cebdb2 No.15689400
Demoday is dangerously close 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: >>15622921
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR November 11th
>Please contribute to the wiki if you can
d9748b No.15689485
>>15689462
If you like the female body so much, why don't you make something beautiful instead?
9b6a8a No.15689486
Nice subject line. Sage for no contribution.
42eeec No.15689504
>>15689462
>(((how do you do fellow anons)))
12aca1 No.15689511
>>15689495
not attaching a dick to a woman
a570c9 No.15689517
>>15689462
There's no coherence in the assets and the pixel art is among the least sexy representations of the female body I've seen. As far as programmer art goes I'd take colored rectangles over this.
42eeec No.15689523
>>15689462
Its futa shit, no one should be interested.
a835f3 No.15689534
>>15689526
>I wanna be able to cater to most if not all audiences
You can't, fetishes conflict with each other.
>except furfags unless a lot of $$ is on the line
Furries always pay tons for shitty furry art, do you live under a rock?
a570c9 No.15689547
>>15689534
He doesn't seem to be around here, as evidenced by his overuse of double dots.
>>15689524
All of the assets. It looks like an RPGMaker porn game where the dev just used the default character sprites and their favorite porn pictures regardless of the clashes in style.
a570c9 No.15689597
>>15689560
>self-admitted crossposter futafag /pol/tard
Nigger please. Lurking 8/pol/ nowadays?
a570c9 No.15689609
>>15689603
Do you even know what sage does and why it's used?
a570c9 No.15689626
>>15689616
>backpacks, tiles and ohio
>implying you need to lurk more than a few days to know about these
>implying it's even old
Try something else, faggot.
Interesting you avoided answering my question about the use of sage, though.
894554 No.15689628
I made le epic tech program
#include <iostream>
#include <math.h>
#define PI 3.14159265
using namespace std;
int main()
{
double c;
while (1)
{
for(double a = -PI; a< PI; a+=0.35)
{
c = sin (a)*10;
if (c>0)cout <<" ";
else c+=10;
for (int b=0; c>b; b++)cout << " ";
cout<<"waves\n";
}
}
}
1ef4ed No.15689657
>(10) posts in a 22 post thread
>All shit and spam
>Gets deleted
>Now /v/ is being spammed
Really makes you think
a570c9 No.15689754
>>15689628
Look up control characters for more funky effects on the terminal, such as deleting a single character.
1ef4ed No.15689806
Started to mess around with pause/unpause stuff and thought about how to process input for puzzle solution recording
b7305b No.15689811
Cloth physics on the jacket!
This shit took more work than it should.
f3ce61 No.15689818
some members of my team left and i must work on the code alone now until i find more people, having this happening after 3 years of devving and 1 year into the current project hurts just a bit
37c30b No.15689898
Reposting:
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,windows 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.
439b50 No.15689906
>glBindBuffer somehow causes GL_INVALID_VALUE
I am ready to kill myself, I literally did this a few days ago in a different codebase and it causes GL_NO_ERROR (I am testing it now). They have pretty much the exact same start up.
GLuint vbo;
glGenBuffers(1, &vbo);
error = glGetError(); //<---- error == GL_NO_ERROR
glBindBuffer(GL_ARRAY_BUFFER, vbo);
error = glGetError(); //<---- error == GL_INVALID_VALUE
I am following arcsynthesis, if you have had this same problem at the end of chapter 1, what did you do?
439b50 No.15689908
>>15689906
By "pretty much the same start up" I mean exactly the same functions in the same order, just restructured.
b7305b No.15689912
9b6a8a No.15689952
>>15689906
>pretty much the same
Read: different but I can't be arsed to look into how they differ
How is somebody supposed to help you that way?
e49ee3 No.15689959
>>15689912
>What did i miss?
>>>/agdg/32389 this dude posted his game and got bullied for degeneracy among other things he should have taken it better tbh, people that like this shit must have not been around
wew, he even deleted the whopping half gig download
831f73 No.15689966
>>15689959
does she have phantom legs?
a570c9 No.15689967
>>15689959
Looking at the log it seems his posts might have just been deleted.
439b50 No.15689982
>>15689952
Okay, they have exactly the same setup.
439b50 No.15689997
>>15689982
The only difference is that the HWND is global rather than scoped to the entry point.
42eeec No.15689998
>>15689912
(((Anon))) shilling futa shit.
f3ce61 No.15690159
>>15689912
if i get my server fixed in time i will host more matches on the next demo day
but no new weapons, sorry about that
by the way, where does one take a prototype of a game or search for freelance coders? just a month ago everything went full sail ahead, i wasn't ready for this
1ef4ed No.15690163
Holy hell, recording input/playback is tricky. This is something I need to approach with a fresh mind and high energy and write everything down. I mean it's just a matter of changing the input source more or less (to a prerecorded series of actions), but it's still a bit difficult for me
>First is my input
>Second is recorded input, which is correct, plus additional input which is not recorded after playback finishes
>Third breaks
9b6a8a No.15690191
>>15689982
>GL_INVALID_VALUE is generated if buffer is not a name previously returned from a call to glGenBuffers.
There has got to be some other important thing happening in that function, but if you don't post code: Check that the buffer name after allocation and before the bind call are the same. My necessarily uneducated guesses are that you reuse it somewhere in between or that it's being overwritten by memory corruption.
24aee5 No.15690212
>>15690163
just record the input whenever you press an input, by the time you make that kind of system, you can implement undo and redos
1ef4ed No.15690234
>>15690212
I've been leaning towards that, but I don't know how an undo would work. I know it's basically just a delta input, but how would you "undo" and explosion that created two or three object types, and destroyed underlying objects to create them?
In any case, that's more or less what I've done, or plan to do. Every time a change is detected, it gets added to a list. When Save() is called, it pushes it to a replay buffer. When Load() is called, it ignores input and reads it from the playback buffer instead. So in a sense I can use savestates by recording actions, but not cleanly undo things
24aee5 No.15690251
>>15690234
You have to store the needed information before you execute the action.
for example if you move left you have to store the information about the original position and whenever you want to undo/rollback, you just set variables to the stored information
1ef4ed No.15690277
>>15690251
>info about previous state
Ah okay, so that's different than how I'm approaching it. I want my replay files to be fairly small, so every event is just 32 bits in size: 16 for the timestamp which cycles, 8 for p1 input, and 8 for p2 input.
b7305b No.15690290
>Performance is shit, try to fix it using this nifty ECS thingy that happens to have a InstancedMeshRenderer component
>Work for two days to get some shit working because Unity devs left it half done
>After finally finishing it, it runs 5 times slower than normal method
I guess I will just do it like I did my grass
9b6a8a No.15690292
>>15690277
You could just simulate all required commands from the beginning (without graphics of course) when the player clicks undo. If games are very long and/or undos are very common, this approach probably needs checkpoints where you store the entire state though.
1ef4ed No.15690319
>>15690292
>You could just simulate all required commands from the beginning (without graphics of course) when the player clicks undo
Yeah, that's what my plan is. Well, there isn't an "undo" command per se, but checkpoint items that are collectible that save the state in case they fuck up.
Because of how I programmed the tile handler, levels have a hard limit of 256x256 tiles, but have a soft limit of 128x128 tiles, and 2048 actors at a time, so simulations shouldn't take long at all on modern hardware.
198578 No.15690383
>>15690319
I see that your inputs are just related to movements on a grid, instead of storing the input you can store a simple number from 0 to 3 (up, right, down, left), and a timer related to the last input, keep in mind that the timer will be 0 when the inputs are held so you can optimize it away for successive inputs, you can easily undo a movement by playing the recorded list backwards (if the original direction is up then you move down…. etc).
For long plays you can use check points after some arbitrary number of actions, then you compress records between checkpoints, you only need to make sure that you can compress and decompress your records in time (tweak your values), anything that is too old could be written to a temporary file if even compression isn't enough, this way you can pretty much have hours and days of records, that's how Braid did it at least, and it kept track of a lot of objects.
5bf5fa No.15690400
Does someone know any way to combat procrastination?
f03714 No.15690437
>>15690400
There is no cure, your only hope is to force yourself to stop before it settles in and suddenly you realize you haven't done anything in months.
t. haven't done anything in months
b7305b No.15690451
>>15690400
put the best anime opening you know in loop and listen to it as you dev
439b50 No.15690459
>>15689982
>>15689906
So after 3 hours or whatever, I have found out that it is something to do with the function loading. If I copy paste the function loading function, it just works. I don't know what I did differently, it's hard to tell because there's limited code highlighting in my new editor. Will report back.
439b50 No.15690505
>>15690459
I am really a fucking mega-dumbass. Feel free to laugh at me.
I accidently loaded glUseProgram into glBindBuffer.
I'm glad I did not reveal my identity. I'm going to leave now.
109006 No.15690613
>>15690437
Then it's already too late. ~4 months
I will make any simple game as first thing tomorrow morning.
>>15690451
It will be hard. It was several years since I watched one.
Power metal has to do.
175a22 No.15691182
>>15689400
Why every IB wiki doesn't have HTTPS implemented?
acfcec No.15691983
I've posted it here before, but do rpgmaker horror games get a pass here? Or is it straight to the gutter?
>>15689811
Is that the priest from the Twisted Metal reboot?
ce3126 No.15692017
>>15689811
Whats your experience with how much cloth impacts framerate in Unity? I tried setting up cloth physics in the past, but I don't know if I was to blame for it performing poorly or if that's just normal.
69a5af No.15692212
Had the idea to give the "fighter/brawler" character for my rpg a gimmick where some of her skills power up if she's drunk, so far that list includes Fire based skills and one that boosts her strength and max hp but cuts defense. (To represent how drunk people seem 'tougher' but really just don't feel the damage they're taking because of deadened nerves)
eea0e5 No.15692470
Has anyone encountered this shit before?
Trying to use glActiveTexture crashes the whole program, always returning -1073741819. Doesn't matter what order I put the other GL functions in or whether they're there at all. While a window does open, I can't get anything to run before it crashes, can't even cout anything. There's a lot of shit I'd have to remove to minimize the program, so I'm asking now in case there's something simple that might work. Spent the past two hours googling and nothing useful came up.
26795b No.15692735
>>15690400
>>15690613
First you should stop feeling guilty about all the time you spent procrastinating and that you have to do something to make up for it. If that worked you wouldn't have this problem.
When you do that, you lose incentive to seek escapism and whatever later method you pick to help you along is much easier because gamedev, or anything else you procrastinate from doesn't seem like a chore anymore.
0d32a7 No.15692766
>>15692755
Those tits
the day i see an h-game dev in one of these threads man i tell ya,i am gonna hop on their back
df2490 No.15692858
>>15692755
Is it gay if you're more atracted to that fukken impressive rigging or that perfectly smexy topography instead of the girl?
22a193 No.15692950
>>15692858
Not at all, the model is an abstract symbol of a real woman, but the rigging and skin weights took time, effort, and technical skill. They're the most human features in that video and therefore are the most relatable aspects. I mean dear god those thigh muscles when the knees bend are fucking magnificent.
15c573 No.15693384
>>15691182
because it's a paid feature on wiki hosting sites and I'm a cheapskate. I was thinking of hosting the wiki but I lack the bandwidth
5f7144 No.15693494
Is there any somewhat minor tricks for making Unity not perform like a pile of shit? I'm not developing but want to try modding a game that runs like shit to see if I can improve it somewhat. My assumption is that part of the reason is the engine itself and/or any worthwhile performance boost would require a major overhaul like making an object pooling system but I figured I might as well ask.
6bd5fd No.15693541
>Godot has no multi-window support.
>The roadmap doesn't even mention it as a goal.
Do people not want that as badly as I do? I really like being able to look between multiple code windows at once without having to click back and forth.
>>15692755
Where are the tutorials for this level of modeling? All the tutorials I've seen thus far have been how to make very simple, cartoony, models that are barely more complex than Mega Man Legends. There's a level of technical skill in the shape and placement of those triangles that I don't even know how to articulate.
d279b2 No.15693964
>>15693494
> I'm not developing but want to try modding a game that runs like shit to see if I can improve it somewhat.
Don't do this shit for free, goy.
d279b2 No.15693975
>>15693541
>Where are the tutorials for this level of modeling?
You might as well be asking for tutorials on how to make greek statues or AAA games. It's a stupid trap that only complete beginners fall into. There aren't any tutorials for being really, really good at something. You have to drill the basics for years and years.
>why don't I ever see any tutorials on how to make a call of duty? I only ever see basic shit that's barely more complex than rogue
e6e791 No.15694006
>>15693494
unity is as good as you are.
599d0c No.15694171
>>15691983
Gets a pass from me, anon, but only if it's fun so not a walking simulator, try to give it some actual gameplay and you put some effort into distinguishing it from the typical RPG Maker shovelware so using custom assets over the RTP, modding the UI, debugging and polishing before release, attention given to color theory, level design, and difficulty, etc.
b7305b No.15694239
>>15691983
>Is that the priest from the Twisted Metal reboot?
All characters are original, i made them all
>>15692017
So far it had very little impact, but we only apply to hair and a few cloth pieces like the jacket and the scarf of the protagonist
5ccdc0 No.15694670
Anybody here published a game on steam? I'd like to know the steps it took to do so, I want to make games on my own and publish them, but I have no experience in legal procedures, it seems that steam requires taxation info and such, you can't just give them your bank account number and let them make transfers? I don't want to make an LLC and deal with random shenanigans, I just want to make games and publish them.
b7305b No.15694700
Backup emergency demo ready in case I can't put the grass back in time, because it draws fast, but don't behave nicely.
1ef4ed No.15694910
>4.5 days until demo day
>Instead of working on my game I'm being a lazy faggot
VIDEOGAMES
53e59f No.15695214
>>15694910
So is ADGD the polar opposite of DGDQ? A bunch of dudes slowly making vidya instead of autistic trannies dialating over games they've beaten a thousand times?
1ef4ed No.15695249
>>15695214
We clench as the demo day draws closer, which is the opposite of what they do, yes.
5e7f2f No.15695324
>>15694670
You don't want to do business without an LLC. This year I bought a couple tablets from alibaba and ordered some metal box frames to put them on a wall for a local aquarium. I made some mistakes with the tax paperwork and generated 3 different fines. If I had worked as an LLC I could have closed the business without paying them. Instead, the fines were on me. Never risk your assets, this is why limited responsibility companies exist.
658a72 No.15695417
>>15694670
Personally I will open a small company before submitting anything to steam. I don't know about you but the government here will taxes me depending on my revenues and having a company would limit how far they can ram your ass if things go bad.
If you were to declare bankruptcy (I hope you won't and you'll be successful) then only the company asset can be seized, otherwise it'll go with your personal belongings. There is also other stuff related to laws.
On the upnote, if you get more popular and bigger, you can start hiring/commissioning work from artist and put that as business expense, which gets deduced from your game revenue and limit taxation.
So, whatever happens, it's getting a bit more serious.
>>15694910
Almost the same for me, I have a bit of a slump right now.
I did at least fix a bit my models yesterday (still looks like shit)
For demo day:
- Need to make a few paths for enemy to appear and shoot at player
- Have enemies have the correct orientation when moving around
- Fixing any problem when compiling under windows (developing under freebsd right now)
- If possible, hard select weapon with keyboard (just cosmetic for now)
- Explosions and other animation if I have time
Then I should have a really basic demo: enemies running around shooting at player following a path. No score, no end state, no menus.
5ccdc0 No.15695663
>>15695324
>>15695417
What can go wrong when you sell games tho? I know you can be sued for copyright infringement or loose money if too many people refunded, what other dangers are there?
Starting a small company requires a decent amount of cash and paperwork, I live in a small country so there's all kind of laws and bank fuckery. It doesn't help that I don't understand how to deal with a digital product and how can you do taxation work for it, there's also online money transfer and banking which is a separate beast.
I asked around and the best bet was to use itch.io and ask them to send money to your credit card directly, payment there isn't as complex as steam, and there is no refunds, worst case would be to get removed.
I wouldn't touch paypal or any other online service since they have a really bad reputation, paypal can straight up lock your account and hold you money there for months, banks here have some special deals with it, to my knowledge there's only one which accepts it at all, and even then they have a yearly limit (about 1500$) on how much you can draw, is SWIFT the same?
Starting from zero is really painful, you need money to be able to get money, it's easy to get stuck in a negative loop.
24c229 No.15695700
Im working on a FPS engine, using the omnipresent Quake 3 / Source architecture for it, so
>delta compressed snapshots, sent to clients every 50ms
>100ms client side interpolation time
>client player operates in present time
>client player snaps to autoritative state whenever a snapshot is received
>client side input prediction and reconciliation
Currently im introducing physics and character controllers. Previously, input reconciliation was easy as "replaying" an input command was nothing more than
<position += direction * speed * dT
which is repeatable. Now with a character controller, player state is more complicated, and replaying a command isn't trivial anymore because the character controller requires the physics engine to be stepped.
Anyone knows if networked character controllers use a fundamentally different architecture than usual ones, or do you just brute force this reconciliation by re-stepping the physics engine and snapping state 100%?
5e7f2f No.15695934
>>15695663
I wouldn't recommend it for the reason I told you: you'd be making your entire assets, future and yourself liable for anything. I got 3 fines because I fucked up the tax paperwork. Had I been an LLC I could've just closed it and not pay.
5ccdc0 No.15696068
>>15695934
Okay, I'll spend more time to research LLCs and taxes, should've studied accounting since it's required for everything instead of the useless shit I wasted my time on, thanks, still want to know about all the pitfalls concerning online transfers and such.
ea2029 No.15696087
Newfag here, what's the best development kit to build fps games?
>unity is preset garbage
6c1876 No.15696169
>>15693541
Those simple tutorials are the basis for the skills needed to make said levels of modeling.
The first step to modeling such detail is learning how to properly create 3D shapes using quads that can deform without looking like trash. The next step is learning to identify the shapes of the human body (right down to each muscle). And there's plenty of biology tutorials out there for that.
Once you can effectively identify the various shapes of the human body, and can create said shapes with deformation in mind, the only remaining thing you need is effort and time.
5e7f2f No.15696652
>>15696087
Well, everyone wants Godot to succeed but it'll likely require more work on your part than any other established engine. Unless you're willing to do that you're stuck with either unity or unreal.
b7305b No.15696986
>>15690400
Work everyday, never do a "just today i gonna goof a bit", if you do it once it is all over
5e7f2f No.15697012
>>15696986
Seconded. "One day won't make a difference" is my classic pattern for abandoning what I started.
175a22 No.15697545
File: 2b52eef5d3cf178⋯.jpg (Spoiler Image, 109.22 KB, 1300x743, 1300:743, 4a93de0bf2880d11c1793a9cb2….jpg)

e7adae No.15697581
>>15696986
>>15697012
It's not bad if you have a consistent and logical pattern to it. For example a specific day each week. Or every time you finish a significant thing, you get to take a day off.
726d2d No.15697662
Shinobu can now pick up objects at any height now not just floor dynamically. And finally put her hat on properly from any hand. Eat that Todd Howard.
bc98fb No.15697680
>>15697662
Nigga, that's kawaii. Also better animations than bethesda.
cc88d6 No.15697734
>>15697662
That sniffing animation is kinda freaky. Gotta wonder what you're putting in those things.
726d2d No.15697739
>>15697734
I think a lot of animations look stiff because of the logic layer that goes on top of the animations afterwards. I'm gonna try to fix it. It's cancelling out too much body motion and it makes her look robotic sometimes.
b9405d No.15697746
>>15697662
very cute as usual, nice
*the hat webm last thread gave me a good laugh too**
>>15696169
Only thing I dislike about modeling anime style is that their faces look like alien abominations pre-shading; while doing cel-shading is antithetical to doing any type of 3d work.
>>15695934
wew, good to know
b7305b No.15698056
>>15697662
super cute, but why are the donuts made of shit?
That can't be healthy
b7305b No.15698073
>>15697662
>she learned the hat wearing technique
This creature is now unstoppable
531aca No.15698108
Is the only way to get a smooth curve with Unity's LineRenderer to add a bunch of points and Lerp them to form the desired curve?
I was kind of hoping there would be something more automatic
531aca No.15698199
Since when does this:
Debug.Log(10/20);
Prints 0 rather than 0.5 in Unity?
What the fuck
531aca No.15698207
>>15698199
nevermind I was doing an integer division and didn't notice
55fe53 No.15698217
>>15698207
what does regular division look like in unity
i'd assume it was that
79e22d No.15698246
>>15698217
This has nothing to do with Unity.
In languages like C, C++, Java and C int / int = int. So if you want to 10 / 20 to equal 0.5, you need to turn it into either float / int, int / float or float / float. All those yield a floating point number as result. Just be explicit about your types.
Debug.Log(10.0f/20);
79e22d No.15698254
>>15698108
Do you mean splines?
ea0871 No.15698549
>>15697662
The animations are a bit rough around the edges but it's absolutely great for a one person thing, you're doing a good job.
d279b2 No.15698560
>>15698246
Why are you explaining this? Spoonfeeding retards doesn't help them, and we don't want them going here for easy answers to shit they could learn in their first typing class. Don't shit where you eat.
55fe53 No.15698606
>>15698246
ah, i've only ever learned lua from roblox and python, didn't realize math is like that with more serious languages
acfcec No.15698688
>>15694171
The only default assets left are the character sprites that I want to replace, but I haven't gotten around to doing.
I'm trying to not make it a walking simulator, but at the moment I am having a tremendous hell of a time trying to implement a sort of LoZ-ish combat system. I found what I think will be a good system, but the instructions are all in Portuguese, so tinkering with it to make it work for what I want going so hot.
D-did you want to see some screenshots..?
668f56 No.15698737
>>15698606
It has nothing to do with seriousness, languages that do this either do so because they want to take advantage of hardware or because they were designed by lazy morons. There exist tons of languages that give you a fraction if you do 2/3 for instance.
69cc73 No.15698904
>>15697662
Nice. The skit-clipping still triggers me though
>>15698105
Are you going to be releasing anything on demo day?
df2490 No.15698933
>>15698606
LUA is simple enough and therefore the usage you get from it follows the same idea so you don't have to fiddle with any of that.
More complex languages have to properly specify what kind of variable you're working with to properly allocate memory or use relevant functions that only work with a specific type.
Or you can go with Javascript, where things are what they seem to be at the time. It's like being gender fluid, but it's variable types instead of gender and you don't have to be crazy to believe in it.
It's also kinda usefull if you want to round numbers easily, so if you divide 246/32, you'll just get 7 which is a close enough number. It doesn't make sense to allocate the extra memory if you don't need the extra information afterall.
If you have experience with LUA, you might want to learn a more serious language. You'd be surprised how simple half of the process is (and how hard the other half is) since a lot of the logic behind what you wrote still aplies.
You usually just have to read up on all the cool new shit that other languages let you use to craft a much more powerfull code, like dynamic arrays, enums, inheritance, polymorphism, composition, etc. But since you can read those as you need them, you're never stuck because you lack knowledge, you just find better ways to do the same thing every day. It's pretty great.
12aca1 No.15699038
>>15698737
>>15698606
>>15698933
More importantly, it's because operations tend to behave very differently depending on the variable type.
Even when you're dealing with floats and integers you will come across differences.
Some edge-cases are handled differently, dividing a floating point by zero results in infinity, whilst in integer land this operation is undefined. (Raising an exception, which crashes the program if not handled, is common across many languages.)
There's differences in accuracy. A single-precision floating point has less accurate results than a double-precision floating point. This might seem like a reason to simply use the most accurate variable, but integer operations are the closest you can get to being "exact". As floating point numbers increase in size, their accuracy decreases (as it stays related to the size of the number). As a result, a 32-bit float set to 2^24 can't be incremented by 1. Only by 0 or 2. But a 32-bit integer can be incremented by 1, all the way to its maximum value.
Another issue is operations having completely different meanings altogether! Boolean types exist in many languages, and for those types, 1+1=1. Because "true or true" equals "true". Some languages even have variables that exists out of multiple numbers, such as complex numbers or vectors. How multiply operations behave for those two is very different, yet they might all be multiple floating point variables stuck together underneath the abstractions.
The main difference between scripting and programming languages is that programming languages try to be very exact and predictable, whilst scripting languages are a lot looser and "get shit to work". Many scripting languages don't even support multiple types of numbers, forcing everything to be a double precision floating point. When you use programming languages, be sure to ask yourself how code behaves around its extremes and do research into what exactly happens on those edge cases.
1ef4ed No.15699060
>>15699038
>>15698933
TLDR: Languages that are strongly-typed don't have ambiguous cases
1ef4ed No.15699204
This is obviously down to personal choice, but even if the hex isn't immediately useful (or actually interpreted as hex values) it just seems so much easier to read at a glance
a835f3 No.15699400
>>15699073
The scratches look too deep, if you saw that level of damage on a tile floor, it should change the color and roughness of the tile. Its also very easy to see it repeat, consider making the tile repeat at least twice in the texture, then adding damage and smudges across the whole texture.
279f3b No.15699427
I dunno if anybody would remember but about 2 years ago I started working on a recreation of the Tiny Chao Garden for GBA. I was on it for a while but eventually lost interest… Anyway, flash-forward to this September, I felt like picking it back up after testing an old version on my phone- seeing it run on there was pretty invigorating. I've slowly been making progress…
4113fc No.15699439
>>15699427
I remember. Nice to see you back.
Are we going to get a demo this 11/11?
e96bbe No.15699464
>>15689811
How do cloth physics and rigged mesh mix? Can vertices have smooth mix between being affected by bones and physics or is it 0/1, either full bone or full physics.
279f3b No.15699518
>>15699439
It's a week old but I have a demo right here already: https://drive.google.com/file/d/1VIbB0Nu1ynsJbX3bYKi9_084dcFt3O5P/view?usp=sharing
Only issue with this version is the trip animation being borked, so don't be worried if the Chao starts tripping all over the place for a bit. Also, I'm mostly still relying on GM's D&D collision bouncing, so if the Chao gets stuck somewhere, press R. On that note, what's a good formula for finding the bounce angle and how do I make sure it doesn't fuck up near a round surface (ex. the pool)?
As far as 11/11 goes, I'll try to get this next version together with Chao Janken ready to go.
1ef4ed No.15699654
So I've got my save/load/replay functionality working
5e7f2f No.15699681
>>15699464
I don't know about unity but in theory you could mix them. Anything's possible through programming.
24c229 No.15699702
5e7f2f No.15700036
>>15699702
you cheeky cunt.
4113fc No.15700172
>>15699518
It's a cute, albeit repetitive with only the memory game. Are there other ways of earning rings?
279f3b No.15700311
>>15700172
That's it for the time being. I'm working on the RPS minigame right now, and I'll be following that with the bounce game with Cream & Cheese from Sonic Advance 2 and the ball-clearing puzzle game from Sonic Pinball Party. After that I'll be coming up with other games, and a recreation of Chao Adventure for the VMU that can run in the background while you take care of another Chao.
(There's also the Chao Search game from SADX, but I'm a little iffy on it. We'll see what happens.)
531aca No.15700407
I'm doing some tests with NavMeshAgents for the first time in Unity.
If I don't have a specific position I want my character to move to, how should I decide that position?
For example, my character approaches to hit an enemy, after getting close to the enemy and attacking I want him to step back a bit before the next attack.
Is it just fine if I do
agent.SetDestination(-character.transform.forward)
?
e96bbe No.15700461
>>15700407
There could be some problem with obstacles. For example if your character would fight near thin but long wall, the destination could end up being behind the wall and character would go 20 meters to reach it. Also if I remember correctly, if destination would be inside the blocked area, character would keep trying to walk into the obstacle it certainly works like that if the area is blocked by another agent, not sure how it works with dynamic obstacle component.
55fe53 No.15700543
>>15698933
i'll consider picking up a more serious language. i only ever use programing to turn math algorithms into functions
531aca No.15700546
>>15700461
That's what I was worried about. How should I go about it then?
5e7f2f No.15701179
>>15700162
I appreciate your enthusiasm, but for the life of me I can't understand why anyone likes head bobbing.
a835f3 No.15701210
>>15701179
It's a stealth game, you need to know when your next footstep will be. You'll be able to disable it and show a widget if desired.
6e552a No.15701229
>>15701210
You should model it after Thief. Head bobbing is unnoticeable when you're running, but when you crouch walk you can feel every footstep.
b7305b No.15701256
Making a Milf
Gonna finish the hair shape and start adding fox ears and fluffy tails tomorrow
6e552a No.15701261
>>15701256
>Making a Milf
She better be thicc.
4113fc No.15701673
Now when the pistol fires rather than delete the casing it ejects it. As you can see the bullet is still in the casing, which is a problem that will be solved later.
4113fc No.15701754
>>15701673
Sage for double post.
It was an easier fix than I had previously thought. The bullets are now fired and an empty casing is ejected. The bullets are moving slowly so that you and I can see them. They will move 340 m/s in practice.
408cca No.15702196
>>15698904
Maybe, might just post some of the soundtrack or something.
8b59cb No.15702307
>finally have to rewrite my shitty Vulkan code after a year of trying not to touch it
>decide to start with the system for drawing text on the screen
>look at the code and find that the "change string" function is literally just calling the "delete string" and "create string" function, which is deleting and reallocating a VBO, as well as recreating a uniform buffer that stores the matrices for each VBO in the scene
>later find that the texture system, instead of having one descriptor set containing a descriptor for each texture, allocates a separate descriptor set with one descriptor for every single texture that is loaded into the engine
>have to keep a list of notes on hand just so that I can wrap my head around how all of the various fuck ups relate to each other in the codebase
I'm finally getting the hang of it, I had to do a bunch of other stuff that wasn't too bad but fuck this is taking a while, I probably won't make the Vulkan renderer work for Demo Day. The Vulkan code was so bad, that it couldn't even run my game at 60 FPS while recording, when my optimized OpenGL code can run it at 12000 FPS right now if I close all the other programs on my computer.
531aca No.15702389
Is there a way to start a Coroutine from inside a class?
Googling didn't help, Unity is still telling me I need an object reference for the non static field StartCoroutine. Even by instantiating the class it's giving me the same fucking error
b7305b No.15702405
>>15701261
We have a hips slider on the model, so yeah
9a40c5 No.15702775
I made new, better floor tiles. The sculpt for the marble is now much cleaner and a bit less prone to aliasing, and the proportions of the design are actually aligned to a grid. Unfortunately I'm not happy with how thick the rim between the marbles is, so I'll try again tomorrow.
Diffuse and spec maps are quick and messily put together as I'm scrapping this.
>>15699400
You're right, the damage was half assed. The tiles were supposed to be fairly clean and the cracks were because "muh detail". I'll probably make a damaged version, too, and actually try the double repeat thing then.
531aca No.15702942
>>15702775
need to get some antisotropic filtering on that asap my dude
24c229 No.15702977
>>15702307
>measuring performance in FPS
>not counting cycles
>not even using frametime
>>15702775
>>15702942
Add some TAA as well, those tiles will look terrible even with 16x.
9a40c5 No.15703054
>>15702977
>>15702942
It's at 16x, specular reflections just do that. I'll probably add TAA as an option, but I'm more of an MSAA kind of guy. There's better ways to mitigate this like toksvig AA but I'm too lazy to figure it out right now.
24c229 No.15703096
>>15703054
MSAA exclusively helps with edges of geometry by oversampling them in the rasterizer stage. It doesn't do anything about specular aliasing. If you don't want to get into the fuckery that comes with TAA, you could try mipmapping normals differently. When a regular mipmap of a normal map is generated the normals are averaged, which is physically incorrect. There are a couple of techniques for "smoothing" normals instead, which does diminish specular aliasing as well.
>too lazy to figure it out right now
There's always FXAA as well.
531aca No.15703127
>>15703054
eh, to be fair you will probably not be that low to the ground when you play so it'll probably be less noticeable
9a40c5 No.15703188
>>15703096
I know what MSAA does. To be more precise, it just oversamples the coverage, the color is still only calculated once per pixel. I still prefer it to TAA when available. The issue isn't really with the mip maps afaik, at least not the aliasing.
>>15703127
Still an issue, unfortunately. It's not super high priority for me since I'm just faffing about with making assets, but it's something I'll have to tackle someday.
24c229 No.15703249
>>15703188
>Network: (no players connected)
Working on a multiplayer FPS? Using snapshot interpolation?
9a40c5 No.15703265
>>15703249
No, at least not for the foreseeable future. I'm not sure why it even mentioned anything about a network.
24c229 No.15703271
>>15703265
Damn. What physics engine and first person character controller do you use?
d9748b No.15703297
Invidious embed. Click thumbnail to play.
>>15703054
>>15703188
Somewhere in vid related the Robo Recall devs show a texturing trick they used to kill specular aliasing without TAA.
24c229 No.15703339
>>15703297
They are basically just deactivating specularity by pumping roughness to max on normal map height changes, there is a better way:
https://research.nvidia.com/sites/default/files/pubs/2016-06_Filtering-Distributions-of/NDFFiltering.pdf
9a40c5 No.15703391
>>15703271
Found someone's port of quake 3's physics in JS and I ported that into C#, it's ok for screwing around but I need to get around to making something deterministic for replays to work.
>>15703339
>>15703297
bookmarked
b7305b No.15703478
Hum, more detail of the hair sticks? looks too plain
8b59cb No.15703492
>>15702977
It's just a quick way to see how it's doing, its not a big deal to measure it one way or another like that if you just want to see the basic idea of what's going on. It's not like I'm trying to quantify the effects of a small optimization, but rather, a major rewrite.
a835f3 No.15703547
>>15703478
The bun is too symmetrical and the sticks are too thin.
58f9bf No.15703552
58f9bf No.15703575
>>15699427
Welcome back anon.
eea0e5 No.15703582
>>15703552
Maybe next year.
58f9bf No.15703599
b7305b No.15703644
>>15703547
Its a sock bun
I have a hard time making asymmetrical stuff, it really hurts my autism
b7305b No.15703679
Ears time
Bigger? Smaller? I tried an extra large Serval type, but looked too weird, what do you guys think?
Yes, Foxgirls in my universe have two sets of ears
e96bbe No.15703717
>>15703679
Hard to say without context of the body. As it is it looks fine.
b7305b No.15703734
>>15703717
Made a bit bigger rounder and turned a bit to the sides.
Take in consideration her body will be taller and have thicker hips, we have some extra options in Unity, this is the blender base model
439b50 No.15703784
Welcome to /agdg/ where we talk about women's fashion and not programming.
eea0e5 No.15703827
>>15703784
Women's fashion is very important for programming, didn't you know?
ffbae4 No.15703872
>>15703552
Functionally it is but I need to get some more demo content done before d-day.
4113fc No.15703892
>>15703552
Here's a question, are we going to use the 11/11 image we used last year or should we create a new one?
http://8agdg.wikidot.com/demo-days
a8e328 No.15703893
>>15703827
Trap "programmers" just want to put CoCs in to everything.
b7305b No.15703900
>>15703552
We do have a working one just in case, but my bro is trying to make grass work on the new terrain so we can launch it with cuttable grass
Made ear fluffs
b7305b No.15704199
I wonder if this is the feeling Japanese students feel right before a school festival
12aca1 No.15704205
>>15703552
I'm skipping this demo day. Sorry lad.
There isn't much to go around in improvements, there's plenty things buggy that I don't need to put out a demo to know about, and I don't feel like babysitting a server all day.
b7305b No.15704265
Some small improvements to the grass, and a FPS counter
bc98fb No.15704281
>>15704265
Is this the new sanic game?
b7305b No.15704333
ffea28 No.15704355
>>15703877
not to mention they're usually mentally ill
d6d8f9 No.15704622
So i think the only core thing i need for demoday on my puzzle game is object interactions. I have 2 days off to work at it… no idea how to bridge the gap from arbitrary text into function calls. I have asked about this before but i am a dumb
b7305b No.15704633
>>15704622
You can get the text into functions with Reflection, or you can make a giant if/else
I don't think there is any other way
The Reflection solution changes slightly from language to language, but it's usually something like
Class.GetClass("MyClassName").GetMethod(your_arbitrary_string).Execute();
7838d0 No.15704689
>>15703552
I wish. I intended to have a demo ready for this demo day, but all of my progress has been on important things that I can't really show off in a demo yet, so I'm going to have to wait until February.
e45f70 No.15704863
>>15704265
God damn that looks great
>>15702389
Put the hip slider to max and post results
a8e328 No.15704881
>>15704265
He moves like he crapped himself.
b7305b No.15704904
>>15704881
I took the animations from some shitty free package, my brother is slowly replacing them.
Currently he runs on water too
5e7f2f No.15705230
>>15704265
This is a harvest moon kinda game, right? Grass looks amazing, btw.
a06e90 No.15705299
ITT: Mediocrity
Stay losers, forever.
5e7f2f No.15705304
>>15705299
Stay gone, forever.
a06e90 No.15705305
c2f0f7 No.15705331
>>15705299
In the land of the blind the one eyed man is king. Loser.
e45f70 No.15705451
>>15705299
> t. cuckdev
You will NEVER finish your game.
b7305b No.15705456
>>15704881
I will replace the animations after the demoday
>>15705230
Yep, also cutting grass will be part of the game, it will become cow feed
efdce5 No.15705485
>>15705456
>cutting grass will be part of the game
3d66f6 No.15705502
>>15705456
>cutting grass will be part of the game
I hate that this makes me excited because i don't want to cut my own real fucking grass.
d5a339 No.15705535
>>15705485
>2D platformer. Dreamcast. Quake III, Rideable lawn mower.
Boomer is living the dream Anon.
328f84 No.15705753
>>15705535
>doesnt know motherload
Get a load of this pleb.
82333e No.15706177
>>15703827
fuck off back to >>>/cuckchan/ with that degenerate shit
>>15705299 (you)
24c229 No.15706453
>>15703391
>Found someone's port of quake 3's physics in JS
Care to link it?
>need to get around to making something deterministic
As soon as you have a server, you have a single authoritative game state per server tick. As the server already only simulates physics in fixed timesteps, everything is practically deterministic at that point save for a little bit of numerical instability that gets brushed over every 50ms / snapshot interval.
408cca No.15706463
>>15703877
>>15703827
Kill yourselves and fuck off with your forced tranny memes. Pushing your shit onto others and latching onto subgroups to recruit is cleassic faggot behaviour.
b7305b No.15708250
Grass generation is quite a bit faster, and the scythe is back for drawing swastikas on the grass.
I will try to get the grass to instantiate during edit time and cache the result for instant loading during playtime, but I might not be able to finish it tomorrow.
42eeec No.15708304
98d8e8 No.15708548
>>15708529
I was kinda excepting the potion seller pasta fam.
d73c21 No.15708580
>>15708304
Odds are certainly in his favor
1ef4ed No.15708716
>Finish work
>Cool I have two days off, time to blitz this bitch and get a demo done!
>Stay up until 7 am, sleep until 5 pm
>Friday Night Magic until 10 pm or so
>Only have one actual day off to work on it
>Not sure how to progress
>Have to work at 8 am on Sunday
Sure gonna make it
0affdc No.15709000
>>15708716
I'll probably get something out, but I'm afraid I'll have to cut some of the stuff I wanted to show off because it's not fully compatible with my reworked AI yet.
225a01 No.15709516
>>15708716
>working on the sabbath
REPENT SINNER
96d594 No.15709735
>>15701754
>>15701673
Good progress, anon. Keep it up.
24aee5 No.15710121
>>15701754
are the bullets going to be actual projectiles or hitscan?
4113fc No.15710237
>>15709735
Thanks anon. Hopefully I'll have something for demo day.
>>15710121
Kind of a hybrid between the two, but effectively projectiles. The external ballistics and parts of the terminal ballistics system are going to be pretty in depth.
1ef4ed No.15710504
Let's say you have 2,000 particles and you need a method to see if one particular particle happen to be adjacent to another one. What is the best way to store/poll them?
That is, I have it implemented as a large array of structs for performance reasons, and the object itself is fairly heavy so I can't recklessly copy or pass them around. Because of that, they aren't indexed according to position (and besides two could occupy the same position, so a hashmap/dictionary won't work here). Not sure how to do this
1ef4ed No.15710564
>>15710504
Oh actually I think I have a good idea. Since I'm pre-sorting the array every frame (via Array.Sort() which is very fast for some reason), I can then iterate over it and build a simple int:int hashmap that links a position with an array index, perfect.
ce7d53 No.15710601
>>15702977
Isn't frame time just 1/FPS ?
12aca1 No.15710910
>>15710601
No. That's average frametime.
If one frame takes 500ms and the other 59 take ~8.4ms, you'll still have 60fps. But the game will run like fucking shit.
On top of that, you can quite easily query the GPU for how long it took to complete a frame by simply slapping a query timer around it.
1ef4ed No.15710913
>>15710910
One thing I did was keep a rolling average of the last 300 timestamps (5s @ 60 fps) and see if it was running too fast or too slow. Is that sufficient?
12aca1 No.15710964
>>15710913
FPS and frametime are different statistics that have different meanings and can be used to diagnose different issues.
Keeping track of frametime tells you whether an individual frame notably slower than others; which can cause framerate hiccups.
FPS (or your roling average frametime) shows average frametime, and tells you whether the frame timing (when you actually start on a frame) is good.
e45f70 No.15711030
Finally got those god damn transitions working that have been a thorn in my side for days
b92062 No.15711141
Previously i've been making an F-Zero clone for learning purposes. It turned out quite fun, so now i'm thinking of making my own hover vehicle racer. I started expanding on the gameplay based on my own racing taste, so far i've added traction/airdrag to make the vehicle feel like it's actually weighing 3 tons rather than a toy and now it plays like it's somewhere between simulation and arcade which is better than expected.
So far i plan to add:
>Your own garage/ships which you can costumize/upgrade instead of picking a character/ship
>Weapons/Tools to spice things up but instead of picking them up on the track, you add them to your ship like on a mech and they have a cooldown
Anything you liked in F-Zero/Wipeout/Star Wars Episode 1 Racer/ or similar games that you'd like to see in such a racer?
24aee5 No.15711240
>>15711141
>saying only f-zero when f-zero is fundamentally different from f-zero X and GX
Even the handheld games similar to the original snes f-zero game is also different from the X and GX games, instead of drifting to turn you would blast turn, it is present in X and GX but has less of an effect, so the snes/gba f-zero, pressing the accelerator allows you to corner a lot better without losing too much speed, I really liked that but found shifting along the horizontal axis didn't help steering too much and was used exclusively to line your vehicle along the ideal racing line, which is the only gripe I had with the original F-Zero games. Please avoid retarded racing game gimmicks like Fast Racing Neo's gimmick, some stupid flying option, or the weapon shit which detracts the game from a racer.
I would like to see some of the churayzee tracks from F-Zero X and a track editor like F-Zero X 64DD, that would be fucking rad
b92062 No.15711404
>>15711240
I was copying F-Zero X, i never liked GX much.
>instead of drifting to turn you would blast turn
I had that, but after i made the driving more physics based i removed it and instead you have to deacellerate and/or drift to take tighter corners.
>weapon shit which detracts the game from a racer.
What do you dislike about weapons?
24aee5 No.15711427
>>15711404
Weapons isn't racing, it's fucking gay, at best I would like to be able to enable/disable it. I have heard that the Sega All Stars Racing has been praised for doing a great job on weapons in a party racing game.
15c573 No.15711491
Though the armour is still just a cosmetic item, you will be stylin' this demo day
b92062 No.15711495
>>15711427
>at best I would like to be able to enable/disable it
That's a good idea. I personally like weapons but those who don't like them can avoid them this way. I'll also take a look at Sega All Stars thanks for the tip.
b7305b No.15711503
>>15711491
Will there be more equip slots later?
Do one ring per finger!
15c573 No.15711511
>>15711503
and a cock ring
I'm only currently considering jewlery, otherwise I don't think I wanna have separate shoulders, belts etc
cebdb2 No.15711515
>>15704904
>Currently he runs on water too
It's a feature!
>>15711491
>Though the armour is still just a cosmetic item
Doesn't it take like 5 minutes to add a float to the armor objects and subtract that float from damage dealt to you?
e96bbe No.15711545
>>15711030
Isn't playing on the phone too hard? I remember actions that require precision were sometimes pretty difficult with keyboard.
>>15711491
Those armors with bottom parts look joocy, especially the bottom left one. Much better than the ones without because they give me impression like they don't include pants.
15c573 No.15711593
I'll have to repost this without the accidental desktop screenshot
>>15711515
>Doesn't it take like 5 minutes to add a float to the armor objects and subtract that float from damage dealt to you?
but there's balancing, scaling, damage tresholds and all the other RPG shit I wanted to do…
not to mention most items will primarily be sources of buffs, magical and elemental effects, additional skills and other stuff that isn't implemented yet
maybe I'll try to find those 5 minutes before DD
>>15711545
>give me impression like they don't include pants
cos they don't
There's a barbarian-like shirtless version if that's more of your thing
e96bbe No.15711665
>>15711593
>3rd pic
Barbarian looks nice though
cbc082 No.15711907
So tomorrow is that day.
Does anybody here is hopeful about it? Because I don't.
35ad27 No.15712283
Game's ready, server's functional, not too many bugs, for once I'm on top of things. I don't know how anyone does anything productive without being NEET though. No, doing things you hate doing out of fear of homelessness is not productive. By that logic, being a prostitute is productive.
4113fc No.15712333
>>15712283
Do you have a game screenshot?
c9b8b7 No.15712438
>>15712283
They do it slowly. Seeing how many NEETs here still don't get shit done despite all their time, they probably aren't much less productive.
>implying prostitution isn't productive
473b3d No.15712444
>>15712283
>I don't know how anyone does anything productive without being NEET though.
That's because being NEET is cancerous to all kinds of motivation.
t.NEET
adffc5 No.15712505
>>15712283
>all these new-age ideas where kids aren't taught the discipline of a hard day's work to make a reasonable salary
>muh slavery
>being paid money is slavery
everyone who thinks they should not have to work for a living is either a gypsie, a jew, or a nigger, and nothing precludes them from being all three.
>forced to work
by the same logic that people are forced to work in order to subsist and survive, it could be said that you are "forced" to drink water and eat food. Your body needs food to survive, how oppressive it must be to be organic and consume.
If you really didn't want to deal with modern "problems" you'd go live innawoods and fuck off forever like /k/ did about a year ago; but then you'd realize that in order to live you need to do "so unproductive" things like harvest and build an actual home and protect your body from the elements.
What a hard life it must be to have a desk job where you don't have to weather the elements and everything is handed to you and you still have to complain that you spent ~8 hours working.
sage for offtopic, the bait got me good.
c9b8b7 No.15712530
>>15712505
>seriousfagging against MS Paint strawman comics
35ad27 No.15712566
>>15712333
Sure. It's Meme War, the hyper-gamified forum. I missed the last demoday, but you may remember this from 5/5 even though I haven't really been active in these threads. You can check it out right now if you want. The server will be up for the foreseeable future: http://alt.memewar.io/ (there's an http://memewar.io/ too, but it's currently not as fast or populated at the alt server). I'll try to remember to catch a good combat screenshot next time an interdimensional locusts event occurs.
>>15712438
Maybe they just need a job so they appreciate their time more. When I worked, I had no energy to do anything productive. Now I'm writing books and apps and learning shit all the time. I may not be rich, but I certainly wouldn't be if I worked and I'm happy just having the freedom to create. But the second I'm forced to work again is the second I stop being productive. Seems like it would be a lose-lose for everybody.
>>15712505
Why don't you go live in the woods and hunt your own food Mr. Boomer? Can't use modern weapons or tents or even clothes though, that's just letting someone else do all the work for you ;^). The more you suffer, the more "just" you are, right? The truth is, we don't need 8 billion humans working themselves to the bone, or at all. That's why we invented technology and Capitalism for that matter. Capitalism incentivizes people not working. The fewer employees a company has, the more money that goes to those who own everything, so there is incentive to automate. Millennials like you are often so brainwashed by redpilled youtubers, they forget that labor camps and "work or die" were originally *communist* hallmarks. It'd be a lot easier to take wagecucks seriously if they only admitted why they hate NEETdom so much: envy.
c9b8b7 No.15712615
>>15712566
>Meme War, the hyper-gamified forum
>Mr. Boomer […] Millennials like you
>the comic was meant seriously
If this is a joke it's a damn good one, what the fuck.
0affdc No.15713132
Slapped together a title screen.. Threw together a few sample factions to play with… Rigged up a very barebones audio manager… Probably the best I'm going to be able to get out for demo day. I was hoping to actually have some single player scenarios available as well where you're given an objective to complete beyond rout the enemy and things happen battle, but I wasn't able to get everything working in time. Something to shoot for by February I guess.
15c573 No.15713171
Gotta love the wonk that comes from crunch time. Damn, I missed this
15c573 No.15713219
>>15713171
seems that my post shows up on the main board page while being invisible in the thread itself. nice.
6a4854 No.15713235
>>15713132
Can you fuck the goblins
0affdc No.15713334
>>15713235
No, they're dead now.
6a4854 No.15713363
efed16 No.15713467
>>15711545
>Isn't playing on the phone too hard?
It's more of a pain than with a keyboard but not by a lot. Especially since allowing Erni to carry the bucket and scoop fish up rather than only kicking fish in (which became very frustrating rather than fun) it's not too bad. Casting the line on 45° angles can be hit and miss but the controls are simple enough that that's pretty muvh the worst of it.
4a331a No.15713702
you faggots better get ready to start the actual demo day thread.
1ef4ed No.15713886
>>15713702
Yeah, so is it getting posted in 7 hours or what?
15c573 No.15714226
>>15713886
I hope not. I'll be asleep by then
b7305b No.15714291
>>15711511
You could keep armor for general mobility vs defense stats and keep all enchantments on rings
This way you can have more flexible gear since all special effects are contained in general equipment (jewelery)
Also please don't do Item sets, they fuck with versatility and make most item set gear unoptimal without all the parts
15c573 No.15714341
>>15714291
>Also please don't do Item sets, they fuck with versatility and make most item set gear unoptimal without all the parts
My dude, that's the idea behind the whole item naming convention thing.
15c573 No.15714360
I seriously hope you guys will find this
1ef4ed No.15714388
Found some old progress webms from 2-3 years ago
42eeec No.15714432
>>15714360
Add a torch or two
15c573 No.15714556
>>15714432
will votive candles do?
42eeec No.15714603
>>15714556
If you're feeling lazy, sure
15c573 No.15714614
>>15714603
>lazy
yeah, let's call it that
42eeec No.15714630
YouTube embed. Click thumbnail to play.
>>15714614
Just kidding man, I highly like what you do
42eeec No.15714647
YouTube embed. Click thumbnail to play.
>>15714614
Just kidding man, I highly like what you do
15c573 No.15714668
>>15714630
no offense taken, my dude. Crunch time is what it is, gotta get "creativite"
ffbae4 No.15714702
>Doing last minute testing in Virtualbox to avoid needing to restart constantly
>Windows version freaks the fuck out with hardware acceleration turned on and segfaults with it off
>Restart into Windows to try the build and it works fine
I don't need this extra anxiety. I'm hoping it's just Virtualbox being shit.
feed59 No.15714772
>>15697662
i wish she didn't have such a smushed face
b7305b No.15714793
>uploading windows and linux 7zips to mediafire and mega.nz
>170 fucking mega each
shit takes forever
74f2dd No.15714803
>>15697662
GOD THAT'S SO FUCKIN CUTE HHHNNNNNNNNNGGGGGG
>>15704265
i like the trail you leave behind when you run in the, it's a nice touch. Steady 60FPS is also nice and a must.
>>15704863
>Put the hip slider to max and post results
seconding this
b7305b No.15714823
Our demo is compiled, testing right now
>>15704863
>>15714803
>Put the hip slider to max and post results
It becomes a fat slob, it is not pretty
The hip slider is not a shape key/blend shape like the breasts, it is a special modifier that increases the size of the hip bone, scaling up the part of the mesh weighted by it, it is to be used sparely
Don't the next girl will have the widest hips, i will have her body ready in a week or two, gonna post when she is ready, this image is her right now without the hip slider active. i have no idea what the fuck i am doing with her dress, gonna go with the flow
b7305b No.15714831
>>15714823
i fucked up that sentence, i meant:
Don't worry, the next girl*
15c573 No.15714834
>>15714820
mistakes into miracles
b7305b No.15714858
>>15704863
>>15714803
>Put the hip slider to max and post results
Just because we have one, don't mean it's pretty, here it is
f79fa2 No.15714861
>>15708716
>Friday Night Magic
You can't do that when you want to get anything done on the weekend you tubo-nerd.
I've tried to do that in the past. It doesn't work, the time you spend recreational on Friday adversely affects your performance on Saturday and axes any hope of doing work on Friday.
Format? Deck?
Actually don't answer, you should be working on your demo.
1ef4ed No.15714929
>>15714861
I work retail so my schedule is all over the fucking place. There is no "two days off in a row" for me.
Jeskai control, standard. I also have a Restore Balance cascade deck and BRG Dredge for modern
cebdb2 No.15714964
Do we have a baker for the demo thread, or should I do it? I promise I won't forget the subject line this time.
>>15714858
ughthiccer.png
>>15714861
>he time you spend recreational on Friday adversely affects your performance on Saturday and axes any hope of doing work on Friday
>not drunkenly programming at 5 AM on Saturday when you get home
78e323 No.15714987
15c573 No.15715118
alright, a Win32 demo build is ready and a webm is currently being recoded from raw footage.
As expected, it's still unpolished but I hope you guys will have fun once DD arrives. You can play it early by visiting the beelze wiki page. See you in the morning.
1ef4ed No.15715387
Well, I didn't get a very good demo done, but I said I'd post what I had.
If one of you lads make sure this finds its way into the next thread (including pic related), that'd be awesome.
Yes, the zip file is only <6 mb; also feel free to take a look and try it out ahead of time if you want to.
—-
Autumn Willow
https://www.dropbox.com/s/o131it5n7vov8o6/2018-11-11%20Autumn%20Willow%20%28DEMO%29.zip
This is a simple puzzle game inspired by games like Chip's Challenge and Boulderdash. It's pretty barebones, since a lot of the year's development went into under-the-hood engine stuff that you can't really notice. A good amount of the rendering and interaction code was done in the last 24 hours. The game is written from the ground-up in C# using SFML for resource management and rendering. The distribution is only 6 mb as well.
I welcome any feedback about the game
658a72 No.15715838
>>15695663
You might want to check more in details with people that know about this, but I don't think the amount of work is that huge.
I lightly checked with someone I know, and the most I will have to do for the company upkeep is filing revenues/expense for the company once per year. And there's accountants that specialize in small companies that can help you for cheap and they take care of most paperwork.
Got past my slump a bit late, and got surprised for some specific cases related with script behavior.
Everything work now, but I need to reboot and check if compilation under windows won't give me trouble (Murphy's law is being applied right now)
Going to sleep and hopefully I'll submit a small something later today.
15c573 No.15716282
I can't say I recommend Xmedia for VP9 encoding but it did manage to put 4 minutes of gameplay into a ~15 meg file
8b59cb No.15716319
This is the build of Sigma 2 that I am releasing for Demo Day, once the thread goes up.
https://my.mixtape.moe/xdmozk.zip
It can do occlusion culling now, so it runs faster. Vulkan support is disabled while I rewrite the Vulkan code to work the way I want it. I didn't compile for Linux, but I can do that, I will just do it later if anyone asks. Hopefully it runs nicely on everyone's computers.
I know I haven't posted on here in a while, but i'm trying to change that. I'm still working on this project, it's just hard to post progress.
24aee5 No.15716333
>>15716319
give me the linux port
12aca1 No.15716344
>>15716319
>FPS: 10142
you best be providing an option to cap framerate
its not your job to melt people's gpu's
980492 No.15716386
>>15716344
>its not your job to melt people's gpu's
But anon he will increases the brand value of nvidia graphic card.
cebdb2 No.15716514
Demoday threads are up:
>>15716503
>>15716503
>>15716503
>>15716503
>>15716503
>>>/agdg/32567
>>>/agdg/32567
>>>/agdg/32567
>>>/agdg/32567
>>>/agdg/32567
8b59cb No.15716567
>>15716333
See: >>32569
>>15716344
It can cap framerate fine, I was just showing off. Taking that screenshot was enough to make my computer get pretty loud. Although lately the program has a bug, where the capped framerate caps it twice as much, on some computers. It didn't used to have this bug, but timers are pretty bothersome I guess. I'll fix it eventually. If you notice it set the cvar "r_fps" to twice what you want.
>>15716386
Just wait until I get competent enough with Vulkan to do some real damage.
8b59cb No.15716577
>>15716567
I didn't realize I had posted on /agdg/. See >>15716576 for a post on /v/.
ffbae4 No.15716865
>Some fag reports demo day thread multiple times
>Reports get dismissed
>Bot starts spamming the thread
d73c21 No.15716901
Unfortunately I won't be submitting a demo this time. Couldn't package the standalone successfully with the new version of Liko12. It would have featured:
> 4 functional difficulty settings - Hard, Normal, Easy, and Game Journo
> hats which work as protection against a single bite, which break after being hit
> visual menu transitions
> Finished game ending screens (success/failure)
> save data functionality for player options
> a little intro screen when you start the game to describe the goal (pic2)
Maybe next demoday the game will be done
e96bbe No.15717506
I also don't have a demo this time. But at least there are dialogue choices now.
b7305b No.15717782
This shit was working perfectly on .Net 3.5
private static void sortClockwise(Vector3 normal, List<Vector3> vecs, bool tryAgain = true) {
Vector3 center = Vector3.zero;
foreach (Vector3 v in vecs) {
center += v;
}
center /= vecs.Count;
vecs.Sort((a, b) => {
float val = -Vector3.Dot(normal, Vector3.Cross(a - center, b - center));
return val > 0 ? 1 : val == 0 ? 0 : -1;
});
}
Now it don't work anymore in .net 4.x does not work anymore. It seems it changed from Quicksort to introsort, but that does not explain me shit. I've tried all kinds of shit but it simply refuses to work again.
This is the reason there are holes in my map, and some texture problems too. The demo version have a """"fix"""" that don't work 100% of the time. I am at my wits end with this shit
5e7f2f No.15718659
>>15716514
D-does my discreet math final count?
cd2df1 No.15718679
>>15716901
Yours is probably the only upcoming game I'm hyped for, indie or otherwise.
1ef4ed No.15718698
>>15718659
What is this, bitwise AND logic?
cd6a25 No.15718794
>>15717782
So just implement your own Quicksort function for it.
5e7f2f No.15718988
>>15718698
Hasse diagram solver. Transitive reduction. You input number of projects and their respective values in X indicators and it makes a matrix with their size comparisons. First one is that. Second is the same, squared. Third one is the first minus the second, or M∧!M². Cuts all indirect connections in the graph and orders by covering relation. You can input a number of possible investments and any number of indicators of cost and gains in currency unit and weight them for time and it will tell you the ideal order for the series of them to optimize the gain.
I actually did use booleans and bitwise for the matrices, a first now that I'm on C++. I'm working of drawing the visual diagrams for each step on fucking winforms.
e45f70 No.15719643
>>15718679
Thanks, though I gotta ask: why? What are your expectations for it? It's a pretty simplistic game after all
88dbd5 No.15720467
I'm not sure where to ask this, but does anyone have good resources on how to make your own music? specifically for a retard like myself
Do you recommend learning with something like FL studio or something else (like a mod tracker such as milkytracker)? Years ago, I've used LMMS, and I remember that giving me some problems when I tried to import instruments probably intended for FL studio.
Has anyone made their own dynamic music? How did you do it?
In school, I've always excelled well in subjects like math, science, history, etc, but I am completely retarded when it comes to anything related to music.
I remember trying to learn music theory from daveconservatoire.org, but I felt like that was getting me nowhere, and I wasn't learning directly through something hands on like a tutorial for the software I will be using.
a570c9 No.15720588
>>15720467
You can compose music with FL Studio without knowing how to read scores but by copying what you like in the music you listen to, for instance.
FL Studio is pretty simple to use. Learn how to place notes and patterns by hand and you're set to discover more features as you explore the software yourself or with tutorials.
b7305b No.15721421
>>15718794
>>15717782
Turns out I fixed it by making a non-retarded way to get relative angles and used Linq's OrderBy.
658a72 No.15721543
>>15720588
There's also an open source equivalent, LMMS https://lmms.io/
I don't know how it compare to it, but people seems happy with it.
Managed to make my code work under windows, but after the event…
Hopefully next time I'll have at least one complete stage as demo.
b7305b No.15721562
>Do the global illumination, will be great
T-thanks
Still at 50%, but I don't have high hopes for this shit
a570c9 No.15721563
>>15721543
I've tried both FL studio and LMMS and at the time and I preferred the former by far, but that was because I was used to it and had a fast process I couldn't replicate on LMMS.
811f01 No.15721780
>>15721562
Do you use custom shaders?
b7305b No.15722042
>>15721780
Yes, but not there. The thing never finished, 3 hours in and I just cancelled it
811f01 No.15722691
>>15722042
Normally custom or older shaders have problems with GI. See if your unity version has the "progressive" lightmapper, if yes try using it instead of "enlighten". Best way to tweak GI or graphical things in general is to make a small demo scene with like 3 objects and gradually change/add shit to see what exactly is breaking it.
b7305b No.15722750
>>15722691
well, that will take forever, will do after we rework the city
ffbae4 No.15726243
>Can't reproduce slow closing now that I want to debug it
Fuck sake. Hopefully changes I made to events fixed it. Also knocking out some of the easier feedback from d-day thread.
e45f70 No.15726483
I used some simple trig to draw a frequency-fitted sine curve rather than the previous straight line for drawing the fishing line. The result turned out pretty nicely I think.
b7305b No.15726858
It seems it does not fucking matter to Unity if I send 9320000 or 291250 blades of grass, as long as I send them in 1165 batches, the performance is exactly the same.
Fucking hell. Not to mention that the code that orders the draw takes fucking twice as long as it takes to actually draw
93fbb7 No.15726870
>>15717782
Since it seems to work I don't like to ask this, but: What exactly is this supposed to do?
368679 No.15726916
>>15726483
Looks comfy.
>>15726858
Do you use instancing? Might be why. Well even if not, if a blade of grass is one tri you can easily do 10+ million tris on a decent GPU. Fun fact, most "modern" open world AAA games on a PS4 use around 8-10 million tris per frame.
cebdb2 No.15726932
>>15726870
From what I remember of their project:
Sort vertices created by his automatic terrain system so, when they get drawn, they all have the same winding order and thus the same normals for backface culling.
b7305b No.15727011
>>15726870
>>15726932
That's correct. I am not the most math and geometry savvy, so i have to use a lot of workaround strategies. I am pretty sure most of the stuff I do is unneeded if you know what you are doing
>>15726916
I am using instancing, but each "GrassTile" only draws about 8k blades of grass, made of two triangles (to be able to be trapezoid when you cut it). Each GrassTile draws however many grass should be drawn in it's 8x8x8 cube. This map have 1165 of these, some as low as 4 grasses on it. Those with zero gets removed.
I am unsure of what are the biggest bottlenecks in instanced rendering, but supposedly, memory bandwidth is a big issue, that's why my grass position is a single uint with it's first 24 bits being the x,y and z relative to it's GrassTile center (meaning a max of 32x32 (current grass patch thickness) grass per 1x1x1 tile).
This unfortunately, means that the biggest blocks I can have is 8x8x8 if I want to keep the thick grass patches.
I could rework the position uint for 12/12/8 and remove the unused 'grass type' that was reserved for the last 8 bits, this would enable me to have 128x128x8 blocks. Since flowers would end up using a different mesh, I might as well go with this, and draw other types of grass in different tiles. Or just use more memory per grass blade
But for now, i will just draw the GrassTiles that are less than 32 units away from me and be done with it until much later in development.
b9405d No.15727362
>>15726858
>>15727011
I may be able to help optimize, but need some info.
Do you use compute shaders to build your data once and done, or is it per frame?
If it's per frame, run me through the compute shader stages (thread count per stage, basics of what you're doing with data), and if you transfer from GPU -> CPU, and so on (every frame?).
Vertex shaders for drawing right?
Also, what graphics draw function do you use?
Would be a lot easier if i saw the source code, but I understand that's it's proprietary
>as long as I send them in 1165 batches, the performance is exactly the same.
Better to batch with smaller instance count and more vertices (find the sweet spot of your GPU's max data throughput).
Not to patronize, but, GPUs are meant to process a huge amount of data at once, due to having so many cores/threads, and it's better to throw it all at it at once; than small chunks at a time.
Obviously there is still a maximum throughput of processing power, and data it can processes per tick; however, it's generally astronomically higher than most think (as we're used to CPU limits).
12aca1 No.15727400
>>15726858
>>15727011
Try drawing grass front-to-back. That way, the fragment shader of the grass that's further away wont run as much due to early depth culling. Of course this requires you to turn off features such as blending and messing with the fragment depth that would prevent early depth culling.
b7305b No.15727620
>>15727362
For context, I am using Unity and whatever they let me use
>Do you use compute shaders to build your data once and done, or is it per frame?
It's built once with compute shaders, then saved to disk. Later runs read from dist, but I never bothered checking if that's really a big of a increase in load time or not.
All the data is stored in ComputeBuffers
_position;//uint, stores relative position in 8/8/8/8 as x/y/z/type(unnused)
_bend;//how much it should bend (float, I probably should change to byte)
_bendDirection;//the direction it should bend (float, I probably should change to byte)
_length;//missnomer, actually stores when the grass will be fully grown in game time
normalRotation;//not yet used, will store the ground normal. This being not done yet is why the grass disappear if you run uphill
argsBuffer;//unity stuff that is required for Graphics.DrawMeshInstancedIndirect
>Better to batch with smaller instance count and more vertices
Each blade of grass (instance) have 4 vertices (for now), to make sure it's not the bottleneck
>Also, what graphics draw function do you use?
Graphics.DrawMeshInstancedIndirect
>Would be a lot easier if i saw the source code, but I understand that's it's proprietary
Although it wouldn't personally bother me, I don't want to even get close to risk losing the exclusivity of even one of our games selling points until I sell a whole bunch of copies either. I bet my brother thinks at least a bit similarly. It's a bad strategy no matter how I feel about it, at least for now. So I won't share the whole code, only the relevant bits
55135b No.15727874
>>15727620
>Although it wouldn't personally bother me, I don't want to even get close to risk losing the exclusivity of even one of our games selling points until I sell a whole bunch of copies either.
What's the worst case scenario for how many copies you sell?
b9405d No.15727983
>>15727620
>Later runs read from dist
Well if it's only once then it's nbd
>All the data is stored in ComputeBuffers
mainly I wanted to know the size of the buffers per entry (stride size)
16kb stride size, matches cache size of modern GPUs, massive speed increase, yes use padding or multiple compute buffers.
Since the actual compute shaders aren't a performance hit, then my original advice I was thinking of won't really help as it's compute shader based.
Seems this is just a general, CPU -> GPU and GPU -> CPU issue.
The goal then is minimizing the amount of calls (this is the bottleneck, the data traveling from cpu -> mobo -> pci-e bus -> gpu).
As the lag time is implicit overhead per call; thus, fewer calls, less implicit overhead.
Thus, throw everything at the GPU at once; instead of doing ~2k individual calls with ~2k sequences of implicit lag.
>Each blade of grass (instance) have 4 vertices (for now), to make sure it's not the bottleneck
I'm not entirely sure how you're laying out your grass data, like per cell, or something or another.
However, if you have a singular instance it will dramatically reduce the overhead.
All data should be written into a single buffer; it should be done in a single draw call.
e.g. in args buffer, it should be:
var argBuffer = new int[4] { 4 * instanceCount, 1, 0, 0 };
So, a single instance, u can reconstruct the vertex index in the vert shader via SV_VertexID
Though, armed with the above knowledge you should be able to figure our a solution that works best for your situation.
>I don't want to even get close to risk losing the exclusivity of even one of our games selling points until I sell a whole bunch of copies either.
No i understand completely, I'm the same way about my code.
af8577 No.15728118
Helloooo
I noticed I have some spare time nowadays, like 2-3 hours. I want to spend that time learning how to code, how should I get started? Is there a common practice people do to learn coding?
I'm pretty shit at math, does that matter?
b7305b No.15728139
>>15727874
>What's the worst case scenario for how many copies you sell?
00000
my livelihood is at stake on the success of the game, I will not take unneeded risks
>>15727983
>I wanted to know the size of the buffers per entry
You mean the size of the buffers per Graphics.DrawMeshInstancedIndirect call?
The instance data is spread over multiple buffers, is this a performance bottleneck?
>16kb stride size, matches cache size of modern GPUs, massive speed increase, yes use padding or multiple compute buffers
You mean to drop all of the instance data into a single buffer (currently would have a stride of 20 bytes)? And keep the total buffer size a multiple of 16kb?
Also, I have a single buffer that stores a whole lot of cached rotations, so I can have my grass use a single byte to represent a rotation. These kinds of "static shader data" should be stored how?
Also, I am pretty sure those ComputeBuffers are always in the GPU memory like a texture would be, so there shouldn't be cpu -> mobo -> pci-e bus -> gpu downtime. That's why I would like to think that there shouldn't be any issues with many draw calls, the data should already be there waiting to be used. The memory bandwidth I cited above was meant to be GPU memory -> GPU cache or something
1ef4ed No.15728151
>>15728118
Math is mostly going to be useful for translating 3D coordinates or for drawing shit. It's pretty important, depending on how complex/hand holding the engine you use is.
For coding, there's a few different paradigms:
>Language: Shit like C# or C++ or Python. Everything else is built on top of one of these, and then gets compiled down into machine code
>Framework: Something like SFML or SDL which is built from a language, and adds additional functionality (eg SFML loads resources into an OpenGL context for you and is very lightweight)
>Engine: Stuff like GameMaker and Unity. It's usually an all-in-one package that can include editors and more
Generally, you'll have better habits if you pick up a strongly-typed, compiled language. Something like Lua or Python might be easy to start with, but you might develop bad habits because of how they let you do anything (but they are often slower).
C is basically useless (it's too low level to be productive, unless you do it as an academic exercise, like Sigmadev and his low level engine), C++ or C# is probably the sweet spot
55135b No.15728162
>>15728139
>00000
I see someone's capable of learning
93fbb7 No.15728166
>>15728118
There are ten million ways to do it. My personal favorite book is SICP because it teaches programming itself rather than a language, but it's not an easy read. Something like Python is a frequent recommendation to beginners. It has lots of books and good libraries you can use for graphics and shit; some people like that sort of visual feedback while learning and you can get started with basic games very early on.
>I'm pretty shit at math, does that matter?
School math isn't really that important, but programming requires a similar kind of logical thinking as proving theorems, so if you have some experience there, that helps. It's not required though.
b7305b No.15728183
>>15728162
My brother might or might not think otherwise, we have the same ID
5e198e No.15728219
>>15728151
>GameMaker and Unity
unironically the two worst engines available
1ef4ed No.15728224
>>15728219
Sure, but they're the most widely known and beginner friendly. While I wouldn't recommend them, I used them as an example.
b9405d No.15728247
>>15728139
>you mean the size of the buffers per Graphics.DrawMeshInstancedIndirect call?
this doesn't particularly matter, as long as there isn't too many sequential calls
>You mean to drop all of the instance data into a single buffer (currently would have a stride of 20 bytes)?
Sort of, have a struct with 16kb size per entry.
If you can't encode that extra data to an int with bit packing, then, use another buffer with padding.
>keep the total buffer size a multiple of 16kb?
No that particular part doesn't matter
>These kinds of "static shader data" should be stored how?
just fit it into 16kb stride per entry of a compute buffer
>I am pretty sure those ComputeBuffers are always in the GPU memory like a texture would be
What is the GetInt, and updateBuffers?
>That's why I would like to think that there shouldn't be any issues with many draw calls
LINK
https://www.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau
See slides 18 to 23
Also look up, "why does reducing draw calls improve performance?"
>>15728219
>how to recognize a nodev.jpg
b9405d No.15728252
>>15728247
>this doesn't particularly matter, as long as there isn't too many sequential calls
I mean this in the context of writing compute buffers of data to the gpu per frame; tho as mentioned you said you don't do this.
b9405d No.15728262
>>15728247
>No that particular part doesn't matter
Also this may confuse you, as, the overall size of buffer is implicitly a multiple of 16kb if you have 16kb entries.
To clarify, the reason I said "that particular part doesn't matter" is because it's not the real reason we're doing it (overall memory size).
We're doing it for the reason of the GPU cache line, and it being 16kb size per entry; so it only matters what each entry's size is, which has the overall size being a multiple of 16kb as a consequence not as the main reason for doing so.
ANOTHER clarification
b7305b No.15729326
b9405d No.15731007
>>15729326
entry = array[index];
b7305b No.15731044
>>15731007
dude, each blade of grass is 20 bytes.
I have no idea how to turn it into 16kb.
Although I might figure something out, I remember once being able to "create vertices" out of nothing in the shader, geometry shader I think. but I can't use Unity's surface shader with it.
Alternatively I could attempt to figure something by making the actual mesh be actually 819 blades of grass and index them with uv1 or something, then business as usual
cebdb2 No.15731118
>>15731044
>dude, each blade of grass is 20 bytes.
>I have no idea how to turn it into 16kb
By doing 6400 of them at the same time.
b9405d No.15731334
>>15731044
i was on 48hrs no sleep last night, my bad.
I meant 16bytes per entry, so like, 4 floats (4 bytes per). This is for loading memory from cache into the registers in most efficient manner possible so there's fewer cache misses.
GPUs have 16kb L1 cache sizes so my tired brain hopped to that.
b7305b No.15731370
>>15731334
so either reduce from 20 to 16, or pad to 32?
>>15731118
>By doing 6400 of them at the same time
16 * 1024 / 20 = 819.2
b9405d No.15731882
>>15731370
definitely reduce to 16 per entry.
tho that's not really the biggest deal here and it's just a quick optimization.
The largest optimization is doing fewer batches. The reason being, is that the gpu is generally memory bottlenecked, and not computationally bottlenecked.
Hence the, "throw everything at it at once" line.
ff06b6 No.15734585
>>15734315
> red nailpolish
slut
0589a5 No.15734681
>>15734585
it's a fox girl, of course she's a slut.
afc1cc No.15735105
>>15720467
Free software has come a long way in making music. LMMS is still good for doodling around. Ardour is pretty nice from what I've heard for recording, and Musescore is great for writing musical notation (it's up there with commercial software like Finale or Sibelius).
As for learning methods, I can't give much advice since the books I use are in spanish, but the one thing I can recommend is to learn one thing at a time and put it into practice as soon as you learn it so you can make sense of it and also have fun, along with a sense of achievement/progression. For that you should get an instrument if you don't have one. The obvious choice would be a Piano (if you have the money) or electric keyboard (hopefully with MIDI through USB so you can use it with your PC), although Guitar is pretty easy to get into as well. Have fun making stuff up, mate.
1253fa No.15735263
>>15734729
Where is his dick?
b7305b No.15735311
>>15734729
Everything below the neck looks neat, the face is pretty fucking strange though
24aee5 No.15735323
>>15734729
lookan good, although the index is almost longer as the ring finger
1d52fe No.15735327
I need help setting up a dictionary in C# or something that maps one or more states to an index.
Basically I have my Tiles and Actors that have an EntityInfo associated with it. This has the meta/common object information like typeid and name. I have two fields that are common across Actor/Tile instances, which are State and Direction.
What I'd like to do is assign a sprite index to a certain state, eg the player has a particular sprite used when facing left. However the problem is that i have two indexable values and a simple tuple/packed value won't work because in some cases i might only want to worry about the direction and find the sprite without caring about the state, etc
b7305b No.15735368
>>15735327
You mean for instance:
You are attacking to the left, therefore you need the "attack left frame 1" sprite?
You probably should make it a hierarchical system, where the sprite you want is named (state+direction+frame), and if not found, defaults to ("walk"+direction+frame)
266a47 No.15735381
>>15734729
really good torso and head, but canonball shoulders make it a bit top heavy
b7305b No.15735390
>>15734585
>>15734681
>slut
She is a loyal milf that only starts accepting the idea of dating the main character if you find evidence her husband is dead and you are not dating her daughter.
eea0e5 No.15735399
>>15735390
>finds another man after her husband is dead
Slut.
1ef4ed No.15735401
>>15735368
It'd be like "player has a sprite for each direction, defaults to facing down if missing", or "this rock always uses this single image" or "this gem has 3 different subtypes and it needs a different image for each one", that sort of thing. I didn't think about hierarching it
b7305b No.15735405
726d2d No.15736283
>>15734729
Looks like youve been studying anatomy which is nice. I would smooth out a bit the line betwen the pecs and the anterior deltoid. Also the pecs are a wee bit too thin. Might just be the perspective. Is this ortho? Looks good the only complaint I have is that rest pose. It's not good at all. I would highly recommend going A-pose or else you are going to obliterate those shoulders and armpits with deformations.
b9405d No.15736585
>>15735401
ECS right?
You can just use qualifier components as to determine which set of logic should be used; from those you've stated.
Other than that definitely go with the hierarchy of qualifiers in the system.
>>15736283
i second the rest post issue
>>15731882
>memory bottlenecked
>memory bandwidth bottlenecked*
24aee5 No.15736642
how the fug do i correctly connect this
0affdc No.15736649
Worked on some feedback from the demo day thread.
>Grid color changed and can be disabled.
>Switch weapons shows what you're switching to
>Info panels for various actions
>Info panels for hit rate, damage, and critical
Not all of the actions populate the panels yet and still a bit of cleanup to do, but of the common criticisms, that quickest to fix.
4113fc No.15736665
>>15736642
I'm guessing you want the topology to allow for a loop cut to turn the corner.
4113fc No.15736831
>>15736642
Alternately this.
Sage for double post.
24aee5 No.15736891
>>15736831
alright I did it but I don't understand why I need to delete the faces and re-fill in, maybe because I was filling each face one at a time rather than all of it.
1ef4ed No.15736917
>>15736585
It's not ECS per se, but rather a thing where the common data is extracted to a meta/type object, and the per-instance data is preserved on individual objects. But somewhere in there, there is behavior and logic is defined
1ef4ed No.15737034
>>15736917
Oh actually I have an idea that kinda bandaids it. I split my game into two projects (engine and game proper) and actually split the game into two more projects (strict gamestate and logic, and the application part).
So what I've been doing is trying to completely decouple the drawing stuff from the gamestate, so I could avoid even having a sprite index there; instead, in my client code (the application that draws stuff) I can have a Dict<EntityInfo, T> that gets what it needs to
0afb1c No.15737596
Didn't know if post here or in the demo day thread, but a question, is anyone developing a metroidvania game of sorts? And I mean an actual metroidvania, not a metroid clone.
a835f3 No.15738057
>>15736891
It's possible you had multiple vertices in the same place. Next time select all (A), press W > Remove Doubles.
8f8231 No.15738984
>>15735263
In ur mom lol
>>15735323
Fixed that and also realigned the knuckles
>>15735381
He is quite jacked up, so I guess that's okay?
>>15736283
This is Ortho yes, I only kept that pose while working on the hands, it's a bit difficult to rotate around the arms while they are outstretched.
Updated version, I might have messed up a bit on the neck modifications but I did my best to brush up on everything else.
Does anyone here have any tips for making video game hair?
726d2d No.15742095
Some new props and stuff.
b7305b No.15742111
>>15742095
>don't bend nor cut the grass
It's nice… I guess…
726d2d No.15742136
>>15742111
That ain't grass boyo those are reeds.
b7305b No.15742174
>>15742136
Ignore him he just wants to brag about his grass
b7305b No.15743364