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

File: 78270f86152f273⋯.png (768.09 KB, 2000x1987, 2000:1987, toned_black budd.png)

File: 1abe169bfcb9cdb⋯.png (75.29 KB, 1115x381, 1115:381, ClipboardImage.png)

f96dd7  No.15839122

Where the hell did the previous thread go 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: >>15792351

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR February 2nd (need to be updated in the wiki)

>CONTRIBUTE TO THE GODDAMN WIKI

4792d4  No.15839487

>>15839122

>ded thread

well, guess I'll post something then. Been working on a text based adventure game, with turn based combat, something along the lines of Final Fantasy but with more unique mechanics. I'm not very far along, certainly not far enough along to post any progress that doesn't look like crap, but hey - I was always a nodev, so actually working on a project is quite something. I'm using Twine because I'm a massive retard and I don't plan on putting any real graphics in it, so I figure why not. Plus I've worked in html, css and javascript before, so at least I'm doing something I have experience in.


34301e  No.15839840

anyone have any good tutorials/examples for monogame? I've been searching for like 2 days for good tutorials but most ones I've seen either are outdated, use deprecated libraries, unqualified speakers, or something is always up. Anyone know any good resources for it?


a07cc0  No.15840078

>>15839840

read a book nigger


751f2e  No.15840097

File: 4072f49de88d664⋯.png (410.65 KB, 445x520, 89:104, 200 miserable.png)

One more week and I'll be able to focus on my personal projects, including game dev.


d44fc7  No.15840140

hi im a girl i want to make games where do i start?


9c711f  No.15840162

>>15839487

Good luck anon

>>15840140

First you need to download more ram


0be957  No.15840229

File: 21de83fc3fe76e9⋯.png (1005.91 KB, 1334x681, 1334:681, image.png)

Do people actually pay money for this shit? Was there ever a time gdc wasn't absolute shit? and if so, where can I torrent them?


413af9  No.15840281

>>15840140

Whether you're serious or ironic, post tits or GTFO.


d44fc7  No.15840284

>>15840229

didnt you hear me? I said i was a girl


9c20c6  No.15840345

File: 2c96b2d22b25fff⋯.jpg (189.23 KB, 2154x1375, 2154:1375, A_pair_of_tits.jpg)


4792d4  No.15840475

>>15840140

Go cheat on your boyfriend with 5 different reviewers so they make you money with good reviews.


1d76e8  No.15841089

File: a45db3cf532d10b⋯.png (69.45 KB, 570x314, 285:157, Screenshot_2018-12-08_08-1….png)

tacked on a small scripting system for the dialog system, but it was a horrible monstrosity of ugly code (pic related) and adding new functions will be a huge pain so doing a more proper implementation, i didn't realize the amount of functions it would need

the SETVAR is unimplemented, started implementing it and then i realized that i'll need to streamline it to keep my sanity :^)


35d7ca  No.15841129

anyone done instancing in unity using Graphics.DrawMeshInstancedIndirect?

i'm using a vertex shader that takes a float4 compute buffer (xyz = position, w = rotation.eulerAngles.y) to displace them

problem is that if i enable shadows i just get one stacked up shadow at (0,0,0)

unity docs say you just need to add addshadow to the shader pragmas to generate an appropriate shadowcaster pass, but that doesn't seem to do anything for me

i also tried manually writing my own shadowcaster pass, but there's a ton of problems there, mainly the fact that the original pass is a surface shader, and all working examples of shadow casters are fragment shaders where some of the base code has to differ

right now what i'm doing is just have 2 shaders, one for the regular mesh drawing and one that acts solely as a shadow caster (but still as a surface shader)

the shadow caster shader does correctly cast shadows, but the problem is that it still leaves a black mesh at (0,0,0) that i can't get rid of


f80eac  No.15841151

File: 10b28c4cf02992c⋯.webm (3.36 MB, 640x480, 4:3, Untitled Track 1.webm)

File: 555274153495b5b⋯.webm (5.76 MB, 640x480, 4:3, Untitled Track 2.webm)

Hey guys, just posting to see if you any of guys have any music needs. Here are some webms of my latest works, if you're interested:


f93520  No.15841367

>>15839840

Did you check the monogame community for resources? Found this right at the top http://community.monogame.net/t/making-some-game-dev-tutorials/10818

I don't know if they're any good, but generally speaking, the best place to find current and up to date resources is to consult directly with those currently using the thing you need resources for.


1d76e8  No.15841545

File: 8c405a81f51aa5d⋯.png (50.79 KB, 978x172, 489:86, Screenshot_2018-12-08_11-4….png)

>>15841089

dialog scripting system rewritten and its far more extendable, should've done this from the start even if i didn't plan on a lot of functions, the line numbers are pretty annoying to type out and change, might have to go with line labels and have a preprocess pass or something similar, rewrote the previous fuckery with a function that processes all the arguments and then calls the appropriate function


a07cc0  No.15841578

>>15841151

How much exposure does one of those white squares cost?


c9d1c5  No.15842598

File: 04942d19a3fe5fb⋯.png (3.8 MB, 1920x1080, 16:9, ClipboardImage.png)

what happened to the waifu STALKER anon? did he give up when he realized effort is needed to make game?


1d76e8  No.15842599

File: b34c1c329eb835d⋯.png (58.23 KB, 1352x446, 676:223, Screenshot_2018-12-08_18-3….png)

rewrote dialog scripting system again, this time added labels, so i won't have to edit a fuckthousand line numbers every time i change something or add END to every second line

also glued on TMX map loading support since the editor and map format i made is pretty shitty and i don't think i have enough time for this project to extend it enough and as is now its not usable enough to create anything more than small test maps without losing all of my hair.


f80eac  No.15842904

File: bbc9ace22a203b9⋯.jpg (94.69 KB, 581x515, 581:515, image (5).jpg)

>>15841578

I'm not really sure what you mean?


4daec6  No.15843045

>>15840229

There are occasionally good ones. I forget if it was Spyro or Prince of Persia, but one of the devs mentioned in an interview he went to GDC and the presentation he went to laid out the core pieces of the university he went to.


4daec6  No.15843209

>>15843186

Doing web games? I tried it once for 3d. It was promising at first, but I was only doing extremely basic things. Eventually as a stress test I tried drawing a couple thousand squares (not cubes and not even more than you'd see in minecraft) and it lagged hard. That tells me you still need to do the usual OpenGL fuckery with buffers to get anything powerful out of it. I never understood the point after that and have been just doing WebGL.


4daec6  No.15843302

>>15843297

It might work. I don't really understand what it gives over straight WebGL though.


4daec6  No.15843365

>>15843327

>Also I tried like three game dev books and they all heavily relied on the provided CD that has all the code samples

This truly is cancer. I gave up on books a long time ago.

>What I can say is that I want my game to be played without a browser. The bloat of something like electron seems dumb and I want something like GTK or QT so I can open a window directly without having to rely on a 60 MB chromium binary.

You're going to get bloat out the ass if you want javascript and no browser. You should really just accept it.

>I want something like GTK or QT

Those are just window libraries. They don't give you 3d just a window to draw on. Three.js actually gives you more since it has a few drawing functions implemented, but at the end of the day you have to do the painful WebGL sooner or later. That's why I said I don't understand the point.

Basically, you're not going to be able to get far on Three.js alone from what I can tell. You're going to need libraries out the ass.


4daec6  No.15843387

>>15843373

Yeah. SDL does it to, but you still have to do all the painful opengl stuff on them. Three.js gives you a bit more room, but like I said you still need to do the painful opengl stuff eventually. Maybe another anon knows more, but from what I seen it doesn't get you that far.


9c711f  No.15843388

>>15841129

Please note that I made my grass more than 2 years ago.

The relevant shadow parts of the shader:


#pragma surface surf WrapLambert vertex:vert alphatest:_Cutout addshadow interpolateview halfasview fullforwardshadows nolightmap
half4 LightingWrapLambert(SurfaceOutput s, half3 lightDir, half atten) {
return float4 (s.Albedo * _LightColor0.rgb * (1 * atten), s.Alpha);
}

I don't remember what most of these things mean, I had problems with shadows, but besides avoiding using copies of the same material, there is not much I could say to help fixing it


155a82  No.15843876

File: 8dcc2bc10ed53a5⋯.png (8.6 KB, 76x76, 1:1, test.png)

File: a11e5463cd48112⋯.png (8.9 KB, 76x76, 1:1, test2.png)

File: 06114a7a6246380⋯.png (7.9 KB, 76x76, 1:1, trench single.png)

File: 6c428088202ed27⋯.png (7.71 KB, 76x76, 1:1, trench1.png)

File: 02f22d74faf97af⋯.png (7.92 KB, 76x76, 1:1, trench2.png)

Trenches/fortification tiles for muh RTS


a85311  No.15843957

Thanks to the anon for suggesting SDL_FontCache, but I don't think I'll use it.

I glanced at the code and it's pretty much loading fonts the same way that I do (font name + font size)

Then it keep the resulting render on a surface and blit letters as needed. As for me I keep the full string result in a texture array on GPU, the needed quad is already sent to GPU too so I only need to issue a draw command for as much quad as configured.

I'm not making an RPG so it's fine as it is right now, but if I do I think I'll go more with a triangle strip with correct UV mapping route.

Anyway, sprite manager is the cleanest rendering implementation I did so far, I'll revisit model rendering later since it's working. Currently coding bars for hp/shield


4b3ab0  No.15845008

File: f50ebf3756e2c47⋯.png (344.33 KB, 950x707, 950:707, f50ebf3756e2c475b08d3c2129….png)

Is Godot really the only solid FOSS 3D engine out there? I don't want to be raped by Unity kikes or UE4 chinks. I just want to make game and not be under some draconian profit law.


e63d98  No.15845054

>>15845008

It has a lot of shortcomings in the 3D department (no occlusion culling for instance), but development is steady thanks to its patreon goys. If you're planning on releasing a big (performance-wise) 3D game in the next 6 months, just cave for Unity or UE4, otherwise Godot's a decent long-term bet.


4b3ab0  No.15845105

>>15845054

Are there any other decent 3d framework or engines that aren't dead as fuck? I don't care what language. Just need it to work and actually have documentation as well as people using it.


f93520  No.15845389

>>15845105

Panda3d with PBR and Armory3d are my top 2 choices for 3d engines outside of Unity and Unreal.


1d76e8  No.15845399

>>15845008

theres also Urho3D, which looks pretty promising and also Lumix Engine, which looks interesting as well and has its own editor. both under the MIT licence, iirc Lumix Engine had some unported stuff/shortcomings on GNU/Linux though.

Haven't used either of them so can't give more input than 'they exist', but might be worth looking into. they've been on my ideas log for 3d game for a while.


f93520  No.15845416

>>15845105

Just found another that looks pretty neat, they even have interactive code snippets running in the browser here; https://heaps.io/samples/world.html


1d76e8  No.15845766

File: 718d81d02e6ce4a⋯.jpg (39.21 KB, 800x651, 800:651, 718d81d02e6ce4a978e2b7a7d3….jpg)

considering doing a complete rewrite/refactor of the engine, the entity for example is a huge piece of shit that has a lot of unneeded cruft in it, now that the map format allows me to store more stuff in it. plus all of the editor stuff is now unneeded bloat, i didn't even notice that the game binary got almost 200kb.

i'm just not sure if i could do the rewrite without quitting out of frustration or running out of free time to complete this project, but at the same time im not sure i can keep on developing with this codebase.

J U S T

U S

S U

T S U J


998cf7  No.15845806

File: 48732d95e1dcdbd⋯.mp4 (3.67 MB, 800x602, 400:301, output.mp4)

Updated my engine and scripting language so I can now create interactions like this. Shifting the focus of the game a bit to be more story oriented…


771ff5  No.15845817

How come most of you guys build an engine before attempting to make a video game? Seems very time consuming and daunting.


f93520  No.15845833

>>15845817

The best reason to do it from a practicality stand point that I've ever heard is that you own the code. Granted there are open source options, there is still nothing better than you having soul owner ship of your entire codebase.


a07cc0  No.15845839

>>15845817

Most of us do not. Sigmadev and the robot guy are anomalies.


1d76e8  No.15845848

>>15845817

because it's fun and i don't know of any other tiny FOSS RPG engines written in C and with minimal dependencies

but mostly because it's fun


03d964  No.15845869

>>15845817

There's a standing theory that you "learn so much" when you write an engine yourself. That's fine and all once you've got programming down pat, but it's basically 2+ months NOT making a game, which is objectively a problem for a hobbyist.

There's also the occasional elitist fuckwit who looks down on others for the high crime of not building their own engine as anyone less than programmer himself has no business even attempting to pretend they understand the API. These people completely fail to understand that their prescribed methodology would force all coding and scripting workload for all games using a given engine onto just one person.

The real reason to build your own engine is so that it does everything you need it to and nothing you don't. This requires advanced planning skills and a strong commitment to the project as written in a design document without modification, or it requires frequent modification of the engine code itself.

It's not bad to make your own engine, but there's nothing Unity, Unreal, or Godot can't do with a little effort applied


a07cc0  No.15845875

>>15845869

the fact that you put "learn so much" in quotes makes me think you condemn learning or improving for the sake of it, which means you're probably a shitskin


771ff5  No.15845900

File: e5b52ea7b72ddba⋯.png (227.44 KB, 497x495, 497:495, letsdothis.png)

>>15845839

Might've had a stroke but I remember someone several threads back mentioning or polling people about stuff they're making, and most of the responses being engines. I haven't posted in a while though as my GPU is nearing death and I can't open google maps without crashing, let alone work on a video game.

>>15845833

>>15845848

>>15845869

Honestly writing your own engine sounds very appealing (the necessary features part) but I remember talking to an anon that told me he worked on his for 2+ years. And considering that I have a 3D game idea (among others), which is kind of complex, that I want to attempt to realize, it seems like a lot of time to put it on hold.

I wanted to use Godot but as a poster above said, it's lacking in some features like occlusion culling and it might pose a problem eventually. I'm a brainlet btw, and the only thing I've ever done is a 2D platformer in unity.


a07cc0  No.15845903

>>15845900

>I haven't posted in a while though as my GPU is nearing death and I can't open google maps without crashing, let alone work on a video game.

that's what you get for buying a 1 kw graphics card


1d76e8  No.15845916

>>15845900

the necessary features part can also be achieved with modifying a stable FOSS game engine, might be easier and if i was going for a 3D game then i'd most likely do that, unless i wanted to put time into learning graphics programming.


1cc722  No.15845919

>>15845900

> but I remember talking to an anon that told me he worked on his for 2+ years

You can put a workable engine together in a few months, provided you know what you're doing. The problem is that most people who try here don't know what they're doing yet, learn as they go along, and then learn (part of) what they're doing that way and realize they have to redo it all. And that repeats for a few years. Either that, or they get hung up on quality of life improvements or overoptimization.


771ff5  No.15845929

>>15845903

The R9 390 worked fine for the three or so years I had it. Tried to fix it but no can do. Buying a new one soon.

>>15845916

That's where the brainlet part comes in. I'd probably have to learn everything from the beginning to adequately implement anything.

>>15845919

>most people who try here don't know what they're doing yet, learn as they go along, and then learn (part of) what they're doing that way and realize they have to redo it all

Sounds like my kind of people.

This is probably a stupid student tier question but are there resources, guides or starting points to recommend when it comes to doing it? As it is now it seems undoable for me.


9959ef  No.15845940

Have your ideas ever been stolen while posting on these threads?


1d76e8  No.15845950

>>15845919

>Either that, or they get hung up on quality of life improvements or overoptimization.

that's what my previous attempts got hung up on, trying to do everything as perfectly as possible, but it ended up causing me not to make any progress and get uninterested in working on it

>>15845929

>That's where the brainlet part comes in. I'd probably have to learn everything from the beginning to adequately implement anything.

i don't know if its any different for anyone, if im in a new codebase then it takes some time to understand what the heck does what, i think its normal lmao

read up on finite state machines/gamestate implementations, that's what drives the "modularity" of the game (in menu, in game, in editor etc), then its just a matter of adding enough functionality to paint pretty pictures on screen according to what gamestate the player is in and handling input according to gamestate to change the pretty pictures.


4daec6  No.15846004

>>15845817

I think using already game engines are appealing because most people are making games that could have easily come out 20 years ago with worse graphics. What if you want to absolutely push the hardware to its maximum limits? That's when you make an engine.


f93520  No.15846007

File: 62f9d27d4650739⋯.png (497.26 KB, 1029x800, 1029:800, tyrone.PNG)

>>15845940

You know, I always thought paranoia over ideas was dumb because generally your idea isn't that special and the amount of work required to implement any idea makes damn near all ideas other than your own worth it.

Having said that, I've recently had an idea for a game mechanic that I would be apprehensive to share publicly because I do think it would be easier to rip off in some fashion and I would rather be ripped off after being first to market.


771ff5  No.15846044

>>15845950

I'm going to have to read up a bit about it definitely, though I'm afraid I'll fall into the trap I mentioned. Where did you learn about it? Youtube, books, articles? Sorry if I'm coming of as a faggot begging for a spoonfeeding.

>>15846004

Wouldn't that kind of an engine take longer to create than a couple of months? Wanted to create something with relatively modern graphics, hopefully existing engines will suffice.


9f5018  No.15846051

>>15845817

Enginefags don't really like making games, they like solving problems. I like writing systems in existing game engines for character creation, fighting, inventory, some bullshit animation system, movement and so on, but when I get to the point where I'm supposed to make some actual gameplay I immediately lose interest. I guess enginedevs are similar, but prefer higher difficulty level.


1d76e8  No.15846061

>>15846044

i just read an article[1], i'm the

> learn as they go along, and then learn (part of) what they're doing that way and realize they have to redo it all

type >>15845919 mentioned, i prefer to jump head on in and just wing it, so i haven't got many reading tips.

[1] http://gameprogrammingpatterns.com/state.html

found it in my history after all


e7d5e0  No.15846095

File: 9cc336b71260152⋯.png (144.92 KB, 702x397, 702:397, 1399916217140.png)

How do you anons cope with burnout?

I've overdone it at my job and I can't bear to look at my project.


4daec6  No.15846102

>>15846044

>Wouldn't that kind of an engine take longer to create than a couple of months? Wanted to create something with relatively modern graphics, hopefully existing engines will suffice.

You can use an engine to make any modern game. Any modern game could have easily been made +20 years ago with downgraded graphics.

>>15846095

By turning my brain off and mindlessly fucking around with shit. Even if it's something that is trivial.


1cc722  No.15846144

>>15846095

Gamejams tend to help, as long as you can bring yourself to actually drop the project when the jam's over instead of using it as an excuse to drop your old project.

Also forcing yourself to do some other hobby for at least half an hour to an hour every day. I'm a programmer but lately I've been scribbling some shitty art onto paper every evening.


828907  No.15846163

File: ab288f2813a2c3c⋯.png (4.3 KB, 500x250, 2:1, Oekaki.png)

>>15845806

Transitions are rough, maybe let the camera accelerate a bit slower at the beginning and ending so the camera speed is as oekaki.


f93520  No.15846199

>>15846144

>forcing yourself to do some other hobby for at least half an hour to an hour every day. I'm a programmer but lately I've been scribbling some shitty art onto paper every evening.

I've noticed this to. I think it is related to cross neuron formation. LIke I found my ability to compose music seemed to improve after a few months of regular drawing practice. After learning new things about music for awhile, my art seemed to improve. In both cases it felt more like my ability to understand them was what expanded. There is also research that shows adult learning can "overwrite" past trauma, so I suspect that some of the improvements can also be from suffering less from the stress produced from past trauma mental scars.


771ff5  No.15846308

>>15846061

I actually bought that book around the time my gpu started screwing with me. Good to know it's a good resource. Really want to brush up on my C++ too as this seemed way out of my depth.

>>15846051

Good to know cause I have some ideas.


1cc722  No.15846342

File: 38294c683f8878b⋯.png (52.05 KB, 1012x932, 253:233, ClipboardImage.png)

Weird question regarding a game idea I'm thinking about, dunno if anyone would even be able to help:

A 3D cube has 3 unique faces if you color every aligned one the same, since it has 3 directions. But would a tesseract have 4 of these unique 3D faces, or more?

It has 4 unique instances of the previous dimension's iteration, like how you go from vertices to edges to faces from 1 to 3 dimensions, with the next being cubes. 2 points in a line -> 4 faces in a square -> 6 faces in a cube -> 8 cubes in a tesseract. But which of the faces of those cubes align, and how many?

I do think there's just 4 unique faces. In pic related, I don't think the red faces on the unfolded hypercube are all the same directions, but I don't know which ones would be. Any ideas?


721125  No.15846519

>>15846342

Ask your lord and savior wikipedia https://en.wikipedia.org/wiki/Hypercube

A tesseract has 16 vertices, 32 edges, 24 faces, 8 cells and 1 "4-face".

If you want to know exactly what the 24 faces are, you can construct them as follows:

>create 4 vertices, forming a square ({0,0}, {0,1}, {1,0}, {1,1}), these are your "varying" coordinates

>of your 4 dimensions, pick 2, these will vary according to the scheme above to make a plane

>create 4 4D vertices, replaces your chosen dimensions with the varying coordinates, and fill the remaining 2 dimensions with either 0 or 1

>do all combinations of the above to get all faces (there's 6 choices when choosing 2 dimensions, xy, xz, xw, yz, yw and zw. There's 4 choices for filling the remaining dimensions, 00, 01, 10, 11. 6*4=24 faces.)

I don't know what you constitute as "unique 3D faces".

Is a face any set of varying coordinates? Then there are only 6 in a tesseract.

Is it a particular direction a face is facing towards? That's fallacious, as {0~1,0~1,0,0} forms a square over xy, which z and w are both perpendicular to.

When you're adding dimensions things get very fucky and you have to rework your line of thinking entirely. Don't rely on 3D projections of 4D images


ab7c4f  No.15846547

File: f7ebd7777f2a89c⋯.mp4 (9.65 MB, 1280x720, 16:9, 2018-12-09 16-21-24.mp4)

Alright, I've finally done something which I'm proud enough to show to you guys, I'm trying to make a level editor for my non-existing game engine and I'm finally able to select which cell I want to edit with my mouse.

>>15845817

I'm making my own game engine as a learning experience, since I'm not satisfied with my programming skills I decided to try to make a complex project that forces me to learn a lot of shit and actually get good at programming also because I find it really fun


e63d98  No.15846548

File: f1691c2d37921fc⋯.png (18.46 KB, 223x511, 223:511, ClipboardImage.png)

>>15840229

Just filter out the crap like this:

https://gdcvault.com/browse/?categories=AiPg

>>15845806

Baked AO would really make those props pop.


3f2e4f  No.15846582

File: a951d32fb96cae7⋯.jpg (95.02 KB, 720x960, 3:4, JUST Dad.jpg)

>>15845806

>using text to describe something obvious to the player

>focusing on story

you should take notes from silent comedy films where they tell a story through actions and settings rather than just outright tell the person whats going on


9c711f  No.15846615

File: 5487b08e50ba33c⋯.mp4 (9.31 MB, 1280x720, 16:9, 2018-12-09 15-51-20.mp4)

Gave her a tan and hair physics

Now need to make unique animations for Meru (she is using Elly's right now) and the other 3 girls.

The recording came out darker for some reason.


4daec6  No.15846631

>>15846582

I took it more as something like from Resident Evil, Silent Hill or old school adventure games, where the protagonist can give their thoughts on the environment.


e63d98  No.15846755

File: f8f5815856b018b⋯.png (Spoiler Image, 805.81 KB, 786x1920, 131:320, ClipboardImage.png)

>>15846615

Add full-body swimsuit tan lines.


9c711f  No.15846766

>>15846755

maybe

during the summer most girls will walk around in swimsuit since the city has plenty water to swim in


9c711f  No.15846776

>>15845817

>How come most of you guys build an engine before attempting to make a video game?

Because you got no fucking choice either way.

I am using Unity, but 90% of my time is engine coding.

No matter what you will engine code a fucking lot unless your game is mass produced asset flip fps shit


1cc722  No.15846784

File: 01af25bc3d25063⋯.png (19.56 KB, 441x337, 441:337, ClipboardImage.png)

>>15846519

By unique faces, I mean faces that never share a normal no matter what combination of in/out you pick.

I'm now fairly sure there's 6 of them with 4 instances each in a tesseract, with the amount effectively mimicking the Triangular Number. I'm not sure if it's the same as he sets of varying coordinates you mentioned, though.

3 of them are visible when viewing a tesseract as a sold cube in XYZ space, and one is replaced by another unique one when viewing XYW, XZW, and YZW. I can represent this as a field of 3 dimensions with a slider to move along the 4th, currently invisible dimension, where you can swap one of the dimensions with the invisible one at any time.

I think.


9f5018  No.15846786

File: 6d6555cc59b2b5f⋯.png (441.44 KB, 1012x1178, 506:589, ClipboardImage.png)

File: f74e4047b53b5b2⋯.png (41.6 KB, 635x499, 635:499, ClipboardImage.png)

>>15846342

Mind you I'm not a mathematician, but I believe your representation of a 4D cube, and conception of what a "side" is, are confusing you and that's why you can't determine which "sides" are aligned.

>1st pic

My completely uneducated guess based on how this geometrical shit looks with each dimension added is like this: no matter how many dimensions you have, each dimension always has only 2 "sides" (I'll call them "inside" and "outside"), but with each dimension added, "sides" gain additional dimension. A "side" has 1 less dimension than a whole figure.

>2nd pic

You have a problem with your visualization because you're looking for faces while you should be looking for cubes.

>I don't think the red faces on the unfolded hypercube are all the same directions

I believe the problem is that you can't represent what you want to do in a neat way you're thinking of. You either have to make the axis arrow teleport to avoid crossing faces of another dimension (which you're doing now) or unfold the tesseract in such a way that it stops looking like a cube at all, but'll get your straight line.

tl;dr just add portals


e63d98  No.15846787

>>15846766

>not making a dynamically changing tan skin shader


9c711f  No.15846791

>>15846787

After release maybe


44a61d  No.15846797

>>15846755

Kagura-san is a nigger.

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER

NIGGER


9c711f  No.15846805

File: ba9587484263311⋯.jpg (45.49 KB, 313x294, 313:294, nigger nigger nigger nigge….jpg)


721125  No.15846852

>>15846784

>By unique faces, I mean faces that never share a normal no matter what combination of in/out you pick.

Like I said before, these faces don't have normals, since you cannot construct a single normal vector perpendicular to a 4D plane.

The face/plane {0~1,0~1,0,0} can have both {0,0,1,0} and {0,0,0,1} as vectors perpendicular to it.

Instead of asking vague questions with wrong definitions, why don't you just write out all the faces of a tesseract, determine their "normals" and figure it out yourself?


1cc722  No.15846920

File: b632bb5e1b72b4e⋯.png (36.8 KB, 1044x560, 261:140, ClipboardImage.png)

I think what I mocked up here is what I was looking for.

>>15846786

You're not incorrect in what you're saying, but it is mostly unrelated to what I was thinking about. You are only considering the shape of the dimension below what you're looking at, which is the "normal" way of looking at it, but in my case I was asking about something two dimensions below the considered dimension. It's a lot like asking for groups of edges in a cube, of which there's one in a line (duh), two in a square, three in a cube, and four in a tesseract. Those are, as long as the item is completely unrotated in any direction, always aligned to the cardinal directions of the item.

Also, I think the right yellow and right red cubes in your second picture are reversed. The "outer" yellow cube in your first pic doesn't touch the inner one anywhere.


721125  No.15846998

>>15846920

Those are the xy/xz/xw/yz/yw/zw planes I mentioned earlier. And there's 6 sets of 4 faces of them.


1cc722  No.15847040

>>15846998

Yeah, in hindsight it makes sense considering the three "unique faces" as I called them on a cube are effectively the xy/xz/yz planes as well.

I think I can progress with my game now, though first it'll just be a lot of "programmer rages at Blender interface".


4daec6  No.15848583

File: cbe8ac83e96cb49⋯.png (199 KB, 376x302, 188:151, 1462485501897-1.png)

If a chracter locks on to an enemy like in OoT/DarkSouls/Nightmare Creatures does that set that characters state to locked on. If that character attacks does the state change to attacking. If so how do you attack and lock on at the same time?


d34563  No.15848643

>>15845817

No engine is sufficient. They're all either closed source, Windows only, resource hogs, or don't have sufficient functionality. Making a custom engine shows in the final product. There's always cruft left over from using a prebuilt one. Even when the devs go the extra mile to decorate their game, it's usually easy to tell which engine it's made in.

>>15845869

>These people completely fail to understand that their prescribed methodology would force all coding and scripting workload for all games using a given engine onto just one person.

Programming is done best when programmers write software to interface with each other, not working on the same code.

>>15845940

I've had some of my assets used but nobody has gone so far as to use my game idea.


ac99e0  No.15848652

>>15848583

If you want to keep using a state machine, you just add another state for "attack while locked on".


4daec6  No.15848663

>>15848652

I honestly don't know what a better way to do it than a state machine would be in terms of performance. I need performance because I am targeting something similar to Dwarf Fortress. Where the units can do 100s of tasks and combat is one of them. Also with +1,000 dorfs instead of 50-100.


2db191  No.15848768

File: 9c5c80c9967efcf⋯.png (125.01 KB, 377x303, 377:303, 1543968195028.png)

I made pong as I was told to do it for beginners practice but now that I'm done with that idk what to do, I just keep watching youtube videos on random shit but don't actually code anything myself.

I obviously can't start on a game I'd actually wanna make because lol fighting game (Requires good, advanced coding for optimization and coding netcode seems extremely advanced)

what do, bros?


0fcd57  No.15848773

>>15848768

Youtube won't help unless it either explains WHY you're doing what you're doing as well as how. That's where most tutorials fail.

The best way to learn to code is to get your hands dirty. You have the bare basics down, do you not? Think of specific things you need, Google them and try them out on your own. You'll pick up on it over time.


2db191  No.15848784

>>15848773

I'm bad at that, I don't know what I wanna do

"just like make pong" helped me a lot because it gave me a sense of direction


0fcd57  No.15848789

>>15848784

Just like make Super Mario Bros.


29bf8f  No.15848796

>>15848768

i'm not even a dev but i think what you're looking for is creativity


2db191  No.15848813

>>15848789

alright


e3b709  No.15848985

File: 626e5381f6ced69⋯.png (155.88 KB, 405x421, 405:421, 626e5381f6ced694f31534b1b0….png)

I have a question. Why the hell does C++ generate all this garbage syntax? Sometimes its an absolute mess trying to pick apart, so why the hell do so many people use it? Especially with modern OpenGL, it's ALWAYS C++.

Also is modern OpenGL basically defunct because of Vulkan? Should I give up writing games in it because Vulkan is out and is cross compatible and way faster? I'm asking this because technically I have a barebones game scene written in C/SDL using opengl 1~. I honestly don't know if I should contuine, start from scratch from Vulkan, start from scratch and do OpenGL 3+ shaders, or just go with a pre made engine like Godot.


d34563  No.15849037

>>15848768

What do you have to lose by starting your game?

>>15848985

>Why the hell does C++ generate all this garbage syntax?

That's the price to pay for generics.


2db191  No.15849050

>>15849037

>What do you have to lose by starting your game?

seems like a really bad idea considering it would be a fighting game, would turn into a huge unfixable mess after a few months


4daec6  No.15849068

File: c44c108270ef44e⋯.webm (4.25 MB, 640x360, 16:9, c44c108270ef44e1e69b2a46a….webm)

>>15848985

You want to know the reason why C++ is so common in game dev? It's easier to find C++ devs than C devs (vid related)


d34563  No.15849236

>>15849050

Then just start again. You'll be exactly where you'd be if you never started.


db2361  No.15849378

>>15845940

It's generally the execution that matters, not the ideas themselves


9959ef  No.15849673

>making a RPG

>game mechanics are on the way

>can't think of a setting, plot, or anything related to narrative to fit mechanics

Goddammit.


4792d4  No.15849868

>>15849673

I'll be your idea guy, bud


a07cc0  No.15850112

>>15849068

>only good speaker at CppCon admits he only uses the language because it's popular


d34563  No.15850116

>>15849673

>have a finished engine

>can't make a story, art, or sound

>spend my days optimizing my engine

Every time I do something other than programming, it's garbage.


a07cc0  No.15850204

>>15850116

That might mean you're destined to be a wageslavery cog or worse, part of a team


d34563  No.15850341

>>15850204

No way, I won't let that happen. I'll find a way.


9959ef  No.15850364

>>15849868

No, anon. I only just started yesterday, so I'm a nodev in the extreme, unlike you who's at least working in Twine coming from some coding experience. I could try bouncing off some story ideas in the thread, but I'm afraid I'll just get billied.


a07cc0  No.15850405

>>15850364

generally, you get two or three chances to fix shit before people actually start bullying you.

I'll trade some of my pajeetery for your coldsteel

        m.onButton = function(code)
if (m.locked = false)
real_delta = m.acc_time - m.last_held_time
m.last_held_time = m.acc_time
held_inc = 60 * real_delta

if (code = 6)
m.game.map.nudge(m.pos_x, m.pos_y)
end if

if (code = 105) : m.r_held = 0 : end if
if (code = 5) : m.r_held = m.r_held + 10 : end if
if (code = 1005) : m.r_held = m.r_held + held_inc : end if

if (code = 104) : m.l_held = 0 : end if
if (code = 4) : m.l_held = m.l_held + 10 : end if
if (code = 1004) : m.l_held = m.l_held + held_inc : end if

if (code = 102) : m.u_held = 0 : end if
if (code = 2) : m.u_held = m.u_held + 10 : end if
if (code = 1002) : m.u_held = m.u_held + held_inc : end if

if (code = 103) : m.d_held = 0 : end if
if (code = 3) : m.d_held = m.d_held + 10 : end if
if (code = 1003) : m.d_held = m.d_held + held_inc : end if

if (m.r_held >= 10)
m.r_held = 0
m.pos_x = m.pos_x + 1
end if

if (m.l_held >= 10)
m.l_held = 0
m.pos_x = m.pos_x - 1
end if
if (m.u_held >= 10)
m.u_held = 0
m.pos_y = m.pos_y - 1
end if

if (m.d_held >= 10)
m.d_held = 0
m.pos_y = m.pos_y + 1
end if

map = m.game.map
if (m.pos_x > m.game.ROOM_WIDTH) : m.pos_x = 0 : map.tryMoveChunk(1,0) : end if
if (m.pos_y > m.game.ROOM_HEIGHT) : m.pos_y = 0 : map.tryMoveChunk(0,1) : end if
if (m.pos_y < 0) : m.pos_y = m.game.ROOM_HEIGHT: map.tryMoveChunk(0,-1) : end if
if (m.pos_x < 0) : m.pos_x = m.game.ROOM_WIDTH: map.tryMoveChunk(-1,0) : end if

m.x = m.pos_x * 64
m.y = m.pos_y * 64 + m.game.UI_OFFSET.y
end if
end function


9959ef  No.15850486

>>15850405

Alright, if people are willing to be patient with my 'tism then I'll go for it.

I suddenly got the urge to make a RPG with a heavy element of love.

Your character lives in a machine world where order is heavily prescribed to by society. However, great gremlins roam about disrupting the functions of the world. Such things are accepted as natural, though society responds by limiting themselves to maintaining key features of the world-machine where its great settlements are founded.

Suddenly, your character receives a message in the dark of night. It is delivered in the voice of your character's former lover, asking that her soul be freed such that she may pass on. You must go to all the places you have previously visited with her and collect the mementos of your time together, which have mysteriously become objects of interest to the gremlins for unknown reasons.

That's what I've got so far after after getting the urge to make a love story. It's cheesy, but I'm hoping people will become interested for the same reasons people like love songs and romantic movies.


9f2c33  No.15850702

>>15843388

ah i found it, apparently the vertex being scaled in the vertex function instead of the setup function of the shader was causing the shadow to not get scaled and appear invisible

also shadows weren't there at all with Lightmode = Deferred

if anyone's ever curious, i found out about this+other errors from this guy

https://github.com/tiiago11/Unity-InstancedIndirectExamples


b9723d  No.15850776

got the engine refactor to same functionality as the previous revision, with a few things improved due to being able to store more things in the map format

dialog gets cached to resource manager now instead of hitting the disk every time to read the file and preprocessing it again, character sprites can be defined in the character file instead of separate sprite files and also everything is loaded on demand instead of startup and everything can use string names instead of numeric ID's, which was a pain to work with

RIP in peace 2500 lines of editor and map format code ;_;


bd8216  No.15850813

>>15848985

C++ was originally marketed as C compatible, so they always tacked on new things while keeping it visually similar and compatible with C. Ironically, they failed at that (there is a lot of valid C that isn't valid C++), but as a result the syntax is overloaded to hell and back. C++ is what happens when you have no design beyond "Did you say $FEATURE? Of course we have that too! Bjarne, get the duct tape!". It's a terrible language that survives because of inertia. There's also this weird meme that games HAVE to be written in C++. I have no idea where it comes from but it's wrong, especially for aggydaggy type stuff.

>Also is modern OpenGL basically defunct because of Vulkan?

No, OpenGL support isn't going away any time soon. OpenGL 1 is old as shit, but at this point you should make your fucking game instead of procrastinating with continuous engine rewrites.


35b034  No.15850838

>>15845817

A lot more effective for learning, not locked to someone else's bloated botnet nor platform nor language nor have to deal with any of their bullshit or learn their method of development, more control in terms of game mechanics, easier to do things because you know exactly how everything works, better performance and smaller filesize for small/medium sized games, that "daunting time consuming" thing only happens for the first time you do it (unless you change 2d engine into 3d engine later).

>>15848768

>waah wah I won't do it until I'm good enough!

You'll just keep swimming around it like a faggot and taking 50 times longer to get there than you would if you just worked on the actual thing from the start. You'll have to fail trying as you learn anyway whether you do it with the actual game or something else.


c5f662  No.15850902

Invidious embed. Click thumbnail to play.

>>15848768

The thing about games is that they all build on one another, more advanced games are just a compilation of multiple "smaller games" in one bigger game. The reason to start with beginner games of different genres is that you'll accumulate these basic software building blocks that are used in almost all advanced games and allow you to do pretty much any game later on. It doesn't have to be pong, just search for simple games that you think are fun and have at least one tutorial available.

Anyways, if you want to break down fighting games to the very basics all you really need to know about is hitboxes and frames, see video related. If you want to learn decent quick networking then check out first person shooter networking tutorials as they're typically the games that need the fastest and most optimized netcode, then just replace raycasts with hitboxes and gut anything that's not needed when sending information over the newtork.


e52e7a  No.15851157

>>15848768

build a command interpreter


5bb489  No.15851465

Invidious embed. Click thumbnail to play.

>>15850486

Have you ever heard of A Chinese Ghost Story? I get the feeling that you would love it.


7741f6  No.15851510

>>15848985

>>15849068

C++ is a legitimately good language.


9c711f  No.15851587

HookTube embed. Click on thumbnail to play.

>>15848663

Use Unity Entity Component System thing

If you use it right, you get insane performance

Just be advised, it's UNDER DEVELOPMENT ALPHA

That thing is SHIT to use right now, but the devs are doing pretty impressive stuff with it, so eventually when it releases, it will be great.

I am using it right now, mostly to get used to the paradigm. Most of my code will not be able to benefit from most of it's features for quite a long while, probably, maybe it already does and I don't know.


9c711f  No.15851596

>>15848768

Well, if you want to learn more before you start your game.

Make your pong multiplayer, you are going to need this knowledge to make the fighting game anyways


9c711f  No.15851635

>>15850341

get yourself a 1800~ fantasy novel that's public domain and use it as the story for your RPG

Like Baron Trump’s Marvelous Underground Journey: http://www.gutenberg.org/ebooks/57426

At the end of the html version there is a licence document. I am no layer, but it seems free to use on whatever you wish.


9c711f  No.15851718

File: 5670ab55ca99bef⋯.webm (283.15 KB, 560x630, 8:9, 2018-12-10 15-56-22.webm)

And the bare minimum for a Inventory is working


48ad91  No.15851915

imagine render culling happening irl


14ecbe  No.15852142

>>15851915

What do you think your eyelids are for


7a9a3c  No.15852553

>>15846786

>>15846342

Seeing these posts about the 4th dimension reminds me of something I wanted to do a while back. How can I do for 4d what Doom and Wolfenstein did for 3d?


14ecbe  No.15852741

File: 7d5c694015ce26f⋯.png (55.52 KB, 745x460, 149:92, ClipboardImage.png)

Since this thread also covers romhacking, I'll post something interesting I just realized.

So, elevators in Super Metroid are actually enemies you can stand on. They have special area transition properties that basically load a new zone as you travel through a door (doors load/unload rooms automatically, but this updates the pause screen map, too)

Anyways, Samus' ship is interestingly broken up into 3 enemies, and the part you use is actually considered an elevator as well. What's really cool is that the escape sequence in Ceres puts you into Crateria, but it's essentially a very elaborate elevator ride


cc0039  No.15852900

>>15852741

NIce to know that, anon. Reminds me of the times when devs actually had to figure out things to squeeze the limited power of their consoles

Are you using "Project Base" as a base for your romhack, or just plain Vanilla Super Metroid?


d34563  No.15852967

>>15851635

>for your RPG

It's not an RPG. The reason I can't make a story is because I want it to be good. If I were to copy or throw in a generic story, it would be done by now. I've had a vague outline for the setting and story for a long time now. The problem is implementing it.


838c54  No.15853157

>>15843876

What's the story behind this RTS?


4daec6  No.15853200

>>15851510

Even the guy who made C++ bashes it.


14ecbe  No.15853209

>>15852900

I'm not making a hack per se, but learning about romhacking in general. Thus, I'm making tools and parsers and the like. I've almost got a complete room parsing thing done up


14ecbe  No.15853230

>>15853209

Oh right but I do have two eventual goals (even if they'll take a year or two)

>Random shit like replacing item cancel with a beam selector (eg only using one beam at a time, Prime style)

This would be part of a larger hack; but it would open design space into hatches opening or blocks breaking only with a certain beam (similar to how super blocks work). Enemies could be rebalanced to have resistances against certain weapons, since you'd only use one beam at a time

>Roguelike randomizer

As far as I know, there's absolutely nothing like it. There's a few randomizers that replace item locations but that's it. Imagine going through 2, 3, or 4 zones, fighting maybe two minibosses and a main boss, and then taking an elevator up to the surface and calling the ending. It'd be like a minigame but good bait for streamers and racers because it might be interesting to watch.

There'd have to be a huge pool of rooms to use, or else a way to construct them randomly ahead of time. I looked at how HoMM3's mapgen works and I have a decent idea of how it'd translate down into general logic, and then into snes code, but it's still a very large and elaborate goal


9959ef  No.15854067

>>15851465

I'm watching it right now, thanks for the rec.

I'll shelf the current plot for now, since I got feedback from a friend saying that it was too sappy. I'm also shelfing the machine-world idea for now, since my game system demands magic to be involved even when I haven't figured how magic fits into the setting.


a07cc0  No.15854701

File: c145da9f3e17075⋯.png (21.09 KB, 404x292, 101:73, nintendo switch bios.png)

I guess this is the best place to ask about game design or input from ideagoym. I'm making a farming game for a very limited console that uses a "flashlight" controller that always has to be pointed at the screen. There's two main areas in the game; Farming, and selling shit in a shop (or putting your crops in a shitty sellbox that will barely pay for seeds). I decided I really need another way to acquire resources aside from farming, and without combat (due to the shitty controller and me wanting to actually finish the game).

Some similar games have mining, but those almost always had enemies or a very strict stamina bar to keep it from being too "easy" or profitable. I'm planning on adding fishing and other very simple activities, but I needed something comparable to farming to give the player something fun to do while crops are growing.

Any ideas?


b40c3b  No.15854715

>>15854701

Gambling with money to get random shit, with chance of rare seeds


e63d98  No.15854734

>>15854701

Decorating. Let the player paint their house, place sculptures, paintings, and potted plants, and buy new paints and decorations from the store.


a07cc0  No.15854740

>>15854734

I only have 16 KB of storage so everything that has to be saved makes the arable land smaller


14ecbe  No.15854769

>>15854740

Yes, that's 16,384 bytes.

Are you going to use all 256 possible values per byte? You might be able to shrink it down to 5 bits per crop instance (32 types) and then use a combination of compression and area trees to determine crop health and growth. 16 kb is a huge amount for a save file


e6c663  No.15854790

>>15854740

>>15854769

for better space usage it might be better to use a separate LUT that stores the health and crop values, since the player can build similar crops in a row and the tiledata could be RLE compressed fairly easily then, the tile count could be further increased with some tileset specifier in the header (ex starting from u use tileset 0, from v use tileset 3 etc)

or it might not work at all, just tossing ideas


e6c663  No.15854813

>>15854740

also if you have a lot of EEPROM then you could just stuff a minified zlib implementation(ex. miniz or uzlib) and it should provide better compression than RLE.


8c1f23  No.15854898

>>15854769

> 16 kb is a huge amount for a save file

It really depends on what you're saving, but I'm glad you read something online to tell you what useless shit to say.


0b0965  No.15855093

File: 3e4efa3e7dc7636⋯.jpg (52.17 KB, 271x271, 1:1, 1.jpg)

>tfw completely burnt out again

it keeps happening


e6c663  No.15855123

File: c0c0ee86adb92f8⋯.png (47.83 KB, 790x592, 395:296, Screenshot_2018-12-11_14-0….png)

progress really slowed down, encountering a weird bug where the sprites get the wrong texture, but the debuggerer shows that the texture pointer has the correct texture's address, can't figure out where it goes wrong.


a07cc0  No.15855355

>>15854813

>>15854790

There are no libraries and the max binary size is 4 MB. I also don't want someone to be suddenly able to save the game because of a particularly retarded plant layout that can't be compressed enough. Designing a save system that will fail because of completely valid player behavior is a god awful idea.

>>15854769

>16 kb is a huge amount for a save file

Maybe you should wait until you have some idea of what needs to be saved before you start suggesting that something is a "huge amount" for a save file. More things being saved means less room for land. There's no argument against that.


b786e0  No.15855787

>>15854067

>magic

>machine world

>sappy love stories

You sound like my best friend who I gamedev with, although he does have an idea already.


ff9c55  No.15856592

>>15854067

>Machine world

>Magic

Instead of powering stuff with electricity or fuel you could power machines with crystals or some magic liquid. You don't need the middle ages to make magic reasonable.


d34563  No.15856713

>>15856592

Seconding this. Modern settings and magic are not mutually exclusive. Medieval settings are overused.


fee2c9  No.15857233

>>15854067

>I'm also shelfing the machine-world idea for now, since my game system demands magic to be involved even when I haven't figured how magic fits into the setting.

Thief 2 mixed magic and machines and it was really good.


9959ef  No.15857451

Thanks for all the feedback. I'll keep the machine-world idea then.

I guess I was kind of apprehensive for going techno-magic for two reasons. First, as an amateur writer, I thought it would've been best to just stick to genre basics before moving to more advanced settings. Second, I actually see techno-magic as overused, especially by the Japanese.

As for the former lover idea, for now it's easy to replace that with mentor, friend, boss, business partner or whatever placeholder for the time being.


ba1da2  No.15857500

File: 440b18144af3980⋯.png (83.69 KB, 606x737, 606:737, tests.png)

Been messing around with memory layouts and Nim's parallel feature in prep for my engine rewrite. The test case I used was just a simple one of applying velocity vectors to entity positions so I think it skewed the numbers with the work being done being dwarfed by the overhead of spawning threads until there's over 10k entities but after that the gains are huge (8 threads with 32-bit floats is almost 70x speed increase). Since it's easy to chop SOA arranged data up into ranges to parallelize it should mean I can try adding parallelization to different parts as I go, compare performance and see when it makes sense to use it.


b8bc12  No.15858446

>>15855093

Don't tyrannize yourself, anon. Negotiate with your inner sloth and schedule a balanced day.


14ecbe  No.15858539

File: 6e64ace2024a599⋯.png (33.61 KB, 446x617, 446:617, ClipboardImage.png)

>>15857500

>>15857500

Speaking of memory layouts, what do you think of this?

>Read byte data from SNES rom, store the entire rom in a byte[] buffer

>Create an object of whatever type

>Tell it to populate object's values from a given buffer and memory address (Read())

>Returns an instance-specific integer length, so the caller knows how much further to offset the memory address for the next object instance

I have never done this before


14ecbe  No.15858549

File: a4aca667013c896⋯.png (391.08 KB, 500x423, 500:423, ClipboardImage.png)

>>15855355

He's making a game where the controller is a fucking flashlight. Something tells me he doesn't need to make an elaborate game.


a07cc0  No.15858825

>>15858783

How does someone who doesn't know about objects have anything critical to say about C++?


589e07  No.15859138

File: aa8996f96ae3c82⋯.png (21.22 KB, 694x58, 347:29, Screenshot_2018-12-12_08-3….png)

>>15855123

fucking hell, no wonder the pointers were correct since it was actually loading a new texture to that address, but i mixed up my sprite index and texture count, so i was loading the previous texture again


14ecbe  No.15859160

>>15858783

Less reasonable is C#'s winforms. Out of the box if you want a custom user control, it inherits 4 classes deep and has over 40 variables and events. So wasteful.


a07cc0  No.15859293

I'm reading an interview book out of morbid curiosity. It spends ~200 pages on surface-level understanding to help you hold a conversation, and then has a short chapter on "knowledge" base which teaches you what programming is.


a07cc0  No.15859319

File: afd2b6425898b68⋯.png (24.95 KB, 666x277, 666:277, image.png)

Where is Aethyr-dev? Did he leave us after becoming a thousandare?


2872d8  No.15859321

File: dcee67d598a2c94⋯.jpg (569.96 KB, 1323x1000, 1323:1000, ftge.jpg)

I started learning C last month, why would someone use C instead of C++? is really that bad?

Most websites either praise C++ or bash it with no apparent reason. I do not even know the difference between C++ and C#


a07cc0  No.15859334

>>15859321

Autists have very strong opinions on C++, but virtually zero have any personal experience to explain why and are just repeating whatever idea infected them first. You have to find the head vampire and kill him. C++ and C# are entirely different languages that are implemented in entirely different ways though


d6ac93  No.15859346

>>15851718

>someone's making a new game?

>oh, it's just fairydev


f709d0  No.15859495

>>15859321

C isn't perfect either and lacks a lot of things that could make it a whole lot more convenient to use without sacrificing any of the low level straightforwardness that makes it good. C++ fixes some of those things but you get a truckload of shit along with it.

Ignoring the excessive amount of bloat and bad features in C++ that you can for the most part ignore, the bigger problem is how pajeet-tier OOP spaghetti programmers use it and promote their own bad practices as if it's the hottest shit that everyone should do, and make all online guides using those shit features and practices (thus why you can only "mostly" ignore them).


a07cc0  No.15859524

>>15859495

>pajeet-tier OOP spaghetti programmers use it and promote their own bad practices as if it's the hottest shit that everyone should do

This is where a lot of my contempt for programmers comes from. Procedural fags don't behave much better, they just happened to pick the less retarded ideology.

>write simple and fast switch statement with 30 cases for map importer

>each has a line or two at the most

>hear a rumbling and a foul smell

>pajeet bursts through wall behind me

>creates a tile base class and factory

>every case is now its own separate class that inherits from it

>turns 50 lines of code into ~34 classes


0b0965  No.15859586

>>15859524

>problem that would take 1 or 2 simple functions to solve

>some fucking retard makes a class with 7 spaghetti methods out of it

I've literally seen it before.


53c899  No.15859706

HookTube embed. Click on thumbnail to play.

How does one learn to get a sense of good vidya music? For instance what is it with the music in monkey island that feels like pirate music (whatever that means), what makes the chimey ice world music feel cold or the soundtrack of sotn hit so many shades of melancholy? How does the above differ when dealing with modern audio hardware vs the gameboy's 4 channels.

Original music is rarely discussed in these threads. Does everyone just use libraries now?


fc0e9b  No.15859836

>>15859321

C code corresponds more closely to what you get than C++ does, which makes it nicer for low-level work. It's much easier to learn the language it its entirety, which means less stupid surprises. This is especially relevant once libraries enter the picture: "just use a subset lol" is a nice meme and all, but unfortunately everybody uses a different subset, so this doesn't work in practice. God have mercy on your soul if something you want requires Boost.

There's something I really want to understand though: Why are so many people attracted to C++? Is it this (false) promise that you can do everything for free if you just become enough of an EXPERT PROGRAMMER? I've seen C++ fetishism in /agdg/ since way back in 2012 or so and it's puzzling me.


bbe655  No.15859852

>>15859706

Your best bet to learn how to make good BGM is to read up and learn about "program music", which was a musical fad centuries ago all about creating music to fit a particular theme or narrative, called a program, hence the name.

Stuff like Vivaldi's Four Seasons is program music, each one designed to bring to mind the spirit of that season.


73930c  No.15860099

>>15859321

I messed around with Eigen and Xtensor for a few weeks. The problem with C++ is templates, or the improper over-use of templates. For example, Xtensor is a header-only library that only requires Xlt to compile. In theory. It actually only compiles on a select few versions of gcc and MS C++ using C++14. Even then there are some very very annoying issues to get it to work. C++ is fragmented. C++ has many odd and sometimes obscure features that are not properly implemented across compilers. The standard is simply far too complex with too many things left undefined or up to the people writing the compilers. The result is an absolute minefield. You essentially have to re-create the dev environment of the library developers or risk dealing with some show-stopping bugs.


f93520  No.15860120

>>15859836

It's probably because you're still faster doing tons of under performant shit in C++ than you are in most other languages. In some ways, it reminds me of the javascript of the systems world, where it is just everywhere, shit tons of money has been sank into it, pajeet programmers are plentiful, and it has a vast ecosystem of libraries and build tools to make whatever heap of shit you construct run.


9c711f  No.15860651

File: a6f8446037b1267⋯.png (990.94 KB, 897x1292, 897:1292, smug ginko.png)

>>15859346

Does it bothers you? We are here forever.


b8bc12  No.15860702

>>15860651

FOREVER


53c899  No.15860807

HookTube embed. Click on thumbnail to play.

>>15859852

That's a starting point, thanks, but isn't the concept a staple in game development by this point? Most games i've ever played had BGM that matched the atmosphere yet I find no reverence to program music in gaming anywhere.


88b206  No.15860815

any ideasfags have any cool ideas for things to do with a text console? it can be roguelike related but doesn't have to be.


b8bc12  No.15860906

>>15860815

puzzle mechanic where npcs' past dialogues have to be interpreted on riddles to enter tombs and whatnot.


73930c  No.15861443

>>15841545

I think this is pretty cool. Nice work. I like your function pointer use and wouldn't mind seeing more of the system. I tried something similar but much simpler, then punted and now I just use Lua.


73930c  No.15861465

>>15843365

>Those are just window libraries. They don't give you 3d just a window to draw on.

No. Qt 5.9 and higher provides a full 3D interface at somewhat higher level than OpenGL and/or direct access to the OpenGL layer, your choice. You can also mix and match, so call OpenGL functions mixed with the Qt 3D functions.

People new to OpenGL 4: I recommend "OpenGL 4 Shading Language Cookbook" as an introduction to OpenGL, GLSL in a sane way. The book also provides a streamlined, sane C++ framework that is logical and quite easy to use for your own programs.


2872d8  No.15861499

File: e8e314d3032c460⋯.jpg (84.42 KB, 735x709, 735:709, e8e314d3032c4607f47858e0a7….jpg)

>>15859334

I see that about C#.

>>15859495

>the bigger problem is how pajeet-tier OOP spaghetti programmers use it and promote their own bad practices as if it's the hottest shit that everyone should do, and make all online guides using those shit features and practices

Can you give me an example of those? Can't find them on StackOverflow

>>15860099

I'll check those out after finishing with C

Sadly I did not studied computer science at university


92f942  No.15861596

>>15850486

Stop posting.

Start writing the story in a notepad document. Save that document. Don't touch it anymore.

Buy/download a book about programming in C.

Then start deciding about what type of fucking game you want to make. 2D, 3D, text based, hex based, grid based, whatever the fuck. Then start building shit. You will not get to implement a story for a LONG ASS TIME. We are talking years if you don't have any programming experience, and many months even if you do.


88b206  No.15861630

>>15861499

basically if it has 50+ upvotes on stack overflow and was written by a white man it's probably a good solution. if there is a 1000 line solution posted by pajeet and has 0 upvotes, you should just skip it entirely. If you use stack overflow for any amount of time you will learn this quickly.


2872d8  No.15861761

>>15861596

Can you make a 3d game on C? I knew about making 3d graphics but didn't look so good.


f93520  No.15861770

>>15861630

This makes me want to run a statistical analysis on stackoverflow answers comparing answers by white names vs pooinloo


2099a2  No.15861993

Recently, I finally started working on my game.

I want to make a middle age Slavic village simulator. I want to simulate occupation, personality, mood and add as much context as possible.

The end result should be randomly generated RPG with emphasis on dialogs. Players would be given only choices that make sense for this type of character in this conditions.

I have goal similar to dwarf fortress. To generate interesting and unique story. But I don't want to stimulate history and whole damn planet. But concentrate on drama.

What so you think, AGDG. Maybe someone has already made something similar, but I hadn't found it yet?

>>15848784

Open AGDG wiki it has tones of useful resources including ideas for simple game mechanics.

Mostly I implement shitty versions of classic and flash games. With squares instead of real resources.


14ecbe  No.15862416

File: 7cae9c232f8a21d⋯.png (41.06 KB, 596x307, 596:307, ClipboardImage.png)

Goddamn I wish I knew how this level data was compressed

https://pastebin.com/raw/Ez3XTeNT


9c711f  No.15862916

>>15861993

I think projects under this general idea are not rare, but they never reach a finished state, doing something DF-like is much more work than it seems, even if you keep the graphics as simple as possible.

Still, good luck i would enjoy this kind of game.


a85311  No.15863052

Shmup anon here.

After finishing the different UI part (text, sprite/icons, bars), I regrouped everything and… Had to re-arrange framebuffer and VAO binding to unfuck rendering.

Now to link this part with actual data and I should be done for now with the UI.

After that I should have some background, units and projectile, UI rendered to different framebuffers and rendered correctly, I'll have choice between making the background have some panning for semblance of movement, making enemies rotate correctly when following a path, level design, or checking for sound support (music/sound effect)


a07cc0  No.15863358

How can you make topdown exploration fun without combat? The only restrictions the player has is time, energy, and their resources to regain energy. The only real benefits in the game are opening up shortcuts to explore further, and gathering unique resources. Something like a puzzle game but with minimal mechanics. Maybe I can take a few pages from earlier zelda games.


0b0965  No.15863379

File: eb616fe3e6ea083⋯.gif (2.17 MB, 286x210, 143:105, 185.gif)

>>15863358

>exploration

>time limit

>fun


00fb22  No.15863385

>>15863379

Worked for pikmin


a07cc0  No.15863393

File: 7300c135085305a⋯.png (110.99 KB, 220x198, 10:9, image.png)

>>15863379

Maybe I could make stamina the only limit, so you could stockpile enough food to stay out for as long as you want as long as you prepare. There has to be something to stop the player from (easily or trivially) living in the wilderness. I like the idea of a well prepared player living innawoods and neglecting the rest of the game, but you shouldn't be able to just survive off random shit on the ground from day one.


a07cc0  No.15863454

What's a decent amount to pay for amateur vidya music per minute? I could probably get some for peanuts from a desperate starving artist but I'd feel bad. I also have some very tight filesize limits for the console (roughly all the music should fit in a megabyte). Worst case scenario I can just host it online and fetch it from a server every time the cache gets cleared, but I'd rather have it all self contained and not need internet access to have background music


14ecbe  No.15863496

Consider:

>RL/Open world game

>Every item has a weight and bulk associated with it

>STR increases your carrying capacity

>DEX or AGI increases your max carried bulk

>The idea is that you have to raise both to carry huge loads

>Otherwise if you're weak or clumsy you just can't manage


a07cc0  No.15863515

>>15863496

While we're making shit up, can it also be multiplayer?


82a701  No.15863522

>>15863496

Consider:

Does this kind of constant elaborate inventory weight management make the gameplay fun?


a07cc0  No.15863542

>>15863496

>>15863522

I can't think of a single game where having to waste skill points on encumbrance or dropping shit on the ground was fun. Maybe diablo-style inventory management, but that was based on size/shape rather than weight.


14ecbe  No.15863552

>>15863522

It would put emphasis on containers, so perhaps there's an enchantment to reduce a container's weight by an amount, or increase its volume limits. It would just be a list of shit, and if it can get added to the container, it will. This way, you don't have to necessarily shuffle things constantly.

Weight/encumbrance is a resource, and RLs are all about resource management. Fight me.


a07cc0  No.15863562

>>15863552

In 99% of cases inventory management only exists to waste the players time. MMOs are the worst case of this, because most of their goal is to waste the player's time to milk more monthly fees out of them. They also serve to limit the amount of resources a player can use/convert at once with minimal effort, or use at once to stop people from progressing too fast or trivializing the economy. Unless you're an extremely rare exception like an autism sim I'd just be extremely generous with inventory space, or at least allow the player to just buy more space.


9959ef  No.15863600

>>15861596

I'm sorry, anon. I'm on KingJew-mas break, so now is one the only times for me to shitpost. Thankfully, I'll be learning how to code eventually since I'm shifting to Computer Engineering. I also already have a textbook to go over, Deitel and Deitel C++.

>>15863496

Instead of a RL/Open World, why not make it a Platformer with Fetch Quests? You want to keep your inventory as light as possible, but you also want to trade in items for ability upgrades, and you're forced to carry really big/encumbering stuff for certain quests. You also can't take too many quests at the same time, since those might force the player to carry too much stuff and render their movement into shit. Strength will also affect max jumping distance, but Agility would affect movement speed.


a07cc0  No.15863726

File: ad43b2994d4691b⋯.png (746.94 KB, 1254x705, 418:235, image.png)

in 2020 programming will finally be replaced with XML documents and codegen


a07cc0  No.15863732

File: c10bfe303603ea3⋯.png (450.09 KB, 1280x720, 16:9, image.png)


f93520  No.15863948

File: 231795c118030e4⋯.jpg (15.53 KB, 256x256, 1:1, concocts_final_solution_fo….jpg)


847ceb  No.15863995

File: 27e637f7f54d885⋯.jpg (174 KB, 1280x720, 16:9, pajeet.jpg)

>>15863726

I can smell the designation from here


a07cc0  No.15864175

>>15863995

That was my least favorite part of college programming classes. Before you could write anything you had to put together a comprehensive UML diagram which would be worth most of the points. The "Is a" and "has a" or "uses a" shit is the most formal, overly complicated waste of time I've ever seen. Luckily, immediately after leaving college, those diagrams only exist in my nightmares.


1c91fa  No.15864363

>>15864175

As s professional Dev I draw those diagrams once in a few months. Those are good when you have read the code and still don't understand what's going on. And when you need to make a presentation. You can't just dump the code in this case. But mostly, yes it's unnecessary.


a07cc0  No.15864898

>>15864363

what are your thoughts on loos?


9c711f  No.15865108

>>15863522

If it can be automated, yes

Inventory management can be fun if it's about planning and not "juggling shit in windows using the mouse"


14ecbe  No.15866287

File: 7b530f3673bcddd⋯.png (98.42 KB, 1006x593, 1006:593, ClipboardImage.png)

>>15862416

>Can read the bytes manually just fine

>Except at some point the pattern changes and colors don't parse correctly anymore

My editor is on the right, and it reads a number of hex values correctly, and then just stops working. The byte pattern used in SM suddenly changes, what the fuck


db2361  No.15866321

>>15863496

It depends on the execution as opposed to ideas alone. You're going to get several mixed answers here because they have a different vision of what it should be like.

>>15863522

People didn't mind it in STALKER or Divinity OS 2.


f0c13e  No.15866581

>>15864175

>>15864363

I don't know about you both, but I can say with pure confidence that 90% of what I've learned in CS was, is and will forever be useless. Everything that's useful and works in real life could be taught in a semester and is readily available online.

I even had teachers tell me that it's perfectly valid to write documentation for a system before implementing it, that I should use one those horrible UML code generators. I even had to go through 6 physics courses, just to "prove" that I can understand how electricity flows in circuits so I could take a course on digital circuitry and answer one question on the last test of the course.


b8bc12  No.15866621

>>15866581

University is mostly an introduction to a discipline. Useful for people who learn best with an actual teacher. That being said, there is merit in the system, since the curriculum is created by people with established knowledge. I can teach myself programming but I wouldn't even know what discreet mathematics are. Some fundamentals are very good to know.


f0c13e  No.15866694

>>15866621

Established knowledge from decades ago from people that have never stepped in the private sector and just fucked around in academic endeavors. It's rare to find actual teachers that have something useful to teach.

Worst of all, the same teachers that teach useless shit try their hardest to make it as hard as possible to pass their courses.

If there's any merit in the system, I experienced almost nothing of it. I can remember about 5 courses that I actually would say that were indispensable and truly made me a better professional, the rest was just reinventing the wheel for no reason at all, or trying to make a square work as a wheel or worse even, trying to explain how we should only show the wheel to the client after 5 years of work without any input from them.

At least it wasn't humanities.


a07cc0  No.15866739

>>15866621

>established knowledge

Have you read any of these CS papers that build off established knowledge? They're all lies with intentionally distorted numbers that nobody checks because the entire point of college is to churn out interchangeable poo in loos or to produce a single contrived paper so you can join the elite club of people who don't fucking do anything. At the very least, if they're just stupid instead of liars, their work is completely useless outside of theory.


049baf  No.15866750

File: 7b8aba70bec5b25⋯.png (200.96 KB, 553x441, 79:63, Dante_Joey_Wheeler.png)

>Passed my Intro to CS class

>Final assignment was a text-RPG with character generation and a combat system

>Got 100% on it

I'm on my way, lads


73930c  No.15866802

>>15859836

>Why are so many people attracted to C++?

For me the reasons are -

1) really good libraries available in native C++. Bullet3D, Qt, GLM: all excellent.

2) not having to pass pointers around quite as much due to the implicit "this" and member functions.

3) standard template library for data containers has it's issues but they're good enough (for me). std::string sucks tho fuck std::string. Not having to re-invent the wheel is the biggest reason for me.

4) well, you know, now that I think about it, I could really use C more and be alright…


b8bc12  No.15866835

>>15866739

Was going to say experts but that was silly. "Already adequately educated people", maybe?

>>15866694

My point is some people (most, probably) need a guiding hand for the first big steps. I do agree that university is overrated, and stupidly expensive in the age of free information.

>>15859321

C++ is versatile, although it can be overtly verbose. It's not a problem if you're competent. There aren't that many alternatives for compiled languages (that aren't too new to have credibility).


14ecbe  No.15866888

>>15866287

So it turns out my problem is that most data in Super Metroid is compressed. There are tools to handle it but they aren't FOSS and I also want to understand the compression algorithm, but I'm fucking retarded. I've seen two different implementations (three if you count the ASM) and I still can't make heads or tails of it:

https://hastebin.com/raw/fepumabopu (CPP)

https://hastebin.com/cazewacoxe.py (Python)

If anyone can offer some additional insight or spoonfeed me, it would be very appreciated, I've been stuck on this shit for literally days. Here's a sample of a 7F length color palette both compressed and decompressed:

https://pastebin.com/raw/qSayMRQ5


14ecbe  No.15867323

>>15866888

Got it working now.

This is really cool! I have no idea how it really works, but it was able to transform 155 bytes of compressed level data into 1,282 bytes of raw tile data.


4daec6  No.15867481

>>15866835

>C++ is versatile, although it can be overtly verbose. It's not a problem if you're competent

C++ can rape cache, bottleneck with too many syscalls, and destroy compile times if you don't know all the gotcha's the language has.


a07cc0  No.15868397

File: 1584debc9107f84⋯.png (31.2 KB, 790x338, 395:169, image.png)

why are white game developers suck fucking cucks?


a07cc0  No.15868405

File: 6aa297880006d15⋯.png (24.2 KB, 817x620, 817:620, image.png)

File: 0ff555c8e31b338⋯.png (23.4 KB, 817x624, 817:624, image.png)

File: e99caeb230629f5⋯.png (230.13 KB, 570x632, 285:316, image.png)

File: d1d2c9d52924bc7⋯.png (250.98 KB, 587x591, 587:591, image.png)

>>15868397

$100,000 total in grants

let's see what the disabled female shitskins of color who don't speak English came up with

>a basic puzzle game

>one deleted twitter

>a block game of some sort

>mobile trash


a07cc0  No.15868418

File: 5713b489547cb7d⋯.png (14.87 KB, 801x449, 801:449, image.png)

File: 3b1aad3ce4b6be6⋯.png (113.16 KB, 1014x493, 1014:493, image.png)

File: 74df4f8c8460a15⋯.png (97.72 KB, 674x643, 674:643, image.png)

File: 5ea9ee462c5d81b⋯.png (91.05 KB, 730x603, 730:603, image.png)

>>15868405

I hope none of your geniuses bought The Witness and funded this. I don't know if they're malicious, or they just think that if you pay retards enough money for creating mobile trash they'll suddenly start creating actual games.

>be a nigger

>haven't ever played zelda

>make a shitty clone in two hours

>get thousands of dollars


721125  No.15868437

>>15868397

>not from europe

>english is not your first language

So everyone from mainland europe?


c442bd  No.15868448

>>15868418

>be a LGBTQIAWTFBBQ disabled woman of color with mental illness feminism

>get money and support just for existing

Sure is white privilege around here


9c711f  No.15868898

File: eb7fcbc66f8c7e2⋯.mp4 (7.7 MB, 1280x720, 16:9, 2018-12-14 14-29-34.mp4)

Animated the lolis


a07cc0  No.15868918

>>15868898

Something is wrong with that hat. It has more texture than everything else combined.


9c711f  No.15868931

>>15868918

The hat is not celshaded and is using a very detailed leather texture with normal and height maps, we still haven't decided on normal shading or cel shading, when we do i will change all textures to match.

The art style of the game overall is still developing as i get better at making assets.


a07cc0  No.15868997

>>15868931

How far do you have to go on the game? How long do you have before you go homeless?


70b2b5  No.15869005

File: ac705f607c0d7a8⋯.jpg (139.89 KB, 892x802, 446:401, LGGBDTTTIBRAAPP.jpg)

>>15868448

That's not the most recently updated acronym, shitlord


9c711f  No.15869008

File: 460706cdd61e5b4⋯.jpg (306.85 KB, 1280x720, 16:9, bored2.jpg)

>>15868997

We won't go homeless, stop being so dramatic, we will have to go back working on shitty office jobs and being wageslaves if the game fails.


a07cc0  No.15869012

>>15869008

>if the game fails

The game failing is one possibility, but that's after it exists. Will you really be willing to pack up and wageslave before you have something you can even release?


721125  No.15869015

File: 456ed6538b8e064⋯.jpg (19.82 KB, 320x483, 320:483, 5c3[1].jpg)

>>15869005

>BRAAPP


9c711f  No.15869021

>>15869012

If we ran out of money before we can release something we will work on it during weekends like most anons do, it will take much longer, but will be released one day before Star Citizen and Bannerlord at least


e63d98  No.15869031

File: 54db5116f295611⋯.png (661.16 KB, 848x900, 212:225, ibp3dxZy2Vys4F.png)

>>15869005

>Elementary Teachers


a07cc0  No.15869037

>>15869021

So, how far do you have to go on the game? And how much time before wage slaving? Your brother is much smarter, you should wage slave for the both of you while he works


9c711f  No.15869059

>>15869037

He is a better programmer, but he is a lazy bum and only works when pressured, he also has zero creativity so we work well together because we can do what the other hates doing.

And stop feeding his ego, when he gets smug he becomes and lazier.


454708  No.15869067

File: 4ed6c0d2e9a35e4⋯.jpg (9.59 KB, 200x200, 1:1, 4ed6c0d2e9a35e4ebe2b269b8c….jpg)


9c711f  No.15869086

>>15869059

>And stop feeding his ego

No no, I think he should keep doing that, I like it


bf5449  No.15869090

File: d3e7aec049af22c⋯.jpg (112.83 KB, 728x1041, 728:1041, 21.jpg)

>>15869005

>Resexual

>being sexually attracted to one's ex(es)


a07cc0  No.15869151

File: 836332513e0ae86⋯.png (10.18 KB, 204x255, 4:5, agdg.png)

>accidentally pushed this to my github repository

how do I go back


73930c  No.15869158

>>15869005

Ontario…YES!

So much concern about inclusiveness and teaching race-based-shame. So little concern about teaching critical reasoning and preparing people for the real world.

How To Ruin a Society 101


24df0e  No.15869183

File: b4a4f8f4b3853a4⋯.jpg (32.8 KB, 326x326, 1:1, 1e522537c4e71ff53d2cc4a43a….jpg)

>>15869090

Why would that even be there.

No serious question. Even in their narrative how could that possibly be included in the rest of that garbage heap? It doesn't even make sense. That's just regret or being a stupid whore. You think they would reject that shit, but no here we are. I can't be doin with this.


c84922  No.15869212

>>15869183

They're just adding any sexual quirk or fetish in there. Fancy your teacher? Edusexual! Witholding genital contact momentarily to prolong masturbation a sexual identity? You betcha'; Selfcontrosexual!

That list will be 3 miles long by 2020 I guarantee you.


a07cc0  No.15869352

>stuck on an issue inside a simple nested loop for ~30 minutes

>search online based on a hunch

>the OC donut steel language doesn't support nested for loops

>instead just operates on the first object in the list twice and everything else once

>associative arrays don't have indexes so I can't use a regular for loop

holy shit, I hate this


a07cc0  No.15869360

>>15869352

I meant nested "for each" loops, it's not quite that retarded


049baf  No.15869385

File: df03d46804f951c⋯.jpg (116 KB, 1280x725, 256:145, 8d82b4ee192e98e8e8af7952c0….jpg)

>>15869090

Isn't that just normal behavior? Are these people so brain damaged that they think that normal people stop being physically attracted to their exes immediately upon breaking up?


9c711f  No.15869442

>>15869439

>new line before the opening brackets

I think you should just kill yourself


b8bc12  No.15869466

>>15869439

Doing them separately is a pain, but it helps with compilation times, apparently. But yeah, your bracket habits deserve suicide.


883ef8  No.15869515

File: b5ccd72fbfcf68d⋯.png (100.68 KB, 739x802, 739:802, Screenshot from 2018-12-14….png)

Can someone put this stackoverflow answer in a way that would make it easier to understand?

I have no idea what it's telling me to do


883ef8  No.15869516


512774  No.15869538

>>15868397

>need only one to be eligible

I have autism, give me money.


67ef9a  No.15869553

>>15868397

just say you have autism


721125  No.15869573

>>15869439

Prototypes go in headers, code goes in .cpp's.

The reason you separate them into different files is to reduce compilation time.

When compiling, you compile each .cpp separately. (These are compilation units.) In order to make the .cpp's interface correctly with each-other, they do need the function prototypes, for which they include .h files.


f93520  No.15869578

>>15868397

>>15869538

>>15869553

>people with mental health issues

Well considering how they're always trying to classify opposing views as literal mental illness, I guess I do technically qualify.


14ecbe  No.15869588

>>15868397

Just say you identify as a nonbinary, presenting male


b8bc12  No.15869612

>>15869578

If you play their game you submit your soul though.


512774  No.15869619

>>15869439

To explain more about what >>15869466 and >>15869573 said, it keeps compilation times down because every time you change a header file, everything that includes said header has to be recompiled as well. This is why you should try to write out your header entirely in one go rather than adding a little to it every time.

It's also why you have to keep includes in header files to a minimum as it can cascade into massive recompiles. That's why forward declaring is a thing. For those that don't know: imagine you have a custom class, for instance a vector3 implementation. If you want to declare a vector3 in some header, you could #include "vector3.h", but any changes to vector3.h would cause every header that includes it to recompile. Instead, you just add the line

>class vector3;

to the header where you would want to include it, and add the actual include to the cpp. It's also helpful for solving circular dependencies, where class A needs class B as a variable but B also needs class A as a variable.


512774  No.15869633

>>15869621

You only need to have one of the conditions apply to you, so every non-english European can apply. It's not a completely redundant condition since there's some parts of Africa where they speak English as well


9c711f  No.15869684

File: 0f3e7a85c16653d⋯.jpg (49.31 KB, 480x600, 4:5, 7cf.jpg)

>>15869446

no chad aryans put new lines before their opening brackets, only jews do that


721125  No.15869690

>>15869621

I know you want to spot kike shills but you're gonna need to learn to read first bub.


ab7c4f  No.15869742

>>15869515

What exactly aren't you understanding?

He's calculating the displacement along each axis using the equation of motion with an uniform acceleration and then using the Pythagorean theorem to calculate the distance between its original position and its current position. Not sure if this will help but here https://en.wikipedia.org/wiki/Equations_of_motion#Uniform_acceleration


8f6748  No.15869793

File: 6c9af41d258e86a⋯.png (6.95 KB, 542x508, 271:254, 7th Grade Physics.png)

File: 1e67ed64558aad1⋯.png (7.81 KB, 542x508, 271:254, 7th Grade Negative Area.png)

File: 10311d92db22921⋯.png (8.02 KB, 542x508, 271:254, Stack Answer.png)

>>15869515

That is Middle School Physics m8.

(And probably also the wrong answer, depending on what you want)

You want to know how far you have traveled based on the acceleration measured at different times.

Here a simplified and linearised version presented.

I will try to explain the reasoning with a shitty graphic I try to include.

Remember functions?

(Excuse me if I do not use the correct words, english is my second language)

Look at the included picture.

The Velocity is the Y axis, the Time is the X Axis.

Your acceleration at one point is the tangential inclination.

Also the distance traveled is the area under the graph.

The assumption in my painting is that between two points of measurement the acceleration was constant.

Calculate the Area (one square, one triangle) and you have your traveled distance.

If your checking interval is sufficiently small enough you can approximate every area under a curve that way.

The answer on stackoverflow aproximates with a square and thus overshoots the estimate a bit, but over the moving avereage over two consecutive measurements to compensate for it and make calculations easier.


8f6748  No.15869810

>>15869793

or atelast over the average acceleration.

Meh, who cares.

Hope you understand the concept behind it now a bit better.


d6ac93  No.15869841

File: 85439444a53c982⋯.jpg (22.64 KB, 228x351, 76:117, damn hes good.jpg)

>>15860651

I forgot I posted this What I meant was that I constantly get bamboozled into thinking some new game is being posted here, but later discover it's just another feature for your game. I used to think growing grass, cooking system, river editor and the big tree were parts of 4 different projects.


883ef8  No.15869889

>>15869793

I understand the theory now, thanks, I'm still having trouble putting it into C# though.

I'm going to suppose "n" is the number of acceleration events, even though it's not really explained. DT is DeltaTime for the specific event.

It just doesn't seem to be working.



void Update()
{

Vector3 acceleration = Vector3.zero;
Vector3 distance = Vector3.zero;

for(int i = 1; i < Input.accelerationEventCount; i++) {
acceleration += (Input.accelerationEvents[i-1].acceleration + Input.accelerationEvents[i].acceleration) * Input.accelerationEvents[i-1].deltaTime;
distance += acceleration * Input.accelerationEvents[i-1].deltaTime;
}

currentPosition += distance;

}


a07cc0  No.15869951

File: 533b649fb4a4d4d⋯.png (102.87 KB, 684x461, 684:461, Bf3uhlr.png)

>scripting language I'm forced to use only supports boolean constants in the "initial release"

>last update was in 2009


bf5449  No.15870227

>>15869951

Make an old game then.

They aren't so bad. Most games I play are old.


b8bc12  No.15870388

>>15869951

Can you make classes? You could use the booleans as bits and build equivalent of ints with methods. Without classes, maybe an array of booleans and functions to interpret and write to them? Without arrays, you could manually make a bunch of bools to constitute your ints (assuming you have a fixed amount of necessary ints).


8f6748  No.15870478

>>15869889

Sorry for the late answer.

Yes, you have gotten that right.

n is the Number of measurement events, dt is the time between those measurement events.

Without knowing c# I will give you some hints to think about:

Since it seems you are initialising a Vector of Size 3:

- Are you sure your acceleration Events are also Stored as an Array or List of Vectors (or however that is called in this case) and that * behaves like you want it to (should be an element wise operator, but is also for scalar multiplikation)?

- You also forgot to half the Sum over the Acceleration Events.

- And technically you are calculating velocity with the accelerationEvents and not acceleration

- When do you call Update and how many Acceleration Samples are present at that time?

- What is the readout of the accellerometer or your test set?

- Is your Program resetting all your Variables/Measurements before or after Update? or at all?


512774  No.15870507

>>15870388

That'd be almost overkill for normal applications. In reality almost no programming language actually has a single bit for a bool, it's generally an entire byte, sometimes even the same size as an int (ie 4 bytes).

Notably, some implementations of std::vector<bool> are specialized to actually use a single bit per bool, which is one of the few times the C++ STL is actually useful.


b8bc12  No.15870543

>>15870507

He can only use bools though. I was proposing a solution.


34301e  No.15870578

>>15841367

Thanks for the response. I found a pretty good tutorial on it and I'm making some progress. TY


512774  No.15870593

>>15870543

For some reason I interpreted his post as constant booleans instead of boolean constant, assumed it meant any bool variable can only be constant instead of all constants having to be booleans, and misread your post as a result of that wrong assumption.

That still begs the question of whether or not his language actually has bools as single bits, trying to wrangle a const int out of bools an entire byte in size would be stupid. And added overhead of having to interpret those homemade constants might be enough of a bother as well to defeat the benefit of not hardcoding all values.


8f6748  No.15870631

>>15869889

>>15870478

To clarify the last questions:

Because the code only works if at least 2 acceleration Measurements have taken place (accelerationEvent[0] and accelerationEvent[1])

And if you reset those eventcounts and events, else you will always repeat ALL prior events.

You could also think about using a timer to trigger or atleast delay measurements to not lock up your programm with Interrupts, and you should define some deadspace where measurements might be discarded, oversampling can also help and what should happen in case of hitting an obstacle or if the state velocity = 0 and acceleration = 0 can be reached with your setup.


9c711f  No.15870999

>>15869951

I don't remember taking that screenshot


60e549  No.15871201

File: 6f25b1803a46b21⋯.png (480.13 KB, 640x480, 4:3, sigma2_2018-12-14_22-36-15.png)

Currently switching to a system that loads textures in as groups instead of individually. It works, but it's not integrated correctly with everything else yet.


049baf  No.15871234

File: 06739c0d424389c⋯.jpg (1.88 MB, 1536x2048, 3:4, DrinkanAndFishan.jpg)

>>15842598

I'm still alive and still working on it(albeit a lot less than before). Quit my wage slave job to go to school full-time so I can get a day job in computer science and stop being shit at coding Which is working out pretty good. Spending my holiday break building the base first-person controller in Unity and UE4 to figure out which I like better.

Sage for blog post


ee2836  No.15871271

>>15871264

Use namespaces, faggot.


db2361  No.15871309

>>15840140

Start with Unity, there's a lot of documentation about it.


de4f18  No.15871320

>>15868397

>tfw you fulfill 3 of those categories

I need to sign up for this shit lmao


33b4c9  No.15871793

File: e1a19d27bfa3eb6⋯.png (97.33 KB, 642x628, 321:314, Quill.PNG)

Believe it or not, Sentience isn't dead, but a lot of my time as programmer has been occupied by setting other stuff up and contract work. I need some input from some non-Pajeet programmers and would rather start here before checking in on more normalfag dev circles. I want to reach my Minimum Viable Product sometime sooner rather than later and start sharing a PvP proof of concept with players for public feedback. My old turn based battle system was too unstable and we absolutely need networking to go through with the plan we've got set up.

Attached is a PDF of the architecture I currently have planned. Keep in mind this is with the context of C# + Unity3D, and we're using two notable packages related to this:

- Forge Networking Remastered (preferring this to coupling to Unity's networking)

- Sirenix Odin Serializer (also separate from Unity's serializer, used for turning data to byte arrays and back for transferring across network)

I have a planned concept for a system, but most that I've documented was from the context of networking. If an anon or two who've written a flexible and robust turn based system before (networking is a plus) could check it out and give me some improvements to make faster and leaner to develop for, I'd really appreciate it.

I'm not sure how I should look at making skills and conditions, but was probably going to have to make them children of a base Skill class which in turn inherits Unity's ScriptableObject stuff so we still get autocomplete, type safety, etc. and instead of skills calling things directly, they'll execute on the server, send commands to write serialized command data, and send it all to clients. Statuses will probably be similar, except with OnTurnStart/End handlers and other stuff like removal or application.

Anyone have good advice and ways I could simplify this? Should I dump abstract class command patterns and try to do like >>15859524 and just brute force switch-case to delegates and have functions try to understand the various serialized data it could receive? My main goal is to do this quick and simply. The less code needed the better. Plugins and helper scripts I can reference are welcome.


33b4c9  No.15871809

File: 7283580e110f709⋯.pdf (87.57 KB, NetBattleArch.pdf)

>>15871793

Managed to forget the actual PDF. I'm high agency I swear.


a07cc0  No.15872161

>>15870227

>>15870388

>>15870543

Do you goym not know what a constant is? It's not a variable I'll tell you what


60e549  No.15872315

File: 90143674abc123f⋯.png (23.22 KB, 981x581, 981:581, poide_2018-12-15_06-00-41.png)

File: e16258243468012⋯.png (655.1 KB, 640x480, 4:3, sigma2_2018-12-15_03-46-17.png)

>>15871201

I managed to fix the problems. This new way of loading in textures will reduce work and let me optimize it with multithreading easier. It's also the most reasonable API for Vulkan to be called from behind the scenes. An individual "create_texture" function is just unacceptable. This is in OpenGL now, so I'm working on the Vulkan version.


a07cc0  No.15872365

>>15871809

I think Forge encourages you to design around network commands liberally. In single player mode, it skips the serializing/deserialized/network step and just "receives" the data as if it had been received over the network instantly. In practice, a single player is the server and client. The advantage is setting up your event and animation system in single player mode in a way that's already formatted for online play.

Do you actually need Odin Serializer? Forge remastered has a Unity editor window that lets you assign parameters to remote calls, and then compiles it into a class that can be send or deserialized automatically.


a07cc0  No.15872392

File: 72ae4b64788df58⋯.png (13.59 KB, 507x218, 507:218, image.png)

>>15871809

I was going to upload the source to my unfinished online project for reference, but my only copy of it is on github and (((someone))) demands my shekels. I abandoned it because it wasn't fun


b8bc12  No.15872683

>>15872161

Oh shit you're right. Wait, so all values have to be hardcoded bools that can't change? So there's no interactivity at all with the program?


a07cc0  No.15873005

>>15872683

nigger, go learn C or something


b8bc12  No.15873033

>>15873005

I know C.


a07cc0  No.15873802

I've got a moving circle moving into a static one. I want the moving circle to slide around the edge of the obstacle. I did this by calculating where it'd be if I pushed it away, then adjusting only its x or y based on the direction its moving. This seems to work, but it moves very, very quickly along the edge of objects because your movement is essentially being adjusted by a sin or cos wave. Maybe I just need to make the primary movement alongside the circle slower based on what part of the co function you'd be on. I don't know much math aside from sin and cos


123036  No.15874309

>>15872392

Hosting source online only isn't too wise, yeah. I self-host my services so (((somebody))) can't shut us down or cause problems. Was it a similar case to what we were doing?

>>15872365

For the record, I'm still fairly new to Forge. I did the basic ball rolling tutorial just to see something working and that was about it.

I know about the Network Contract Wizard, but I haven't quite figured out if it's able to work with non-Unity base classes or how I can make use of it to simplify my architecture (though most of that is not network related).

I don't know if Forge's built in serializer supports this, but I kind of wanted all of the data to be easily serialized and loggable to a file so the entire battle can be recreated (assuming the build is of the same version), just because I want either A) The potential for replays and moreso B) the ability to look through history for balancing and playtesting easily. Odin is pretty powerful (not sure about Forge's) and I'd assume it could support serializing individual classes inheriting from abstract command classes separately, and also does not require Forge to write this data to a file. Note I still need to test this though and maybe I'm building on something I don't know. I would like to simplify that so it's not so long and complex, but I have no idea if I can easily remove or reduce classes without adding a bunch of extra work elsewhere.

>The advantage is setting up your event and animation system in single player mode in a way that's already formatted for online play.

I figured we'd just send commands that tell the client's setup to animate x or call event y (for local and visual stuff like UI), and let the math and data management be done by the server. I can't tell if that's meant more for data being in the inspector or if it can access raw classes. Though it sounds like you're saying maybe I could do something like this?


public class Combatant : NetworkWhateverForgeHas {
List<ConditionInstance> conditions = blah;
public void AddCondition(int id, int turns) {
// create new condition instance (raw class) and give it id and turns
// load condition from database
// call OnCondiApplied from combatant
// call OnApplied from the new condition, in case it has code for that.
}
}

… and just set it up the Combatant class in NCW to have AddCondition with two int arguments? I guess my only concern with direct calling like that is it sounds like you're sending instant commands and also not encapsulating those commands so they can be saved and reloaded.

Man, I probably need to get more familiar with Forge. Getting the exact info I need had been a pain from the documentation, but I'm probably looking at the wrong parts.


a07cc0  No.15875069

>>15874309

Last i checked the forge documentation was shit, wrong, and unfinished

good Luck


43967f  No.15876139

YouTube embed. Click thumbnail to play.

e l e v e n y e a r s

Why are so many never ever fags making these 2d RPGs? Like bob's game or handmade hero as well. I mean this guy seems to know stuff but never gets anywhere despite endless time spent.


14ecbe  No.15876157

File: 66a8a3f2512575f⋯.gif (20.74 KB, 256x256, 1:1, z.gif)

So I realized I could take a break from my game romhack to shitpost


4daec6  No.15876167

>>15876139

Prob has a job. Most 2d games back in the day where made by a team of employees working full time, even overtime. These are just dudes doing shit in what little freetime they have.


fac729  No.15876723

File: c36c76ad53a8326⋯.png (5.15 KB, 640x480, 4:3, ClipboardImage.png)

if I know I'm looking at a square and I know the values of x, y, and z how do I know the angle of inclination?


f6d38c  No.15876743

>>15876723

pythagorean theorem. You know the apparent "height" of z, and the real length of z. Use that to get the third side, and once you know all three sides use the trig functions to get all angles, and then alpha will be the compliment to the one between z and z's "real" length.


f6d38c  No.15876758

File: a93699bd415b716⋯.png (7.69 KB, 640x480, 4:3, c36c76ad53a83261922c5ecb79….png)

>>15876723

>>15876743

Here, just to clarify a little.


f5f641  No.15876955

>>15876743

>>15876758

Surely that would only work if the observer was orthographic or otherwise doesn't take perspective into account

The plane bisected by y (your green line) would have to pass through the cameras origin when extrapolated, meaning the inscribed triangle wouldn't necessarily have a right angle


5787ec  No.15877558

File: 3b12e7f57bb70bd⋯.png (274.88 KB, 899x591, 899:591, Screenshot_2018-12-16.png)

Where do I go from here?


03d964  No.15877565

>>15876758

i think you want the pythagorean theorem: a^2 + b^2 = c^2

so if you know the height of orange and the depth of green, orange^2 + green^2 = black^2

accordingly, if you know c and need to find the value of a or b, you can run a reversal of the theorem: c^2 - b^2 = a^2


dbe82e  No.15877580

>>15871234

Can I get more pics on your waifu stalker? Is it like that guys pic related.

Have we heard back from the Aethyr dev?


da9814  No.15877635

>>15876139

I watched the first part of this, and he had an issue with file icons on the desktop causing lag, complaining that they were dynamic images instead of static; what exactly does this mean? That the raster image is being recalculated every frame, or something?


e1202b  No.15877666

>>15871201

>>15872315

It great to see progress on your engine man.


1db6dd  No.15877807

Invidious embed. Click thumbnail to play.

>>15877558

Add flight controls and a catch-fish mechanic.


43967f  No.15877828

YouTube embed. Click thumbnail to play.

>>15877635

Better vid. They've gone from youth to middle age and they're still in the engine dev trap. They have all these people and all this kickstarter money and there basically is no game. They just added the dialogue system. A bland and ugly generic 2d RPG will be this dude's life's work and no one will care. What's even the point. Sorry to be so obsessed with this but I'm just morbidly fascinated by this stuff. I was already freaking out over this years ago. What are they all so busy with? Mind boggling.


138b12  No.15877852

File: 2420b4286036f7d⋯.jpg (43.71 KB, 383x700, 383:700, 1429813237953.jpg)

>>15840097

I'm finally free, boys. Time to learn how to make a roguelike.


a07cc0  No.15877871

All of the decent/technical GDC talks are behind a $500 paywall. Is there somewhere I can just pirate them?

>>15877828

>engine dev trap

They already explained what they're doing. Game engines are shit and they're never going to get any better if no one actually knows how to make them. If the world were infested with shitters like you, everyone would be using Unity for the next 50 years.


5787ec  No.15877929

>>15877807

That's way too easy. But okay will do.


43967f  No.15877958

>>15877871

Exactly what part of what they have made looks good or ground breaking to you? If they used an engine they would have been done 10 years ago. I know they didn't do that because they're infatuated with the dreamcast but there's basically no reason for that either, it's like how bob decided his game HAD to be on the DS and then chimped out when nintendo didn't want to talk to him. I think they're mainly using engine dev as an excuse for why they can't just make the game already.


ae6b8a  No.15877974

>>15877852

>tfw trying to push my Super Metroid editor into a randomizer that functions as a roguelike

>>15877958

>>15877871

Ive learned a lot recently. How to manage a UI application better, invoke other exes via Process.Start(), and wrote a SNES rom decompressor. Just like make whatever and never stop learning


a07cc0  No.15878027

>>15877958

>If they used an engine they would have been done 10 years ago.


1cc722  No.15878028

>>15877958

Robert Pelloni was actually accepted by Nintendo, provided he'd take a team of theirs and make changes to the game, which would also include changes to the story. He didn't like that, declined, but the protest was mostly staged as marketing.

He eventually did start work on a PC port, but by that time the game had been ported from GBA to DS to PC and the source code had become such a mess that he got stuck and eventually dropped the project when his mental state deteriorated and he became homeless.

And now he dislikes games after his "enlightenment", aside from simple entertainment toys, which is why he now just focused on developing the puzzle game which is available for free. Not that I've heard from him in over a year now.

tl;dr don't talk about "bob's game" if you don't know shit about it.


a07cc0  No.15878072

>>15878028

you're trying to reason with a jungle nigger with a slave mentality


4daec6  No.15878076

Any decent IDE's for c/c++? I was using JetBrain's IDEs and they are fucking amazing but I don't want to deal with that subscription fee. I tried emacs but I was spending more time configuring it than actually coding.


43967f  No.15878082

>>15878076

I like code::blocks


a07cc0  No.15878085

>shared_ptr<Piece> Grid::dontPutSameColorDiagonalOrNextToEachOtherReturnNull(shared_ptr<Piece> p, int x, int y, ArrayList<shared_ptr<PieceType>> &pieceTypes, ArrayList<shared_ptr<BlockType>> &blockTypes)

t-thanks bob


d34563  No.15878091

>>15878076

>I tried emacs but I was spending more time configuring it than actually coding.

If you don't want to do a lot of configuring then Emacs isn't for you. Are you looking for an IDE or a text editor? There's a big difference.


4daec6  No.15878092

>>15878082

I used it a long time ago. I don't remember it having anything like jump to deceleration, find all usages of, or auto complete. It was a very long time ago though.


4daec6  No.15878093

>>15878091

I've been using a text editor for years. I finally started using a real IDE and realized how much time was wasted without basic stuff. I think you can implement all the things I want in emacs, but everything script I used felt super janky and it was really slow for no real reason.


43967f  No.15878096

>>15878092

It got a lot better and I've even managed to compile vulkan shit with it. They've been feature creeping like crazy at least on the linux version though. It literally has valgrind built into it now.


4daec6  No.15878099

>>15878096

I kinda avoided IDEs because a lot of them felt like they just crammed whatever gadgets they could into it. Valgrind for example you can just run from the command line. I really just want something simple with the navigation shortcuts that isn't vim


d34563  No.15878110

>>15878093

Here's a guide on setting Emacs up for C/C++: https://tuhdo.github.io/c-ide.html

There's starter packs for Emacs if you don't want to config too much. Emacs is archaic and has a lot of absurd defaults. It's slow, prone to crashing, has a horrible API, and takes a long time to use well. It's an investment.


4daec6  No.15878118

>>15878110

When I got into emacs I already messed around with starter kits and stuff. I rebound everything to make sense, like ctrl+f for find. What ultimately turned me off is how janky it felt and how ridiculously slow it was. You can't configure those things away.


d34563  No.15878151

>>15878099

I'm using C++ and SFML for my game. Using the command line for compiling on both Linux and Windows. I've been using Emacs since like 2007 and have a massive config that I'm content with so it works for me. If I need IDE features, I edit using Emacs and switch to the IDE. I do this at work where I need to use Visual Studio.

Getting into Emacs is daunting which is a shame. If a few minor issues were fixed, the userbase would explode in a short amount of time. The developers are completely out of touch. Unfortunately, there's no replacement. If I wasn't swamped, I'd be working on one.

>>15878118

It still loads faster than an IDE and it saves time in the end by editing text more efficiently. IDE features don't suffice when the user is stuck with a notepad style text editor.


4daec6  No.15878165

>>15878140

>Unfortunately, there's no replacement

Not 100% sure about that. JetBrain's IDEs have god-tier shortcuts. They're just slow as shit.


73930c  No.15878193

>>15878099

Qt Creator is pretty good and can be integrated well with gcc/gdb/valgrind. I like the keyboard shortcuts. Having 21st century text editing and code editing features make leaving emacs or vim behind fairly logical. Code completion and reasonable views of the code structure, as well as highlighting .. I really have no idea why people use vim still besides being stuck in their ways.

Typing code in isn't the bottleneck. It's quickly and easily understanding what is going on. IDEs bring tools to do this that console text editors simply cannot.


3a75d1  No.15878200

>>15878076

4coder. You don't need an IDE, just a text editor and compile from the command line. Or with 4coder you press alt+m and it runs any batch file called 'build.bat' in the current directory.


d34563  No.15878238

>>15878193

>Code completion and reasonable views of the code structure, as well as highlighting

Emacs has all of this.

>Typing code in isn't the bottleneck.

Lacking in text editing functionality is a huge bottleneck. Having to constantly switch between the mouse and keyboard is a huge drain, especially on a trackpad.

>IDEs bring tools to do this that console text editors simply cannot.

Emacs is not just a console text editor. It has a graphical version which is how it's intended to be used when the environment supports it. Being able to use both a graphical and console version is an advantage over most IDEs. It can be used for all text editing with the same config seamlessly as opposed to IDEs which are specialized. Emacs can be extended without recompiling which most IDEs don't support.


2e52f6  No.15878251

File: 48dcbf86de77938⋯.jpg (39.23 KB, 852x480, 71:40, distilled_koolaid.jpg)

File: 30232ba7d95667c⋯.png (18.54 KB, 901x175, 901:175, four_humors.png)

>>15869385

They have something like, I think it was "platonic-sexual" (don't remember the actual term) which is when you like someone but aren't sexually attracted to them.

Friendship is such an alien concept to them that they can only define it within their very small and limited sex-based understanding of the world. I think that's where a lot of their retardation comes from, it's like someone from the distant past trying to explain scurvy with humorism.


d718ed  No.15878259

>>15849673

How can you not make some generic shit out of your ass.

Alternatively, read some books, it will come to you then.


d6ac93  No.15878302

File: 5b5d2f692f4c963⋯.png (13.15 KB, 500x250, 2:1, Oekaki.png)

Is it possible in Unity, to have a light source cast shadow from an object, but not light it? Culling mask unfortunately also culls casting of shadows. Oekaki for reference.


73930c  No.15878330

>>15878238

Didn't know that about Emacs. Cool.

I agree, not having good keyboard-only navigation while writing texts sucks. Qt Creator is pretty good at this though. I don't really need the mouse all that much.

I like to see class hierarchy lists and members listed with their types, as well as my debug breakpoints and custom variables in sidebars.

I'll give Emacs another chance and check out the graphical version.


4daec6  No.15878360

Right now I'm checking out sublime. It's pretty amazing. It has a license fee, but there isn't really anything in place to force you to pay it (kinda like factorio). If it's good I'll still give the devs my sheckles because a good text editor needs to be supported


d34563  No.15878375

>>15878360

Something as fundamental as a text editor shouldn't be proprietary.


4daec6  No.15878382

>>15878375

>Fundamental

You say that, but it's near impossible to find a decent one. Sublime looks like it has pretty much every navigation feature I want without being slow or having bloat out the ass.


d34563  No.15878397

File: 8ccb43cb0f7ebde⋯.webm (9.74 MB, 2406x1440, 401:240, Emacs Rocks! Episode 16 -….webm)

>>15878382

Is it as good as file related?


4daec6  No.15878405

>>15878397

I mean you have your superior foss text editor, so why would you be care if there's an inferior proprietary one? Like I said. I didn't want to spend 15-30% of my coding time configuring emacs to work exactly how I want, and just want jump-to and various other navigation methods. I also have a really shit computer so I feel the slowness a lot more than you might.


fac729  No.15878429

File: 036654aa58d565c⋯.png (5.74 KB, 638x522, 11:9, ClipboardImage.png)

File: 823c64db16bc0e9⋯.png (572.43 KB, 1280x720, 16:9, ClipboardImage.png)

>>15876955

>>15876743

the second dude is correct, the apparent height of z does not create a right angle.

pics related.


6e6a03  No.15878432

File: c4e577321dffb41⋯.mp4 (1.13 MB, 1920x1080, 16:9, 2018-12-17 02-35-49.mp4)

>>15878302

You can specify in a surface shaders lighting function to execute only on directional lights using #ifndef USING_DIRECTIONAL_LIGHT

vid related is a quick mockup

I have no idea how you would do it with lights of the same types though

An alternative might just be to have a separate model underneath on a different culling layer acting as a shadowcaster


a593e5  No.15878459

>>15878302

The lazy way is to have two same objects on two different light layers/masks, one invisible that casts a shadow and one visible that casts no shadow. For the not so lazy way you have to learn shader magic.


d34563  No.15878522

>>15878405

>I mean you have your superior foss text editor, so why would you be care if there's an inferior proprietary one?

We must secure the existence of free software and a future for the technologically literate. Encouraging people to use free alternatives to proprietary software is the ethical thing to do. If you've ever been coerced to use/make proprietary software, you know what I mean. Having a bigger user base indirectly leads to support which benefits me and other users. Proprietary software should not be getting that support.

Emacs is my operating system. The only 2 programs I ever have running are Emacs and Firefox with Keysnail. I know its flaws, I'm looking for an alternative too, and I can't blame you if you go with something else. Back when I was getting into it, I quit several times out of frustration. I kept coming back to it because I craved its functionality. Writable dired is just one of the things you can't live without once you get used to it. The learning curve is painful and it takes a lot of time to get it working properly. There's no getting over that but you can eventually get to the point where you don't have to worry about it.

>I didn't want to spend 15-30% of my coding time configuring emacs to work exactly how I want

As opposed to not even having the option?

>I also have a really shit computer so I feel the slowness a lot more than you might.

Having a faster computer doesn't make Emacs much faster. Emacs isn't like VI where you're supposed to have it installed on every computer. The idea is that you start Emacs when you start your computer and only close it when you're shutting it down. If you need another instance of it, just make a new window. C-x 5 2 by default.


4daec6  No.15878543

>Sublime has very slight things off about it

Fuck it. I'll give emacs another shot.


4daec6  No.15878557

>>15878522

I'm going to try out emacs again because I ran out of options but you have one big flaw with your problem:

>Having a bigger user base indirectly leads to support which benefits me and other users. Proprietary software should not be getting that support.

Yeah, it gets flooded with retards who can't code and bloat the fuck out of the codebase. This is a problem plaguing free software, and it will innevitably kill it.

>The learning curve is painful and it takes a lot of time to get it working properly.

It's not the learning curve. I don't want to switch back and forth between emacs and other IDEs I'm required to use and the little oddities with emacs.

>As opposed to not even having the option?

Probably. If emacs still becomes a time hole eating up productivity I will drop it again. I don't want to be a no-dev forever because I'm constantly tinkering with my editor.


cf1609  No.15878594

What's a good engine for messing around with a 3d platformer? I don't have a specific idea for a platformer in mind, I just want to be able to set something up and futz around with it.

Side question: if I knew exactly what kind of 3d platformer game I wanted to make, how much trouble would it be to create my own engine? Would I be better off saving myself some work and using something like unreal or unity anyways?


4daec6  No.15878607

>>15878594

>What's a good engine for messing around with a 3d platformer? I don't have a specific idea for a platformer in mind, I just want to be able to set something up and futz around with it.

Unity

>if I knew exactly what kind of 3d platformer game I wanted to make, how much trouble would it be to create my own engine?

More than you could possibly imagine.


d4b813  No.15878617

>>15878607

He said 'good', Anon.


4daec6  No.15878626

>>15878617

There are no good engines that let you fire up and screw around. Unity is perfect for that.


d34563  No.15878630

Someday I'll make a replacement for Emacs. It'll be lighting fast, minimal, and have a custom extension language with a solid API. The user will build it from the bottom up, not the other way around. It'll have sane defaults so that new users don't have to spend ages configuring just to begin using it. It'll focus on the features that are used daily as opposed to being an endlessly expanding bloated mess.


4daec6  No.15878647

>>15878630

You'd be doing gods work tbh. Emacs is a lot like Dwarf Fortress. It kinda sits there a bit neglected but has insane potential, then some people borrow a lot of its ideas and blow up (Minecraft, Rimworld, Rust, etc). I think this is why I gave up on Emacs before. Because I learned Dwarf Fortress isn't actually that fun


d4b813  No.15878656

>>15878630

You better do this fag, and in a language other than (((Lisp))).


c5f41b  No.15878661

>>15878656

tell us everything that's wrong with Lisp


1cc722  No.15878670

>>15878617

Unity isn't bad, 99% of the retards that use it are.


d4b813  No.15878678

>>15878661

See >>>tech/952400

>>15878670

Unity is a shitty engine using a shitty and slow language. Shit attracts shit-eaters.


855ad3  No.15878685

>>15878670

anon, using reason and logic doesn't work; they're ideologically driven and only hear what they want to hear.


4daec6  No.15878724

>>15878685

>Opinions are logic and reason

But I do agree


d4b813  No.15878741

>>15878685

My dude, Unity is a poorly made engine developed by SJWs and faggots, using a shitty (((garbage-collected))) bastardization of C/C++, made by pajeet-tier coders at Microshaft. That is not opinion, that is fact.


d6ac93  No.15878748

>>15878432

>>15878459

The lazy way is not gonna work in the long run.

Guess I'll learn shaders. If it's stuff like using that #ifdef it's probably simpler than I though. Thanks.


a593e5  No.15878773

>>15878594

I think some dude remade mario 64 in Unity and released the code under "super character controller" if i remember correctly which is a pretty good base to use if you want to make a basic 3d platformer.


d34563  No.15878780

>>15878647

>>15878656

The extension language already exists. I made it to make stages in my game. The challenge is setting up a GUI for the text editor portion. I'll also have to write a ton of string manipulation functions. The language supports strings but it doesn't have a lot of functions. The syntax is like (((Lisp))) but the language isn't a (((Lisp))). It doesn't use a linked list as its primary data type and has no car, cons, or cdr. Here's some code:

(loop (= q 0) (< q 10) (++ q)
(when (odd q)
(printn q)))
1
3
5
7
9

>>15878661

Here's a pasta that describes some of my gripes with it.

Pundits of Lisp like to say that syntactical purity is one of its perks. If that is so, why is it normal for Lisp implementations to have so much syntax? Why is it that * in C is wrong but ' in Lisp is correct. Lisp has sigils(reader macros?) for quote('), unquote(, or ~), splice(,@), function(#), char(?) and so on. There's special syntax for defining functions with optional arguments or variadic arity. Cons cells are usually defined with (a . b). Why not (. a b)? Even values have syntax. Consider this list: ("string", 123, 1.23). Is "string" a string or a symbol called "string"? Is 123 an integer or a symbol called 123? How do we know 1.23 is a float? With pure syntax, wouldn't those values have to be defined explicitly? In other words, they would be evaluated as symbols and converted to a proper type. Lisp users are clearly not above "syntactical sugar". In that case, what is the extent that it is appropriate to use? If you keep tacking on more syntax, you'll end up with something that doesn't resemble Lisp. The languages in this category tend to be more popular. Can it be, in that case, that programmers in general enjoy syntax? On a scale from Perl(dense syntax) to Lisp(sparse syntax), most popular languages are in the middle. The typical programmer doesn't like Perl because of its abuse of arcane sigils. The same programmer doesn't like Lisp because of the overbearing amount of parentheses. Programmers feel comfortable with a language that is light enough on syntax that it's easy to pick up and read without memorizing symbols but heavy enough not to be forced into dealing with an AST. Someone with experience in C-style languages can pick up PHP and Ruby easily, but Perl is incomprehensible to anyone that hasn't gone out of their way to study it. Likewise, Lisp is hard to read due to its lack of syntax. 1 + 1 is easier on the untrained eye than + 1 1. What is the ideal balance between syntax and syntactical purity? In my opinion, a true Lisp has never been tried, but most programmers wouldn't like it. Why are macros a feature when the explicit nature of the first element of a list being a function and the rest being its arguments is so fundamental? Isn't that something that a Lisp programmer would avoid?


9806cb  No.15878791

File: 8edeabfa3f839ff⋯.gif (2.87 MB, 340x191, 340:191, kizuna ai lookin.gif)

>>15878630

Here's your chance to shine: >>>/tech/952400

Good luck, anon.


855ad3  No.15878830

>>15878724

Well, opinions can contain reason, and logic (f.e. an argument from a subjective opinion).

However, an opinion doesn't have to contain reason or logic, but it can also include either/or.

They're not mutually exclusive concepts.

>>15878741

>spouts mostly opinions

>that is fact

sure thing kiddo


d34563  No.15878856

>>15878791

Not planning on doing it in Lisp. Still deciding if I'll do the whole thing in the language or instead implement it in C++ and use the language as an extension.


43967f  No.15878871

>>15878830

Theres always godot. Get in early before someone makes something really cool with it and all the shitters flock to it and make it a meme.


d4b813  No.15878963

>>15878830

>Unity is a poorly made engine

But that is true. It's horribly slow and incredibly bloated. It certainly doesn't help that newbies and retards use it to maek gaem, but I doubt competent users could do well either.

>developed by SJWs and faggots

But this is true, you faggot. Look at the devs' profiles and see what they look like.

>shitty (((garbage-collected))) bastardization of C/C++

But that's exactly what C# is. Garbage collection is the last thing you need when you make a game, unless you really like playing at 10 FPS.

>made by pajeet-tier coders at Microshaft

I hope don't need to explain this to you.


855ad3  No.15878976

>>15878963

You seem pretty invested in this, sorry bud, don't really care.


43967f  No.15878991

>>15878963

>10 fps

That shit freezes games most of the time lol. 0 fps.


d4b813  No.15879016

>>15878976

>You seem pretty invested in this, sorry bud, don't really care.

Why'd you reply then, faggot? >:3

>>15878991

You get my point, my dude.


1cc722  No.15879256

>>15878963

>poorly made engine, horribly slow and incredibly bloated

Unity isn't horribly slow and bloated, that's Unreal you're thinking of. Especially in the latest versions ever since Mike Acton got to call the shots regarding optimization, Unity is pretty damn fast and becoming more so with the upcoming features such as the finalized version of the ECS.

>developed by SJW faggots

Quite a few of them are, yes. Luckily they have competent people up top, with the faggots being in charge of documentation, tutorials, customer support, the (((asset store))), and the like. That's what pretty much every tech company looks like now, a hardcore core of turbonerd programmers that talk to almost no one in the company but make most of the contributions, and a big swath of fags around them.

>garbage collected bastardization of C/C++

Garbage collection doesn't matter in 99% of all games, only the ones that are so performance critical that they try to wring out every last bit of performance out of a PC. It certainly isn't going to matter for (((you))) though. Hell, it doesn't matter for the anons with 10 gorillion blades of procedural growing grass, which even while not nearly as optimized as they'd like still runs at more than acceptable framerates.

Also, the next version of Unity (2019.1, currently in alpha) has an optional incremental GC, which further reduces any possible stutter and lagspikes.

Now if you have even a single complaint that actually matters to anyone in these threads, please let us hear them.


9c711f  No.15879825

File: 1672f98fabcb881⋯.webm (14.65 MB, 552x614, 276:307, 2018-12-16 18-19-45.webm)

Finally two weeks of work become a real thing


0b0965  No.15879963

>"error: initializer element is not constant: #define TIME_PRECISION 10000 <-"

>spend half an hour trying to figure out why the fuck I'm getting this error

>the problem is actually a completely different variable at global scope that used to be a constant

Great error handling gcc, thanks


d34563  No.15879969

>>15879825

Those plants grow really fast. Must be some great fertilizer.


1db6dd  No.15879978

>>15879825

That's beautiful, man


14ecbe  No.15879990

>>15879825

>>15879969

Make a windmill of peace (windmills are farming related..!) out of the dirt, and then watch as the finest Aryan crops grow from the most Kosher fertilizer around


3f2e4f  No.15880125

File: 61864b1ec28786a⋯.jpg (47.36 KB, 480x360, 4:3, terry.jpg)

Can you develop a VR game without having any VR equipment? Has anyone ported DOOM to TempleOS yet?


9c711f  No.15880418

>>15880125

Is google cardboard "VR equipment"?


3f2e4f  No.15880439

File: 0aa6f5d4a7b7699⋯.jpg (183.19 KB, 1280x720, 16:9, Terry 25.jpg)

>>15880418

But dont you need a phone for that?


9c711f  No.15880460

>>15880439

Do you guys not have phones?™


3f2e4f  No.15880480

File: 9f0d4a3e3e25629⋯.jpg (20.29 KB, 432x324, 4:3, banana phone 2.jpg)

>>15880460

i have never had a mobilephone, only a landline when dial-up was common.


512774  No.15880489

>>15880125

You can test a VR game you're developing quite a bit with just a mouse and keyboard, but you're still going to have to verify it actually working on VR equipment at some point. I played through the entire game I'm working on at my internship before using a vive, but since my job is porting it from Oculus SDK to SteamVR I had to at some point. You also see Shinobu-anon regularly use non-VR input in webms he posts.

>>15880418

Unless he's making a game that requires almost zero input, he'd still need to get some form of VR controller.


3f2e4f  No.15880518

File: e23e8274bccdbd6⋯.jpg (87.65 KB, 640x480, 4:3, HOTD.jpg)

>>15880489

Dam, you think i'd need much VR stuff for making a light gun game?


fac729  No.15880538

>>15880518

probably not, other than to see whether or not it causes motion sickness


5089ee  No.15880720

>>15877558

Does that terrain use tesselstion for lod? >>15880518

By light gun game, do you mean rail shooter?


3f2e4f  No.15880763

YouTube embed. Click thumbnail to play.

>>15880720

Yes, i thought it would be cool to have a rail shooter in VR, I know the camera is supposed to be fixed but free head movement with a VR headset paired with those hand controllers could make for a unique gameplay experience nowadays. maybe it could be like this arcade game?


5787ec  No.15881567

>>15880720

Nope. The normals are messed up because it doesn't look at the other tiles yet but those seams are perfect.


02bb6e  No.15883269

>language array doesn't have a contains method

>have to write it myself

>people online just say to use an associative array instead and check for its keys

I hate pajeets


14ecbe  No.15883717

File: 1167bfc6a2cd532⋯.png (Spoiler Image, 4.39 KB, 965x17, 965:17, ClipboardImage.png)

This is automatically generated code for setting a color in C#/.Net Winforms


3bd680  No.15883738

>try to begin making a basic idiot-proof game in Godot

>import a single 3D model into the scene

>try to save the scene to a folder in drive F:

>it crashes


9c711f  No.15883847

File: d555e6df1c98f5b⋯.mp4 (9.18 MB, 1280x720, 16:9, 2018-12-17 19-28-07.mp4)

Finished the unique idling animations, now i will start populating the item database so we can start implementing the new improved cooking system by next month


14ecbe  No.15883942

File: 0db76bd20851ace⋯.png (8.83 KB, 664x67, 664:67, ClipboardImage.png)

Why do these people exist


9c711f  No.15883969

>>15883942

But he is correct

If you knew why the code don't work, you wouldn't be debugging, you would be fixing it


b8bc12  No.15884084

>>15883717

Be happy you're not using C++ winforms.


14ecbe  No.15884503

>>15884084

>>15883969

My application had no code to speak of. It was all auto-generated winforms bullshit that ended up getting me the same crash he described, but in a completely different way.

What had happened was if you were in the middle of trying to edit a cell and clicked the header to sort, it would crash. Every time. InvalidArgumentException, no stack trace, not a single hint of why the fuck it was being broken. Turns out it was because I was trying to assign a string (implicitly upcast to object) into the UInt16.TryParse method (expected string but got object). All of this was being done under the hood.

Oh yeah and did you know that if you assign a font style to a control group (eg you want all your stuff to be a fixed width font), it will automatically resize every child control, but pay absolutely no regard to the minimum/maximum size and automatically resize it and not let you change it?


4d761f  No.15884594

>>15883717

(((byte)))


9c711f  No.15884642

>>15884503

well, yeah, but if you knew the Winforms code inside out like the back of your hand, you would have figured this out without even considering using debug mode.

That's why I kinda agree with his crazy remarks about what's the debug mode is for.

Except in Java, the most blessed by god debugger that ever existed and ever will. With a simple edit and save the file, the new code is already running and you can brute force your way into not needing to think shit through, because small mistakes can be fixed in seconds


14ecbe  No.15884770

>>15884642

What do you mean, "how the winforms code work"? That's part of MSCORLIB.dll and it's hidden in the system files somewhere. Even if you have the function headers (and you do), you can't possibly know what bullshit its trying to do without disassembling it


9e70d9  No.15885018

>>15884642

If you think Java's debugger is good, try Common Lisp with SLIME sometime. I've debugged segfaults in foreign code while the program was running once and didn't have to restart the thing.

sage for nodev


dc6efa  No.15886396

>>15883847

noooooo why is the succubus qt sad?


9c711f  No.15887089

>>15886396

Not sad, just very timid


9c711f  No.15887108

>>15884770

then how did you figure out what was the issue?


a07cc0  No.15887470

File: c9797d9dda9ca96⋯.png (8.05 KB, 335x62, 335:62, image.png)

it's a long process


a07cc0  No.15887660

File: 46458d736219400⋯.png (985 B, 92x29, 92:29, image.png)

I also found a hundred lines of code I don't need!


a85311  No.15888369

Shmup anon here.

I was pondering on how to tackle having rotation animation, and also how I would define it.

I thought about defining points then having some spline from it, but there's some challenge about finding the correct placement along the curve, nothing impossible since there's also a paper talking about it with fast evaluation for real time systems. And my dev landmine senses are tingling. I might give it a try later when I have more time as improvement/research since it's related with me wanting to try something with the animation system.

So for now I'll just use my basic movement scripting, doing some manual testing with quaternions work nicely as expected. But there remain questions on how will I define it in the script: Does what I put as an absolute rotation to be used? Or do I want it as relative pitch/yaw/roll?

I guess I'll have some flag that deal with it.

Also sorry for the various ramblings, I feel it helps me a bit on deciding the next course of action since I need to explain the situation. And also making a short summary of what was done and what's next.


a07cc0  No.15888605

>>15888369

we're just about on page 13, you should ask next week when someone gets around to making a new thread


f6b57c  No.15889444


e63d98  No.15889975

File: 2ac1f25f8a6ae0d⋯.png (60.02 KB, 219x111, 73:37, mickey wut.png)

>>15889444 (checked)

>.html




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