here. Just change the extension to .pdf and hope people will reupload it to other places.
e916f1 No.15657576
>>15657485
If you use a different pseudonym for every single thing you release, how is it gonna be tracked to you?
Itch.io or even Steam might be your best bet if you want to sell it, otherwise you can use Gitgud.io and have public releases for it.
Must you release something 100% anonymous? If so, you'd need to upload it to somewhere that can't trace back to you and share the link in anonymous communities, but it's probably better to ask yourself first just how much anonymity do you really require. You might be putting too much effort for the same results.
79dca7 No.15657622
>>15657485
You could hand it to someone who could upload it for you, though that'd probably get real complicated down the line.
b67196 No.15657769
>>15657494
>>15657576
Yeah, pseudonyms is probably the right option. Truly anonymous vidyadev is probably impossible without dumping your game on some torrent tracker, uploading it to an imageboard if it's small enough, or setting up an IPFS site and hoping people seed it.
b67196 No.15657795
>>15657769
>impossible
wrong word
1f23c7 No.15658353
>>15657485
I did some research on it since I wanted to make a "controversial" game without linking it to me, long story short, if you want to sell it, you're out of luck, itch.io and steam will happily give your real name to the press, and you should expect the same from every platform where you need to provide your personal data.
Releasing it for free is easier, you can just dump the files and let other anons spread it, lolisim has a repo that isn't maintained by the dev, and the dev only share it on anonymous platforms.
589c19 No.15658370
>trying to make icons that is limited to 32x32 with AAA tire graphic models
just fucking kill me fam.
b67196 No.15658412
>>15658353
My motives are less about controversy and more that ideally I'd want people to go into my games with fresh expectations. Sure, someone might think "hey, I bet this is made by the guy who did X" and that's fine, but I'd like to pleasantly surprise people and attaching the same identity to everything could weaken that.
3e1ebf No.15658418
>>15657494
> Just change the extension to .pdf
Hol' the fuck up.
Trying this with an old version of that yt-dl program
364eb8 No.15658453
YouTube embed. Click thumbnail to play.
why haven't you made a hero shooter yet, anon? do you hate money?
3e1ebf No.15658461
>>15658453
Money is a jewish invention. I'm releasing my game for free and open source, as G*d intended
c0cfc0 No.15658495
>>15657485
>make new pseudonym
>get new VPN and/or tor
>only talk about your game under that pseudonym and connection
>upload it to a DDL site and post links on a free wordpress site or something when it's fucking ready
>>15658453
Get with the times grandpa. Hero shooters are dead, battle royale is the meme of the fortnight
1abec5 No.15658721
>>15657001
its based on storm drains but i made the water turd brown cos why not
im working off these references
07fa4a No.15658871
>>15651851
I'm in here now and then, and yeah you're absolutely right. I'm just getting shit on right now with unexpected issues in other projects that have more immediate(as in days away) deadlines and I've gotta take care of them first. I've got some plans that I'll be acting on early this weekend though if things keep going apace.
b1c97b No.15659632
>>15646847
Have you ever played super mario maker? That thing is terrible. Every time I go through a door there's a 50/50 chance of it being an instant death "so funny" door. Kids have no idea how to design anything, partly because their kids, partly because they just have no training in game design. I think anyone can actually make a game but there's no one making games that are good anymore.
>>15646964
sure, here
3e1ebf No.15659654
>>15659632
>leaked_runescape_4_footage.avi
2f2249 No.15660031
Took some advice from anons in the last thread and think I've finalized the skill list for my thief character:
1.Poison Strike: Inflict low Sword damage on an enemy. May inflict Poison.
2.Pocket Sand: May inflict Blind on an enemy.
3.Swift Strike: Inflict medium Sword damage on an enemy and raise own Speed until end of next turn.
4.Blade Flash: Inflict high Sword damage on an enemy based on own Speed.
5.Stormblade: Inflict medium Sword/Air damage on one enemy with further low Sword/Air damage on all enemies. May copy negative status from target to other enemies.
6.Steal Armor/Weapon/Accessory/Item/Money
7.In/Decrosa: Enhance/Reduce one ally/enemy's Speed for 4 turns
Alin/Aldecrosa: Enhance/Reduce party/all enemies' Speed for 4 turns
8.Amethyst Shield/Break: Enhance/Reduce one ally/enemy's Air endurance for 4 turns
9.Purple Edge: Inflict weak Sword/Air damage on 1 enemy
Gale Edge: Inflict Sword/Air damage on 1 enemy
Kamikaze Edge: Inflict heavy Sword/Air damage on 1 enemy
10.Gust/Algust: Weak Air magic, targets 1/all
Gale/Algale: Air magic, targets 1/all
Hurricane: Heavy Air magic, targets all enemies
11.Wind Boost: Slightly raise the power of Air magic. [passive]
Gale Boost: Raise the power of Air magic. [passive]
Tornado Boost: Greatly raise the power of Air magic. [passive]
12.Windfilter: Enhance own Air endurance [passive]
13.Locktouch: Treasure chests can be opened without keys [passive]
14.Rush Stance: Enhance own Speed and Critical rate for 4 turns. [trigger]
15.Sabotage: Inflict Poison and Agility Chain on all enemies [trigger]
16.Smoke Bomb: Reduce own Target Rate for 4 turns [trigger]
Trigger skills are similar to limit breaks in that they have to charge up before you can use them.
c52537 No.15660275
>>15656605
Triangles are extremely useful for deformations (elbows, boob physics deforms, shoulders, knees, butt to thigh deform, thigh to hip deform, etc).
So, tris collapse into themselves while retaining volume when that area bends inwards, and maintains volume/protrudes when the area bends outwards.
As opposed to a quad, which is just pushed/pulled, and is just flat (so, requires a lot more at smaller size to get same effect as tris for deformations, or to use tris in bendy areas as to maintain volume).
Though, knowing the properties of both, one can combine them using their individual strengths/weaknesses into really nice deform topology.
It's my guess that that 3dmodeler was going for proper deformations + retaining volume (as all the extra bones appear to be "retaining volume" bones/vert groups/weights), and wasn't going for a sculpting/subdivision topology (i.e. all quad topo).
Each has their purpose, and to say "quad topology is right for all cases", is naive.
c52537 No.15660525
>>15656573
oh yeah, can u drop a source?
Would like to see their other work and techniques
a9dc42 No.15660551
>>15660543
Gondola Explorer is a game I want to play. The statue of Gondola.
5afaaf No.15660560
>>15660275
>>15656617
>>15656605
Th "proper" way of making a realistic model is to first make one with all quads, sculpt it to be realistic, then recreate it entirely with a mixture of of quads and triangles trying to overlay the new model as much as possible on the old one while keeping in mind deformations and the like, and finally use the sculpted mesh to bake normal maps and shit.
Of course since modern graphics cards can shit out gorillions of triangles anyway, a lot of companies cut corners and just use sculpted meshes directly, while throwing more quads against it to get the right deformations.
If that guy somehow made those meshes manually without sculpting I salute him, but I highly doubt it.
40039a No.15660568
>>15660543
Nice to see you're still around.
c83622 No.15660809
For my final I have to make a clone of a simple game in windows forms with C++.
568938 No.15661021
>>15658453
>6 people make a nearly AAA-tier looking arena shooter in 2 years
Tell me again why AAA companies need many hundreds of people to make games and the games are still shit. You could only maybe justify it at the scale of games like GTA.
Those guys in the video would have just needed a few more people dedicated to designing/build maps, and someone to create character/weapon mechanics specifically.
14411b No.15661037
>>15661021
Because they mostly hire worthless shits;
diversity hires are a hell of a drain.
70a539 No.15661615
>>15661021
Cause its just 1 map with 2(?) characters.
568938 No.15661719
>>15661615
How many people do you think it takes to create a map or a character in 2 years if they're specifically hired to do that job every day? 6 people and 2 years includes all the engine work and splitting time across multiple fields for the artists.
I'm not saying you can make AAA games with 6 people, I'm saying there's no reason for it to require 600.
308944 No.15661936
>>15660525
guy's called Sakura Mochi, mainly posts on twitter https://twitter.com/sakuramochiJP
>>15657001
>Make it moan, or spazzy type moan or sceam
I think I should get some friends drunk and have them record sounds for monsters
>>15656249
looks amazing. That cliff would nicely fit in an RTS tbh
>>15660543
how long has it been? A year or more?
806496 No.15662675
d1ef27 No.15662824
>>15656605
>>15656617
Arma 3 requires you to triangulate your meshes.
>>15661021
>>15661719
More people speed the process up, which is why they frequently update content like Ubisoft's R6S. However, you're right about it being a drain.
c31975 No.15663166
Can anyone help me pinpoint what's wrong with my raycasting? I'm starting to be sick and tired of this shit. Please don't give me lodev's raycasting tutorial I don't want to copy/paste like I've seen many do all over the internet.
#include <SFML/Graphics.hpp>
#include <iostream>
#include <cmath>
using namespace std;
using namespace sf;
const int window_h = 400;
const int window_w = 520;
const int blocksize = 64;
const float fov = 60.0f;
const float pi = 3.14159;
const float ray_length = 500.0f;
float pos_x0 = 5.0f;
float pos_y0 = 5.0f;
float pos_x1, pos_y1, angle = 40;
int game_map[10][10] = {
{1,1,1,1,1,1,1,1,1,1,},
{1,0,0,0,0,1,0,0,0,1,},
{1,0,0,0,0,1,0,0,0,1,},
{1,1,0,1,1,1,1,0,1,1,},
{1,0,0,0,0,0,0,0,0,1,},
{1,0,0,0,0,0,0,0,0,1,},
{1,0,0,0,0,0,0,0,0,1,},
{1,0,0,0,0,0,0,0,0,1,},
{1,0,0,0,0,0,0,0,0,1,},
{1,1,1,1,1,1,1,1,1,1,},
};
float to_radian(float degree){
return degree*(pi/180);
}
float rad_cos(float degree){
return cos(to_radian(degree));
}
float rad_sin(float degree){
return sin(to_radian(degree));
}
float rad_tan(float degree){
return tan(to_radian(degree));
}
const float plane = (window_w/2)/rad_tan(fov/2);
int main(void){
RenderWindow window(VideoMode(window_w, window_h), "Raycast");
Event event;
while(window.isOpen()){
for(int x = 0; x < window_w+1; x++){
pos_x1 = pos_x0 + ray_length * rad_cos((angle + fov/2)-x *(fov/window_w));
pos_y1 = pos_x0 + ray_length * rad_sin((angle + fov/2)-x *(fov/window_w));
int steps;
float xpos = (float)pos_x0;
float ypos = (float)pos_y0;
float x_inc, y_inc;
float dx = pos_x1 - pos_x0;
float dy = pos_y1 - pos_y0;
if(abs(dx) > abs(dy)){
steps = dx;
}else{
steps = dy;
}
x_inc = dx/(float)steps;
y_inc = dy/(float)steps;
while(game_map[(int)xpos][(int)ypos] != 1){
xpos += x_inc;
ypos += y_inc;
}
float dist = sqrt(pow(2,pos_x0 - xpos) + pow(2, pos_y0 - ypos));
float c_dist = dist * rad_cos(fov/window_w);
float slice_height = blocksize/(c_dist*plane);
float middle = window_h/2;
float top = slice_height + window_h/2;
float btm = slice_height - window_h/2;
Vertex line[] = {
Vertex(Vector2f(x, top), Color::Red),
Vertex(Vector2f(x, btm), Color::Red)
};
window.draw(line, 2, Lines);
}
window.display();
window.clear(Color::Black);
while(window.pollEvent(event)){
if(event.type == Event::Closed){
window.close();
}else if(event.key.code == Keyboard::Escape){
window.close();
}else if(event.key.code == Keyboard::Z){
pos_x0++;
}else if(event.key.code == Keyboard::S){
pos_x0--;
}else if(event.key.code == Keyboard::Q){
pos_y0++;
}else if(event.key.code == Keyboard::D){
pos_y0--;
}
}
}
return 0;
}
c83622 No.15663395
>>15663166
Not sure raycasting is the way to go about your antifa flag simulation. :^)
d1ef27 No.15663400
Is there any reason why 3d animation looks less smooth for mobile games? It looks pretty choppy in most games that I've played in. What's preventing it from having IK?
d66309 No.15663479
>>15663166
See >>15663395. You want to do raymixing instead.
5fb3d9 No.15663507
>a few hours trying to self teach myself Python and this is what I have to show for it
What should my next step be? Anyone have experience coding totally text based games?
c52537 No.15663638
>>15661936
thanks
unsurprisingly they're a jap.
to be expected with that level of quality tbh
>>15662824
All mainstream engines I have knowledge of convert meshes to tris upon import, or as you mentioned require a triangulated model.
Afaik this is due to shaders and triangle rasterization.
So in the end it's "all triangles anyways", but obviously as mentioned and as you've read there's reasons to use quads over tris and vice versa when modeling.
>>15663400
Probably because it's the "low-bar" for game dev.
Shit-tier devs make shit-tier animations; who would'a thunk it
Choppy animation usually means low-fps animations and/or lack of interpolation.
It could also be hardware and/or software related.
>What's preventing it from having IK?
hardware/game design constraints, laziness
>>15663507
>Anyone have experience coding totally text based games?
yes, for a uni project in C++, it was fun for an exercise but it isn't really on the scale of a real game. it is good practice for a beginner tho.
also python is good for learning the basics, but I wouldn't recommend it for a game.
>What should my next step be?
collections, different types of loops
after that move onto a C-language (C#, C++, C if you want2 learn low-lvl).
40039a No.15663672
>>15663507
>Anyone have experience coding totally text based games
Yeah.
Look into natural language processing. What you want is a dependency parser. I wouldn't recommend it for a beginner even if you're using a library. Make clones of atari games like breakout, pong, lunar lander, or asteroids.
a1b78a No.15664630
Hi boys,
I started pluggin away at OpenGl, been followin the tut here: https://learnopengl.com/
Is this a good tut to get started with / are there any better ones?
My ultimate goal here is to recreate og doom.
568938 No.15665912
>>15664630
Unless you're a super genius and/or I'm a super retard, you'll need multiple tutorials. There's no one place stop that gives you proper and comprehensive enough of an understanding of it to be able to make things on your own.
Here's 2 more
http://ogldev.atspace.co.uk/
https://open.gl/
9d6834 No.15666148
>>15664630
I've used open.gl, but learnopen.gl looks to be a more detailed version of it now. (Especially it going in-depth into a VAO is very useful, since VAO's are very vague/weird objects.) It's good enough for getting started and getting triangles to draw.
If your goal is to make something widely compatible, then be sure to read documentation into what each object actually encompasses.
Implementation differs wildly between Linux, Windows, AMD, NVidia and Intel. Following the spec is the only way you're guaranteed to get (mostly) the same results, so understand what is and isn't allowed is important.
This is especially the case with Linux, as Linux implementations of OpenGL tend to be very strict compared to Windows.
An example of this, which tutorials often get wrong and glance over, is the fact that EBO's can only be bound in a VAO.
Every object in OpenGL can be created and bound to a global context, but EBO's are an exception to this rule. Because it is required to bind an EBO to fill it with data, this means you'll end op creating and binding a VAO and destroying it right after just to accomplish this.
Windows implementations don't follow this spec and instead often have a global hidden VAO that is bound when no VAO is bound, allowing you to bind an EBO anyway. But Linux implementations are significantly more strict. The ogldev.atspace.co.uk tutorials that >>15665912 mentions don't actually do this correctly, and I've had to modify them their code in order to get them to actually work on my Linux system.
Another thing to read into is how shaders actually work. Shader code cannot branch, nor can they dynamically decide which memory objects to access. Yes, you technically can write code, and yes, the glsl compiler of your driver will just accept it and run it, but you'll end up with visual glitches in some cases. Read into dynamically uniform expressions.
Using shaders incorrectly causes graphical artifacts based on a whole slew of factors, which vary widely on different brands of hardware too.
9d6834 No.15666149
>>15666148
>I've used open.gl, but learnopen.gl
fugg I meant learnopengl.com
af06da No.15666259
>>15634389
Looks really nice
308944 No.15668784
Going out for a walk to take pictures that turn into assets so nicely is always satisfying
7980e5 No.15668816
308944 No.15668830
>>15668816
>>15668666
you too, my dudes. Nature is the perfect inspiration
7980e5 No.15668852
>>15668830
Nature and Anime Titty
7980e5 No.15669039
My autism is flaring
I am about to start a massive undertaking to use instanced rendering on all this shit, right before 11/11
These fuckers are made of plenty of GameObjects to top it all off
20808e No.15669268
Kinda program would you suggest for developing an FPS game ??
7980e5 No.15669295
>>15669268
Unity, to make pong first, then arkanoid, then tetris, then asteroids, then you can go make your FPS game
I actually wish there was a "easy to make 3D game" to add to the list, but there is no such thing as "easy 3D game"
If you are making this question, you are just about to get started making game, I'd bet
If that's the case, I suggest you start with easy stuff
Like in the martial arts animes, you work up your basics to mastery before learning the ultimate technique
7980e5 No.15669316
>>15669295
You say this, but we went right into the fight without working the basis
20808e No.15669325
>>15669295
>Amateur Gamedev General
Can I use unity for 3D games ?
20808e No.15669327
>>15669325
Someone I know at church suggested Unity (should I buy premade models ?)
c31975 No.15669333
>>15669327
No, don't buy anything, there's enough free resources online.
2169e3 No.15669337
>>15669032
Now I want a titty tree.
7980e5 No.15669338
>>15669327
Never buy models
20808e No.15669339
>>15669333
Can suggest a site for free resources ??
7980e5 No.15669345
7980e5 No.15669351
>>15669316
And many regrets were made
20808e No.15669355
>>15669345
is Unreal better than Unity ??
c31975 No.15669356
7980e5 No.15669358
>>15669355
only if you are a experienced team of professionals
20808e No.15669359
>>15669345
I've more tutorials for it on Unreal
7980e5 No.15669361
>>15669355
Depends, the most important factor is knowing how to use the engine, both can make great games, you need to know what you are doing
308944 No.15669365
>>15669316
I love the schizophrenic feel of you guys posting under one ID
>>15669325
>Can I use unity for 3D games ?
It's better at 3D than 2D.
>>15669327
>should I buy premade models
It's in the spirit of agdg to make your own stuff, otherwise what >>15669333 said
>>15669339
I'd recommend starting by looking at the wiki
http://8agdg.wikidot.com/graphics
7980e5 No.15669371
>>15669365
Maybe we are one guy with two computers :^)
c52537 No.15669372
>>15669325
>>15669327
discontinue your cancer meme spacing
>Can I use unity for 3D games ?
yeah, unity is called "Unity3D" for a reason.
>should I buy premade models
First, you should make an effort to keep your art style consistent.
There's plenty of free resources online; look on the agdg wiki under graphics.
Make your own models, or get an artist after you've prototyped a game; which may attract one.
>>15669032
best post is anime tittie tree post
>>15669355
They're both great engines.
I prefer Unity because C#, better docs, more consistent updates/features, and things like consistent GDC and unite events + community outreach; also I've used the engine for many years so its grown on me (so I'm heavily biased).
>>15669295
>>15669316
For context this ID is a pair of dev brothers posting from the same IP; it's not a schizo
7980e5 No.15669394
>>15669372
Unity is also not owned by fucking Tencent, but that's more a ideological problem than Engine quality
cc7cf7 No.15669419
>>15669295
>pong
>tetris
>arkanoid
>starting on easy modo
Where's the fun in that. It's better to aim for the stars and start with a dream game.
c52537 No.15669473
>>15669394
true lets not start an engine war rn tho i don't have the mental energy atm due to uni midterms
each has their merits and pitfalls
>>15669419
it's good practice for life when you think about it
308944 No.15669520
Too bad speedtree won't do this oak bark justice
b2e19d No.15669807
>>15622921
How well does C# work in godot? Is it on par with GDScript yet?
c83622 No.15669940
>>15669807
There's no documentation and from what I hear there are things you can't do that you can in GDScript.
25db13 No.15670373
I feel like an absolute retard but I'm really blanking out here. I remember reading about something I had never used before that was part of c#.
Essentially you could add a bunch of functions to a single container function, then once that was launched all the functions you added to it would launch.
I was 100% sure they were called flags, but I can't find anything about it now. Does anyone know what I'm talking about and can point me in the right direction?
pic unrelated for attention
92a3bc No.15670415
>>15669268
>>15669325
>>15669327
>>15669339
>>15669355
Why are you writing so many posts in a row? You seem like an ESL 12 year old due to your retarded questions and lack of English skills.
4f80d1 No.15670662
Does mesh deformation and animation happen on the CPU or GPU?
c52537 No.15670862
>>15670373
I think you're trying to remember delegates/events
>>15670662
It depends on the engine, and their implementation.
Animation usually occurs on the CPU, but for skinning (transforming actual mesh); this can occur on the CPU or GPU.
Unity can do either for skinning (tho, afaik it's not included OOTB, you need to grab the plugin from unity's github).
>>15670415
It's a wayward redditor
c52537 No.15670872
>>15670862
>Correction
GPU skinning for unity isn't included OOTB afaik.
CPU skinning is the default.
3e1ebf No.15671488
180da9 No.15672112
>the gdnative tutorial is garbage
>the error messages are even worse
3e1ebf No.15672180
Anyone doing it? I'll make a general on /agdg/ for what it's worth.
>The theme for this year's Game Off is HYBRID!
>>>/agdg/32517
1612d0 No.15672192
>>15672180
I don't want anything to do with anything that Gitcuck is involved in.
>dedicate a WHOLE MONTH of your year to this
No.
3e1ebf No.15672196
>>15672192
But anon, Github is promoting FOSS projects and what's the fucking point of that if they're owned by Microshit now :^)
3e1ebf No.15672225
Got a good chunk of basic/common actor behavior coming together now.
9d6834 No.15672284
>>15672180
>dedicating a month to a github jam
>when you could be delivering something for demo day instead
3e1ebf No.15672303
Working on my input recorder next. The way I have it set up is that my GameState object increments a counter every tick, which is a ushort, so it repeats after 65536 ticks. This means that instead of tracking an int (4 bytes) per change of input, I only have to track a ushort (2 bytes).
The downside is that a replay recording will break if you stand perfectly still for 18 minutes without pushing any buttons, but the timer should have run out by then, so I think it's fine.
>>15672284
>Theme is Hybrid
>Submission is "hybridized" to be released for Demo Day AND the Jam
25db13 No.15672500
>>15671488
Is there a specific reason why this code doesn't work in Unity?
It's just telling me
>The type or namespace name EventHandler<> could not be found
25db13 No.15672506
>>15672500
Apparently you have to define them as System.EventHandler and System.EventArgs fuck if I know why
ecb996 No.15672508
>>15670862
>>15670872
Wew, if I understand it correctly, that means applying a transform with weight to every single vertex in the model? that would saturate the CPU pretty fast
e916f1 No.15672512
>>15672500
Add "using System;" to your script. There's a lot of shit that needs you to add their namespace to the top if you want to use it like Serializer or Unity.UI, etc.
Also, Anon… It's the first result if you google for it: https://stackoverflow.com/questions/18094063/the-type-or-namespace-name-eventhandler-could-not-be-found
Always google your errors, someone already had them and asked for help before you did.
>>15672500
You can just type "using System;" on top to avoid having to type System. before that. Otherwise you have to type it because you're using that Namespace.
c52537 No.15672516
>>15672508
>that would saturate the CPU pretty fast
It's multithreaded in unity, and no not really; as accessing an array of vertices in linear order to transform them works in a DoD manner.
I.e. harnessing how the CPU works, little to no cache misses, and the logic is very simple; so it's quite fast in actuality.
The issue comes about when there's extremely high vert counts with quite a few models on screen at a time.
However, that's what LoDs mitigates, and if you have spare GPU budget with those high poly models then you can always offload it to the GPU (which has many more cores, and this job is perfectly suited to, as there's no branching and fits in the 16kb cache size of most GPUs quite well).
>>15672500
Search engines are your new best friends m8
5b5b64 No.15672572
>Try out Choosenim on Windows because hadn't tried it yet and sounds convenient
>Compile errors about sizes, even after double checking my Nim and installed GCC are both 64-bit
>Turns out Choosenim 'doesn't support 64-bit yet' and installs its own 32-bit GCC without warning
>Get SDL2 and MinGW set up after that
>Last thing I need is SDL2_gfx but the fuck doesn't offer binaries
>Install and set up CodeBlocks to import that VS solution file
>Compile the shared .a library version but it complains when trying to compile DLLs
>Need to download the Windows SDK for the .lib files it needs
>Still complains after that, even when pointing it directly to the folder I can see the .libs in
>Hear it might be an issue with importing to CodeBlocks so install VS and all the bullshit that needs
>Have no luck getting that to compile DLLs for SDL_gfx either so say fuck it, what am I actually using it for anyway
>Was only using it for FPSManager which is just a convenience shit around SDL_Delay so remove that and do my own
>Now game crashes on launch, turns out the placeholder array I had thrown in for history states was bigger than the default stack size on Windows, which was a good thing to learn about
>Game launches from Git Bash fine but when I launch it from Explorer I get an error about not being able to find the entry point for libpng
>Turns out the Git folder has a mingw64/bin too that the Bash shell executable uses and the zlib that libpng depends on in that is newer than the one in my C:\mingw64\bin
>Finally up and running
Well that was a learning experience. Also there seems to be an odd discrepancy between Windows and the other platforms on memory usage. On OS X and Linux I see ~70MB but on Windows I see <20MB.
e916f1 No.15672690
AHAHAHAH
I feel like a fucking genious.
So here I am, thinking about Serialization to save my game and the state of every object in it.
It works fine for the world and the terrain since they are known classes.
It would even work fine for Furniture or Items since they inherit from a base class too. Except these have their own specific scripts with their own variables that I want to save as well. (And a few components, but that's not important for now).
For example, I have Oven.cs that inherits from Furniture.cs and has a bool saying if it's On or Off. How do I save this?
Well it's simple enough: Make XmlOvenData that inherits from XmlFurnitureData and put it in a List<XmlFurnitureData> on the XmlTileData to be saved!
Well, fuck, it doesn't work. When serializing the tile data, it iterates over that List and either uses the base type XmlFurnitureData or complains that there's something in it that's not XmlFurnitureData and it wasn't expecting that. How do we solve that?
Simple!
List<System.Type> extraTypes = new List<System.Type>();
extraTypes.Add(typeof(XmlFurnitureData));
extraTypes.AddRange(System.AppDomain.CurrentDomain.GetAllDerivedTypes(typeof(XmlFurnitureData)));
XmlSerializer serializer = new XmlSerializer(typeof(XmlAreaData),extraTypes.ToArray());
This lets the Serializer recognize extra type of data, and on top of that, any time I make a new Xml(somethiing)Data for a new Furniture type, it's automatically added to this list and recognized, using that type instead, enabling me to never look at this part of the code again.
This means that, as long as I set up said Xml(somethiing)Data, that piece of Furniture will be properly serialized regardless of anything else and all I gotta do is make sure it's constructor records whatever specific variables there are for that object, even including other components it might have!
And I can freely re-use this for Items and Mobs so every inventory can save any item in whatever state it currently is, while every Mob can be composed by whatever number of limbs (separate objects) I want and even be missing them as well.
I have no idea what the industry standard for saving\loading data is, but the fact I managed to cobble this up together on my own makes me feel fucking great. I bloody love writing code and solving problems.
7919cf No.15672706
>>15672572
>Choosenim
Yeah that's a known issue, the devs want to make it 64bit only and people who want 32bit will use the installer, I used the installer because it's less prone to errors.
>SDL2_gfx
I know that feeling, that library is pure trash, currently it's just a wrapper for openGL, took me days to get it to compile only to know that even if you force it to use 1.1 (to support old machines like mine) it doesn't work, it still use recent version texture which made it a total waste of time for me, its code isn't special anyway, you're better off with RayLib or SFML, although I had the same problem with RayLib because the available binaries are set for recent versions.
>default stack size on Windows
How much space did you allocate? I've read that you can readjust it somehow.
>On OS X and Linux I see ~70MB but on Windows I see <20MB
That's odd, if anything, I'm having a problem with win7 not wanting to reclaim memory after freeing it, that may be something worth asking the devs for it, Nim has a discord/irc/gitter with a bridge connecting them, join whatever platform you're comfortable with if you didn't do it already.
c52537 No.15672711
>>15672690
Smart approach, and nicely done.
I'll definitely keep this in mind when i do more in depth serialization
5b5b64 No.15672828
>>15672706
>How much space did you allocate? I've read that you can readjust it somehow.
I read that you can increase the stack size but it's not a big deal. It was really just me being retarded allocating around 2MB on the stack needlessly. The old Lua version of my editor was very wasteful with memory and kept the entire level state as separate versions in the history, this time I'll just track delta changes and apply/unapply then when stepping through. I wonder if the memory difference is just in how Windows reports memory in use. There also seems to be a difference between what Task Manager states (~14MB) and Visual Studio debugger (~20MB). I'll probably look into it more under more controlled situation later on.
All this messing around makes me wonder if I shouldn't just go full enginedev mode when I move my main project over in the future and say fuck SDL completely.
555f09 No.15672877
>>15661021
As the team grows so does issues with management, leadership, and talent acquisition.
If you don’t have developers with a clear vision and corporate savvy your big game will be mediocre and designed by committee.
Without proper management a large team of highly specialized people will waste a lot of time, you’ll never know when you’ve hit milestones, and miscommunication will kill your game.
Finally You need good people and your competing with unicorns(and decacorns as of late) for the best programmers in a niche job market. So you buy an engine and grab some lower tier devs(by no means bad, but not geniuses) to make your game on top of. Artist and fx guys are easier, but still very competitive.
Doing a creative endeavor as multi-faceted as game development at scale seems like a recipe for disaster that may not even make it out the door, let alone be economically successful, so just copy what’s been proven to work and try to mitigate all the risk.
I never buy into public facing developers for the reasons listed above. PR glamour probably conceals the real people who stick their hands in this and get things done.
Sage because we should be working on games here.
7919cf No.15672920
>>15672828
SDL is already enginedeving anon, it's just more simple for 2D
3e1ebf No.15673491
>>15672920
SFML is even simpler. It even has Simple in the name!
7980e5 No.15674937
Next character coming up
She is a foxgirl milf, to unlock her romance route you will need to dive the dungeon and gather proof her husband is dead, otherwise she will remain loyal to him expecting him to return
9727ac No.15674977
>>15636238
>>15627515
>>15627570
Looking forward to finally have someone make a game like Receiver.
If you are not planning to sell it, please consider making the project open source.
Also, does it have a name?
40039a No.15675164
>>15674977
Guy in the middle isn't me.
>Looking forward to finally have someone make a game like Receiver.
Glad there's at least one other person who's exited. Though don't get your hopes up for a game that's exactly like Receiver.
>If you are not planning to sell it, please consider making the project open source.
I plan to both sell it and make it open source. I'll ship the source and a permissive license with the game. The assets will be subject to copyright but the code will be free to use, modify, and distribute.
>Also, does it have a name?
Trigger Control. Here's a logo I made.
70a539 No.15675801
>>15674977
>dat trigger discipline
>>15675164
Nice logo.
40039a No.15675875
ac9b74 No.15675999
>>15660543
Everything in this thread looks amazing.
b8153c No.15676684
So is it a copyright infringement if i use the system from a pen and paper game for a video game? Thinking of using cyberpunk2020 btw.
e91cc1 No.15676710
>>15676684
Is the company still around?
Do they have something proprietary and copyrighted that no other pen and paper RPG did?
If so, potentially so trudge somewhat carefully. Though I think the transition from P&P to vidya is significant enough and will create enough changes to put you in the clear, but be careful with any terminology invented specifically for that system.
b8153c No.15676744
>>15676710
Yeah thats what I figured. Although is it possible to copyright the math behind a system? I mean, isn't a pen and paper system copyrighted as a pen and paper system and nothing else?
cf8ccc No.15676770
>>15660543
A walking simulator i'd actually play
70a539 No.15676795
>>15676744
Not necessarily, Fallout was originally going to use the GURPS system but had to be reworked into SPECIAL because the licensor of GURPS didn't like the violence in the game (since normally it'd be used for text-based games):
http://archive.is/7IK4S
You can probably take general ideas from Cyberpunk/Interlock System as long as you don't make a carbon copy.
c52537 No.15676822
>>15676684
As long as it can be qualified as "derived works" you're protected.
Don't copy it word for word, nor should you use trademarked terms; just inject your own creativity into it with your own twists and you're good.
>>15676744
>copyright math/formulas
This is a grey territory, but basically the novel expression of ideas are copyrighted intrinsically by the creator (intellectual property protection); though it's the expression of the idea that's important (results, what it creates, the expression of the idea).
So, this is why only the specific implementations of algorithms developed by the pioneer to solve specific problems can be patented/copyrighted (must be an "original work").
Basically, the algorithm/math/formula itself cannot be copyrighted, but the expression of that work can be copyrighted (so, the application of the algorithm to solve particular problems); in addition to being patentable if they want additional protections (must of been an "original" expression).
b8153c No.15676946
>>15676822
Can I look up copyrights? When I go to the website it just kind of shows me the company and the name and whatnot. Where can I get the exact details?
c52537 No.15677010
>>15676946
I'm not entirely sure about finding more information, but I think the information provided is sufficient here:
LINK
https://cocatalog.loc.gov/cgi-bin/Pwebrecon.cgi?Search_Arg=cyberpunk+2020&Search_Code=TALL&PID=_2kR57hrjcR3FUVBnO32xAct6Za&SEQ=20181103001214&CNT=25&HIST=1
It's just "text" which is covered by the copyright, and the expression of that text is the RPG systems, lore, narrative, and so on that creates cyberpunk2020.
If you take some of these, inject your creativity, create your own story/lore/etc (so it's original); then you're fine, as long as your work's expression isn't "cyberunk2020".
I.e. if it's substantially different to that original work in its expression, even if some parts of it are derived from it in an original way; you're protected.
To clarify, it cannot be an unoriginal "derivative" work (I worded this poorly in my previous post).
So, you cannot create a carbon copy of their systems/etc while renaming things then just name it cyberpunk2022.
c52537 No.15677042
>>15676946
Also, think of it like rougelikes, soulslikes, and so on; as long as it's not a carbon copy it's fine.
Just be creative and make the expression of the work original.
c83622 No.15677053
>>15676946
Most games are iterations of previous work, if not clones. Just don't copy exact texts or artwork or trademarks.
c52537 No.15677087
>>15677053
this pretty much, it's not worth overthinking tbh
dfdc18 No.15677181
Shmup anon here.
After the laser thing episode, finally got to make the background part. At least for the first stage (Ocean)
With some digging, there was a link showing some example with displacement mapping but with Maya, and from their UI perspective (click here, add this with this setting). Nevertheless I gave a try with using displacement mapping… It looked pretty shitty.
After some more digging, there was a paper talking more in details about this kind of rendering with displacement, and I realized why I was retarded: I had to add some delta in sampling the texture and THEN have those derivate value to calculate the new normal.
I hope I can at least make a small something for demo day.
180da9 No.15677472
has anyone implemented A* Pathfinding in godot?
70a539 No.15677503
>>15677472
There's a class for it: https://docs.godotengine.org/en/3.0/classes/class_astar.html?highlight=astar
You'll also want to look at the Navigation/Navigation2D nodes.
70a539 No.15677522
>>15677472
Also, Godot 3.2 is targeted for Recast/Detour integration, which should aid in the creation and navigation of 3D navigation meshes. The latest build might have semi-working versions available.
308944 No.15678007
Streamable embed. Click thumbnail to play.
We want the Amulets & Armor audience
308944 No.15678056
>>15678007
reposting with a proper webm cos streamable sucks
25db13 No.15678443
Need some advice.
I have a list, in this list I have constructed 3 characters from the same class. On one character's HP change, what is the best way to raise an event on all the characters in my List to check the sender's HP?
I've found some info about Reactive Extensions, but I wanted to ask here in case I'm looking in the wrong place.
25db13 No.15678457
>>15678443
Huh, I had no idea the autosage limit was increased
b9b6a9 No.15678468
>>15678056
Jesus Christ Anon. Encode in vp9.
b9b6a9 No.15678499
>>15678477
Dunno what your specs/software are but it really shouldn't take that long.
25db13 No.15678685
>>15678443
>>15678457
Nevermind, I think I've got a more solid grasp on events.
Still though, is there a better way than manually having each of my class instances subscribe to each other's events?
a26d6d No.15678734
Pizzatower is looking good. I heard rumors some of his stuff got here. Is It true?
4e5982 No.15678824
>>15678786
this is some good shit
4b1d51 No.15678914
>>15678786
That looks cool but the music ruins it
>music for dark atmosphere with a red sky
>I know, how bout we put some Hawaiian guitar in the background
308944 No.15678985
>>15678914
am I being baited? If not, don't worry. This isn't the music the game is gonna use.
70a539 No.15679067
>>15678786
Make it a paid mod and you've got yourself a moneymaker.
25db13 No.15679083
>>15678786
Have you considered not having really short fog and giving the terrain some elevation difference? Or is this just a test from your top-down project?
308944 No.15679099
>>15679083
>test from your top-down project
you got it. The scene can't really have elevation with the iso view I tried, so this is the way of making it look acceptable. FPS mode definitely works better in the dungeon.
>>15679067
nah, it will be on-disk DLC, but before that a Kickstarter stretch goal
7980e5 No.15679589
My stupid brother posted like a monkey on /a/ and got us banned, so asking here, how to draw animu makeup? Making the foxgirl milf face is a bit harder than expected.
d3e409 No.15679607
>>15678786
Music makes me think of a shitty porno. Looks bretty gud though.
7980e5 No.15679623
>>15678786
If you are going for first person you need to tone down the fog, for some areas it would be ok, but not the entire time. Also the music doesn't match the setting very well, it would probably work better on a cyberpunk game.
c52537 No.15679633
>>15679589
Anime characters don't really have makeup as makeup is only required for 3DPG.
Makeup in anime is utilized to exaggerate a wacky character or some feature of their personality.
Blushies (how cheeks naturally get that rose tint, but anime style so a mesh circle+ texture), deep eye circles, different lip colors, maybe eye liner (darker eye outlines), eyebrow style, hairstyle, and these little things are enough to communicate a character's personality in most cases.
c70a27 No.15679654
>>15679589
>/a/
>not /animu/
7980e5 No.15679682
>>15679654
Wasn't /animu/ an even deader board than /a/?
>>15679633
I wanted something like Sango from Inuyasha
This character will use makeup despite not needing it because she has a complex with her age, she will be the oldest of the marriageable girls, she thinks she needs it.
d1ef27 No.15679698
Is there a way I can import 3d skeletons into Godot? My .dae files from blender aren't importing at all, usually giving a blank file.
308944 No.15679720
>>15679607
>>15679623
come on, that's fucking Tsuneo Imahori playing.
Anyway, this is just what I was listening to while recording. I've listened to my brother's village theme for too long now.
>If you are going for first person
FPS mode will most likely be accesible by a spell so it's not a priority - but I guess this would be the thing that can make Beelze stand out
> tone down the fog
This is just for the town area but I guess I can tweak it. I already have this height fog thing going on at the cemetery. Thoughts?
also, I finally added shift+click attacks everyone loves in their aRPGs so much.
67c5a4 No.15679724
>>15679589
To be fair, it's very easy to get banned from /a/.
c70a27 No.15679731
>>15679682
Sometimes it is, sometimes it isn't. At least the moderation and userbase aren't nearly as cancerous as /a/'s until /a/ gets salty and starts crossposting.
>>15679698
Don't use Blender's default collada exporter, it's garbage. Install https://github.com/godotengine/collada-exporter or a glTF 2 exporter like https://github.com/KhronosGroup/glTF-Blender-Exporter
7980e5 No.15679748
>>15679720
This type of fog is very cool, i was talking about the red fog restricting view range.
>>15679724
I know they are grammar nazis there, but it was an embarrassing post
>>15679731
Gonna lurk there a bit then later
c52537 No.15679772
>>15679682
Makes sense, and yeah it fits w/anime style's conventions.
The way I'd recreate that character in a 3d model is way different than your current style though.
I'd do the dark outlines around the eye makeup stuff with a thin mesh w/a black texture, and have mesh eyelashes so it occludes the eye makeup from different angles; while having higher priority in shaders so it's not occluded by hair (w/some alpha blending or something)
Then, the makeup eye liner would be a small mesh matching the profile of the makeup in that pic, which could be enabled/disabled, and is shrinkwrapped to the face mesh; then you can just texture/paint that separately.
The specular blushie highlights would be seperate meshes with a specular material (maybe billboard not sure I'd have2 test it).
Then the blush itself would just be a quick texture edit, but would be JUST that, as the base color of the character would be done via doing a base color in the shader settings (so texture color gets added, so blush would be subtle like in the pic).
So, less a single texture, and more separate mesh pieces with a reliance on shaders for certain effects in that image.
ab8ac4 No.15679787
>>15678985
Am I being retarded? Regardless, it does look cool.
fcbffb No.15679814
So in order to make a moddable game you have to use an embedded language, some games go to the point of writing its whole logic in the scripting language, and at that point, what's the fucking point of using anything other than love2d? fuck it I'll stick to a data driven approach like DF.
7980e5 No.15679836
>>15679772
Maybe if i decide to upgrade the character models one day, but this way is faster to develop, and i need to make 20+ girls for the first release
d1ef27 No.15679859
>>15679731
Thanks! I was unsuccessful in importing it from dae using the better collada exporter, but the files successfully export from gITF2. Unfortunately, they distort my animations entirely
308944 No.15679863
>>15679787
this more acceptable? Literally the music for the level
7980e5 No.15679882
7980e5 No.15680151
i wanted to try an asymmetric style, but this looks so much better, maybe i will use asymmetry on the back part on an elaborate hair arrange with flowers and shit
3a1723 No.15680164
>over 10 days to reach the bump limit
>a month ago it took 2 or 3 days
Lads
cb910e No.15680175
>>15680164
>people being busy working on their games is a bad thing
Lad.
b0a26e No.15680249
5b5b64 No.15680273
Added the ability to export and import levels as PNGs so that come demo day anons can just post the exported image if they want to share levels they've made in the editor. I'll make them fancier later, maybe include a preview of the level.
7980e5 No.15680289
>>15680249
it's almost 11/11
of fucking course we are
a41217 No.15680345
>>15680249
>>15680249
yes, I'm trying to make the main environment art for the 3rd level, going for a fantasy castle kinda vibe with marble floors, not quite there yet though
10b790 No.15680582
>>15669039
instanced rendering will help but you also need to add at least 3-4 LOD steps to any models involved cos jesus christ look at that fps
12c6c8 No.15680595
>>15668784
How’d you do that? Magic wand erase the background?
7980e5 No.15680640
>>15680582
I've been attempting to use the ECS instanced renderer, but that thing can't handle scaling objects.
I might actually end up using normal instancing. But first I should get something ready to release in case it don't get ready to 11/11
308944 No.15680812
>>15680595
>Magic wand erase the background?
I'd kill myself if I were supposed to do it like that.
select-> color range
modify-> expand 3 pixels
12c6c8 No.15680817
>>15680812
Oh! That's a neat trick! I don't work with photo-editing software or whatever very often, so I wouldn't have thought to do something like that. I'll keep that in mind; thanks!
e91cc1 No.15681554
>have little idea what I'm doing
>function I wrote is way too fucking slow in ways that make no sense
>pull some random shit that seems like it could work
>optimize it so hard that 300k calls are now faster than 10k were previously
There is no better feeling in the world.
f43cb1 No.15682059
I had a vision for a tool to help me edit my (2d) game's cutscenes; really just a convenient editor which would allow me to specify the images and dialogue for each message in the cutscene, and the background (if any). Support for animations would be provided in the form of gifs, which would just be inferred to run their full length. The file format would have references to the location of each image in the file system.
Is there anything like that in existence? Hard-coding my cutscene data doesn't seem desirable.
>>15629034
That's cool. What are you using to write it (libraries etc)?
180da9 No.15682814
>wish i was using C so I don't have to cast multiple times for one object
3e1ebf No.15682819
>>15682814
In what situation does this come up
180da9 No.15682826
>>15682819
in godot, if you want to deal with input, you have to cast two times in a row and it's kind of gay
5b5b64 No.15683191
>>15682059
It's written in Nim and I'm using SDL2 and a few of its satellite libraries (ttf, image, mixer).
>>15683083
Now that's cute.
180da9 No.15683214
>>15683191
did you make that nim thread on /tech/
5b5b64 No.15683223
>>15683214
Not me. I don't post much on /tech/.
7980e5 No.15685734
>>15683083
Awww look at her, she is so proud of herself
7980e5 No.15685751
>>15685677
I don't know what are you referring to, but i like the potions being physical objects that can be pushed around, can you throw them? An alchemist/item based class would be cool
308944 No.15685782
>>15685751
Nah, I mean you don't have to manually put the potions in the potion belt anymore. Apparently it annoyed a lot of people playing the previous demo, so I made them appear in the belt automatically
>can you throw them
Like Diablo 2's poison and fulminating potions? I don't have those, haven't planned on having them but I'll keep the idea in mind.
5afaaf No.15685785
>>15685751
>I don't know what are you referring to
Probably the fact that when you have a potion equipped to slot 1, and use it, it replaces it with an identical one from your inventory rather than you having to replace it manually.
a41217 No.15685826
>>15680345
did a bit more, need to do the roof still
25db13 No.15685890
>>15685826
What's with the grayscale and weird pixels
425e91 No.15685911
how long does it take to learn how to code before I can start working on a game I actually wanna make instead of boring shit
25db13 No.15685926
>>15685911
Like a few months? Depends if you're a retard or not
70a539 No.15685951
Working on new environmental art inspired by the drawings of Robert McCall.
>>15681554
Nice work, what does the function do?
>>15683083
stupid anime girl puts on a hat and fucking dies
>>15682826
How? Input.is_action_pressed returns a bool, and Input.get_action_strength returns a float. The only weird case is mouse input.
180da9 No.15685993
>>15685951
yeah mouse input or anything to do with Variants, i'm trying to figure out why my two classes i made can't change each other
e91cc1 No.15686074
>>15685951
>Nice work, what does the function do?
Various drawing functions, simply drawing parts of textures from an array. I'm still sorting some functionality out and implementing more now, so I'll show it off in the next thread.
c83622 No.15686189
>>15685890
Advanced raytracing. You'll get 20% less black pixels and 4-bit color @24fps if you have a Nvidia RTX™ card.
25db13 No.15686216
>>15686189
That sounds pretty great, very cinematic
cdf16b No.15687329
still working on my game, rewriting vulkan code
will post more screenshots when Vulkan can draw stuff again
7980e5 No.15687410
>>15685785
>>15685782
That's quality of life
There is nothing hardcore about dragging items to your belt
3a8a51 No.15688420
>>15687410
>quality of life
that's for casuals
5bf8e0 No.15688814
I wanted to try 3D but I couldn't get Ogre or Irrlicht to compile, It's insane that precompiled libraries do not exist, I wanted a library that can do both directX and openGL, mainly the former because I'm on a really old machine with shitty openGL support, but if I wanted to compile any library with that I need to download the whole SDK and whatnot and I can't do that, I simply just gave up, if anybody is using those libraries I'd appreciate linking them, 32bit with all the backends and the header, I need it to make the bindings.
If there are other options I'd like to hear them too.
I realize that I'm posting in a dying thread and I will repost again.
758bf5 No.15689055
>>15688814
In case you're still here, you can simply install Irrlicht through your package manager if you're on Linux. Ogre3D is the same but I don't think it's up to date.
5afaaf No.15689401
a41217 No.15689564
>>15685890
its a grain filter
e5076c No.15689872
>>15689055
I'm using windows…