b2445f No.15940593
It's a new year NOW GET BACK TO DEV 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: >>15889438
Announcements
>Demo day scheduled on 2/2
>Please contribute to the fucking wiki NOW if you can
327eca No.15940610
What's the consensus on SDL2 for cross-platform games? Is there something better that I could be using, or is it a fine option for cross-platform development?
76c2d1 No.15940622
>>15940610
Apparently it's used for most of valve's games. Maybe go for an engine though, like Godot.
327eca No.15940632
>>15940622
I'm not in the process of making a game right now. I'm interested in having more control at a lower level. I might make a platformer later on, but right now I'm mostly just messing around. The reason I ask about cross-platform is because it's something that's important to me, and I don't want to spend a lot of time learning how to use something only to later find out that there is a better tool I should have learned instead.
c6e70e No.15940640
I ported my engine to windows 2000 lately. It was an easy couple of fixes to get it running. I can get 40 FPS with the correct settings on the graphics card, (Nvidia Vanta). It's basically a TNT card with half the VRAM and bus size, so I don't feel bad about it running less than 60FPS. It's just a slow card… I added options to use a 16-bit OpenGL context, which helps but not by much at all.
>>15940610
It will work fine, it won't be the exact same level of control that you get from using the platform specific API's, but you probably wont run into it's limitations (or you just wont know when you have run into a limitation of SDL and not the underlying platform).
>>15940632
If you care about a low level of control, SDL is not going to be the lowest level. It's enough control for a lot of people, but there is still a lot of complexity that it hides, which is why it exists. You can still write cross platform programs without SDL. It just requires a deeper understanding of each platform, instead of just learning SDL and not thinking about what platform you are using.
60e30e No.15940714
>>15940640
That's fucking radical.
975446 No.15940725
c6e70e No.15940748
>>15940714
>>15940725
Thanks!
The card doesn't seem to respond to the polycount of the level. I noticed it seems to do better when you turn down the texture filtering. But one issue I had, was, I decided to add in an option to lower the resolution of the textures, like gl_picmip in goldsource and r_picmip in idtech engines. So, when I added it, I noticed the framerate drops to 1 FPS on the Vanta, when doing it with the TEXTURE_MIN_LOD feature from OpenGL 1.2. (I still have OpenGL 1.1 compatibility in the engine, though) It's "compatible" with the feature but the performance is totally useless. I feel like it switches to some kind of weird software rendered mode, or I found a bug in the driver, or something wrong happened, but those drivers took me a while to find, so I don't know. I don't think there's a real technical reason for it to not be able to do this, and I know how to make the same effect without it, so it's not a problem, but it's strange.
241844 No.15940857
>>15940640
>I ported my engine to windows 2000 lately
That's really nice, it must be really lightweight. Do you plan on releasing it someday?
c6e70e No.15940879
>>15940857
Yeah, I do. It was very easy since the only windows XP+ specific part of it was the raw input API. So I just had to check user32.dll for it instead of assuming it was there. I try and write code in a way where it's the most compatible.
Eventually I am going to release a demo of it with the code when I can get most of the core features finished. Right now the most necessary graphics features have been finished but things like lighting, sound, networking, model loading, etc, all needs to be implemented correctly.
You can try playing a demo here: >>>/agdg/32619
I don't have a lot of new features that you can see in the project since that demo. Right now i'm just trying to rewrite most of the Vulkan renderer so that it's usable, and that takes a while because of how much code it needs. The engine targets OpenGL and Vulkan, so you can still use it in OpenGL fine.
c6e70e No.15940895
>>15940879
This is the actual code that made it compatible:
typedef BOOL (*PFN_RegisterRawInputDevices)(PCRAWINPUTDEVICE pRawInputDevices,UINT uiNumDevices, UINT cbSize);
typedef BOOL (*PFN_GetRawInputData)( HRAWINPUT hRawInput,UINT uiCommand,LPVOID pData,PUINT pcbSize,UINT cbSizeHeader);
PFN_GetRawInputData GetRawInputData_;
PFN_RegisterRawInputDevices RegisterRawInputDevices_;
bool in_raw_init(input_t *in){
//below windows XP raw input is not supported. so it has to be dynamically linked into the program
//to be compatible with win2k, etc
if(!(in->flags & IN_LINKED_RAW_INPUT)){
HMODULE user32 = LoadLibraryA("user32.dll");
GetRawInputData_ = (PFN_GetRawInputData)GetProcAddress(user32,"GetRawInputData");
RegisterRawInputDevices_ = (PFN_RegisterRawInputDevices)GetProcAddress(user32,"RegisterRawInputDevices");
if(!RegisterRawInputDevices_ || !GetRawInputData_){
FreeLibrary(user32);
return false;
}
}
//now give our fp's normal names....
#define RegisterRawInputDevices RegisterRawInputDevices_
#define GetRawInputData GetRawInputData_
c6e70e No.15940898
>>15940895
Now that i'm reading it again, I should write:
in->flags |= IN_LINKED_RAW_INPUT;
before the first if statement ends.
241844 No.15940919
>>15940879
It works on Linux too right?
c6e70e No.15940935
>>15940919
Yeah it does. The linux version sucks right now though. But it was ported to linux maybe the summer before last summer. So i've made sure to maintain compatibility with linux, I just need to make some serious effort to clean up the port. It's harder for me to get the same results on linux… XFree86VM sucks and I need to redo a bit of code and see if I can get it to work the way I want it too. I'm working on Vulkan right now though.
It's not as much of a linux port as it is a POSIX/X11 port. Eventually I want to support wayland too. So in theory you could compile my engine on a BSD or other POSIX system with X11 and it would probably work if you also had BSD versions of libwebp, etc. for image decoding.
241844 No.15940955
>>15940935
Ok, that's really nice. Since it's in C, it it ever going to be possible to implement Bullet Physics?
a82173 No.15940965
>>15940640
>Adding support for old GPU and even Windows 2000
You absolute madman. Once your engine is more stable what kind of game type is it going to support or well how will it work in terms of modding/game development in it?
c6e70e No.15941004
>>15940955
It could definitely load in Bullet through a DLL. I have to confine the FLIF decoder to a DLL too, because it's C++… but I really don't like depending on any C++ code and I might end up dropping FLIF support because the current implementation is a pain to work with. WEBP however is written in C so I think it will probably be fine.
I don't know if you can compile Bullet to be compatible with windows 2000… I hope you can, but I don't know. I have never really had any plans to use Bullet or any other physics engines in my engine- I plan on just writing my own physics code if I want to add complicated physics to the engine. But someone making a game could probably add it at the expense of support.
>>15940965
To me an "old GPU" means that it's too old to support the OpenGL 1.1 feature set, and uses it's own API, like the S3 Virge which uses the S3D graphics API or the Voodoo which uses Glide. This card was supported in the engine for quite a while, just because it had OpenGL 1.4 drivers, I have been testing it on cards similar to it that are a lot faster, like the ATI Radeon Mobility 9000.
Maybe in the future I can support a very old GPU, but I doubt it would run fast at all, like this poor card… It would just be funny to see.
Right now it's basically going to be the most suitable for FPS games, it has the same inherent limitations that something like idtech 3 and goldsrc have with their rendering engines since it's all based on the same idea, it's a BSP-PVS rendering engine.
Modding will just be done the way goldsrc does this- editing some equivalent of hl.dll to create mods, in C- or a total conversion which just uses the DLL interface to the engine, that could be in any language. I plan on writing all of my gameplay code in C though.
241844 No.15941016
Ok, 2nd of January and everything is going fine for now, the test room for my game looks ok and I plan on adding stairs and a pool later today. I don't even know how to make water in a 3D model but I'll figure it out. I started pre writing my engine on paper so I have rough draft of how everything is going to be implemented. That part is going to be hard though.
>>15941004
Can't we just take Bullet's code and copy and paste it without the class stuff?
c6e70e No.15941047
>>15941016
I don't know how bullet is written. But C++ is a lot more than the classes. You could refer to it but I don't think that's needed. You just need to know some physics to write a physics simulation, after all…
4db4e8 No.15941093
>>15940593
Haven't posted since the autistic meltdown that was the discord, but I portrd my Unreal Gold mod (or at least a ton of scripts) to Godot. Since February, I did this:
> Console with commands and output and will be an optional gameplay tool,
> HUD/UI working
> Camera moves/rotates proper with triggers and a waypoints
> Geometry uses gridmap
> Input from controller can be used on only 1 target at a time so moving from pawn to console locks pawn's input
> Sounds work
> Sprite converted and imported
> Sprite rotation to be worked on tomorrow
> Planned: security camera, trip water, sentry gun, door.
76c2d1 No.15941100
>>15941093
Nice to hear from you again. Looking good.
7b2895 No.15941378
Sentience team here. I hadn't made a real post aside from asking about stuff for ages, and it's the new year. I'm gonna try being more active now that I have time to try and get a demo together. I don't know how ready it'd be for 2/2, though. I recently got a battle system to initialize via networking. The only problem is it won't work over any non-localhost network at the moment. I'll probably crank away trying to get stuff working until then. I don't know how often I can post since a lot of stuff isn't very easy to show. Most of it's functionality and not really visually impressive at the moment. We have a lot of species in stock, but we'll be saving them for gradual release most likely once we have a MVP out there. I have nothing distracting me throughout January at least, so I think it's gonna be a good start hopefully.
37e26e No.15941391
>>15941378
>>15941093
>>15940640
love you guys, always great to see you post
241844 No.15941396
>>15941378
Can you show a couple of picture from your game? I want to see what it looks like.
2dcefa No.15941415
>>15940640
How the hell do you handle all the version control? Git? I find Git to be an absolute garbage fire.
0493ad No.15941420
>>15941396
Our old pass is pretty ugly and you're not missing much. We don't have much to show at the moment. Maybe as I build up the new battle system I'll post some shots for fun. It's pretty much species centric in terms of art we have. We'll be doing environmental experiments soon enough and more up to date stuff about what we've been doing. Most of our work has been spreadsheets to playtest with and programming, aside from species art. We're also experimenting with music, but we haven't quite narrowed motifs or general feel yet. Watch these spaces though and I'll try to get some cool stuff to show, however bare.
>>15941391
It's good to be working again.
241844 No.15941428
>>15941420
Ok, well I'll just wait until demo day.
What is the game going to be like, Pokemon, Digimon or Jade Cocoon ?
0493ad No.15941436
>>15941428
You can think of a heavily modified Pokemon in some way. It plays little like Pokemon, though. We've tried to do some drastic changes to basic assumptions about these kinds of games. I'll recite some of its key selling points in a later update. It's bedtime where I live. Glad to hear you more interested though. Keep an eye out.
241844 No.15941439
>>15941436
Ok, good night m8.
c6e70e No.15941442
>>15941415
I don't use version control. I have a lot of versions saved because I copy over the project folder so much. I save some of the versions just a snapshot. Maybe git would help… I don't know. I seem to be doing fine like this which is why I never bothered.
241844 No.15941443
>>15941442
You should bother with it, it could help you land a job.
c6e70e No.15941449
>>15941443
Well i've used it before, I think programming skills are a bigger factor- everyone knows how version control works.
3f9083 No.15941460
>Spend some time messing with OpenGL 3.3 learning exercise to see what sort of upper threshold of framerate I can get
>Over 13,000 FPS on Windows but barely 700 FPS on MacOS on the same hardware, presumably down to bad drivers or something because I couldn't find any other reason for it after wasting a day investigating
>Get lots of niggling issues fixed on puzzle game
>More and more not feeling the art style or sprites
This week has been a mixed bag so far.
>>15940610
It's fine overall. If you want better rendering performance you'll probably end up dropping their built in renderer and doing your own stuff. It's most popular for abstracting window management and events, I believe.
>>15940640
Good to see you posting progress again!
241844 No.15941468
>>15941449
Yeah I know programming skills matter more but networking is also very important.
c6e70e No.15941469
>>15941460
Your drivers can optimize your program for you sometimes. What's probably happening is that on macOS it's not doing that, but on windows it is. If that's the case, it means that you haven't actually written your code in the fastest way, and still could make improvements. What are you doing?
c6e70e No.15941472
>>15941468
I don't understand, do you mean some kind of programming social network like github? Because git isn't a networking platform…
241844 No.15941477
>>15941472
Yeah, I meant github. Sorry I wasn't more clear.
c6e70e No.15941484
>>15941477
Eventually i'll make my personal website again to post my programs on, but I really do not like github or gitlab or anything like that. I think all of these social networks are a very bad thing and so I wont join them in principle.
3f9083 No.15941499
>>15941469
It was just a simple triangle test for me to get familiar with VAO/VBO/EBOs etc. So not much more than set up then a loop of binding the VAO, glDrawElements and SDL_GL_SwapWindow.
c6e70e No.15941529
>>15941499
Pretty interesting… Well, I hope you do figure it out. Maybe what's happening is something like this?:
//original slow code
for(;;){
bind EBO,VBO,VAO
draw()
}
//gets optimized into
bind EBO,VBO,VAO
for(;;){
draw()
}
since, you shouldn't need to continuously rebind your buffers in a loop. The macOS driver might not be optimizing this out, causing the slowdown… But, I don't know OpenGL 3 very well myself, or what your code looks like, so i'm not sure.
54a9d3 No.15941537
Spent today redesigning the UI for this Imperial WWI-like faction, and designing their logo in Maya. Here are the results.
3f9083 No.15941595
>>15941529
I think my thought process was I might end up with multiple VAOs I'd want to swap between, but either way I've tried just binding once before the loop too and it made no difference. It's weird because I only see 8-15% GPU usage in the OpenGL profiler. I would post the generated C but the name mangling from Nim makes it rather an eyesore. Maybe just chalk it up to MacOS being retarded.
9ecc6d No.15941720
The bestiary has finally exceeded 70 creatures and is almost half complete.
241844 No.15941737
>>15941720
That's some nice progress, congratz.
82e60a No.15941851
>>15940610
It's very good. I used it for my bachelor's thesis, where it provided a cross-platform way of creating a window and handling input events. I didn't use its rendering features, as I had to develop my own render engine using Vulkan.
>>15941537
Looking pretty good.
>>15940640
Absolute madlad. Will you support even older platforms?
f958ab No.15941995
I'm getting bored of waiting for Blender's Cycles renderer to render. I have a AMD 7990 and rendering with OpenCL or CPU both take way too long.
What would /v/ recommend? Do I go full cuck and go green team, or go for a Vega 64? Or something else?
241844 No.15942316
Hey, how do you make a swimming pool in blender or any other type of thing that contains water (underwater passage ect…) ?
1b1f79 No.15942322
>>15941995
Vega64 has good perf/dollar compared to competition (gtx 1070ti-1080ti depending on scene). For faster stuff, consider looking into workstation hardware. Also, threadripper performs well, but that’s a lot of money since you’ll have to build an entire system. Thrawl the internet for benchmarks, blender specifically.
a397d1 No.15942371
>>15942316
you probably will not be modeling the water in blender.
In our game, we use some mostly plane mesh with some shaders to make the water surfaces, and box/sphere/cones to mark/forbid "swim zones"
some games can get away with "if your character Y is less than zero, then it's swimming"
241844 No.15942377
>>15942371
So it's just a hole + physics/shaders hackery?
a397d1 No.15942381
>>15942377
in our game, yes
I assume there are other solutions, but this was the most flexible for us
241844 No.15942403
>>15942381
Ok, thanks for the tip. I'm going to keep looking for solutions online and see what fits but I think this solution is the easiest.
37e26e No.15942723
>>15942377
it used to be just a transparent plane with a water texture and different lighting underneath. These days it's different levels of what you described. Easiest way is to make it a shader of some kind.
>>15941428
hope you won't mind, Sentiencebro
http://8agdg.wikidot.com/sentience
c6e70e No.15942772
>>15941851
MS DOS, plan 9, and AROS are possible after my software renderer is finished
3bf064 No.15942801
5f7783 No.15942848
Currently writing for the magic rendering again. I had earlier gotten combat to initiate differently based on which mode it's booted into. Main change between modes is how the logs are read or written to and whether a player has input/can send input, so it's rather simpler than I expected.
>>15942723
I forgot about that wiki stuff. Hadn't been the one who put it up there. It's cool though.
c6e70e No.15942920
>>15942801
It is interesting and I would pretty easily be able to use it on Linux, and probably could compile it on plan 9, etc, but, I am very interested in writing my own software renderer, I have some ideas for it and goals that this project doesn't have.
a397d1 No.15943046
Momo momos have been momofied
Her boobs are 1.35x larger than the previous max
Now we gonna add boobs physics back
fb5849 No.15943179
>>15943046
>add boobs physics back
0ed4b8 No.15943399
>>15943046
Still doesn't look that big, might just be the anlge though. Can we get a sideview of that?
a397d1 No.15943447
>>15943399
I agree, but my brother thinks that there is such a thing as "too big" for 2D girl
688d7f No.15943510
>>15943447
Your brother is objectively wrong.
e6d26b No.15943556
YouTube embed. Click thumbnail to play.
Does anyone here actively follow any game development streams?
a397d1 No.15943643
>>15943399
k
>>15943510
>>15943447
This is not a porn game you thirsty niggers
If we increase more than .35 it starts glitching the clothes
0ed4b8 No.15943658
>>15943643
>This is not a porn game you thirsty niggers
And she's a cow, so your statement is irrelevant.
>If we increase more than .35 it starts glitching the clothes
That's a bug, not a feature.
a8e89e No.15943662
>>15943556
All the ones I found on Twitch were cringy.
5f7783 No.15943742
>>15943556
I have thought of doing some, but I'm a pretty boring person when I'm focused and working. That, and early dev is harder to stream since you may not have much interesting to show yet. My case is like that, at least. I guess it'd be good to force focusing on the task at hand though. I figured most dev streamers would line up with what >>15943662 is saying.
a397d1 No.15943770
>>15943643
>This is not a porn game
yet, we are making it mod friendly for a reason
c82178 No.15943937
>>15943643
>If we increase more than .35 it starts glitching the clothes
Well lad, I believe you have a bug that needs to be fixed. Urgently.
d6941c No.15944988
How does it feel knowing your games are illegal without a blind gamer mode?
fb5849 No.15945000
>>15943556
Not really, this thread is the closest I come to to following devs.
I'd rather spend my time actually developing
>>15944988
what kind of over regulating tyrannical government would instill such an arbitrarily defined law?
3d496f No.15945004
Invidious embed. Click thumbnail to play.
>>15943556
I watch the development of an mmo:
dfe9c1 No.15945006
>>15945000
He's full of shit.
d6941c No.15945016
a2a1ce No.15945042
>>15945000
>what kind of over regulating tyrannical government would instill such an arbitrarily defined law?
It looks like it's only going to be a problem if you allow electronic communication between players
a8e89e No.15945063
>>15944988
Good luck playing my bullet hell shmup blind.
fb5849 No.15945148
>>15945042
You're right, phew, my god I thought they meant this for all parts of a game.
That case would've made it clearly unconstitutional as games are protected by freedom of expression.
Since it's just in terms of communication it can still get a bit fuzzy tho.
This is because, what if communication is a mechanic that is special to the game, and has to be a certain way to express the developer's intentions w/said mechanic (for the mode of communication)?
It's over-regulation, and I bet it could get ruled as unconstitutional in the context of games with the right argument.
As, it IS violating freedom of expression, as methods/mechanics of communications are a way of a develop expressing themselves in a video game, as it can be a mechanic, and it can be limited for a reason.
Another case of overregulation by an out of touch government with their fucking three letter agencies of distributed oligarchies (one of the greatest crimes in US history is allowing this shit, that is, these regulatory bodies that are basically oligarchies; with little oversight by our usual checks and balances system unless you take a case to the supreme, fucking, court).
Notable part:
>The CVAA (21st Century Communications and Video Accessibility Act 2010)
>it's general purpose legislation requiring accessibility of all advanced communications services
>(specifically voice chat, text chat, and video chat)
>including those in game software, gameplay & distribution networks, and consoles.
also, quote from a vid
>What CVAA requires, off the bat, is not accessibility in gaming, [but] it requires accessible communications in gaming
so, how to side-step
>do not have any communication
>that is, NO voice chat, NO text chat, NO video chat
fb5849 No.15945163
>>15945148
also, to be clear, communication is the context of person to person communication.
As in, person <-> person, NOT, person <-> NPC
809f99 No.15945206
Ok does anybody have any good tutorials for Vulkan that actually explain how things work? Like what is the relationship between an Image, an ImageView, a RenderPass, a Subpass, and a Framebuffer? Also how do I git gud at it?
55ab84 No.15945321
c6e70e No.15945354
>>15945206
The short answer is that it's complicated and you CANT just "read" how it works. Every single tutorial made for Vulkan just amounts to you copying the author's 2000+ line program word for word with explanations that you won't understand the first time that does things without being able to tell you WHY. Just follow the tutorials, like API without secrets, Vulkan-Tutorial, LunarG vulkan sample, whatever…. talk to people who understand it… eventually the understanding should start to rub off on you…
You're going to have to rewrite your programs a couple times before anything really works correctly.
809f99 No.15945384
>>15945321
This is the one I've been following but the validation layer is screaming at me when I close the program and quite frankly I'm still not sure how anything works.
>>15945354
Oh. ok.
c6e70e No.15945399
>>15945384
> the validation layer is screaming at me when I close the program and quite frankly I'm still not sure how anything works.
This is all normal. I'm rewriting some Vulkan code too currently…
537048 No.15945625
>>15940640
That's amazing anon, just tried out the engine demo, keep up the good work
c6e70e No.15945832
>>15945625
Thanks, it should resemble an actual video game by the summer I hope.
91dc4a No.15945978
Well, today I've learned how to texture things in blender. It's easy but it's a mess.
cf4d72 No.15946380
Is there a text editor that shows me the function definition when my text cursor is in the arguments?
688d7f No.15946413
Invidious embed. Click thumbnail to play.
>>15944988
I came up with a solution.
cf4d72 No.15946424
>>15946380
Something like this basically, I just want it to pop up when I'm typing out the function.
91dc4a No.15946434
>>15946424
There has to be a Vim or Emacs plugin for this.
214d3f No.15946613
>>15945000
>>15944988
>>15945042
>>15945148
>>15945163
>>15946413
Jokes aside, how the fuck is a small dev supposed to comply with all of that? Read this article on the subject: http://archive.vn/ZsxKg
>While the FCC did agree to extend the waiver until December 31, 2018, it did note that a number of games like Splatoon 2 and Minecraft have introduced accessible communication options through either smartphone apps or text-to-speech tools. In its eyes, those features prove that the industry is making progress on the accessibility front and that the final one-year extension should then be sufficient.
Oh sure, two of the big players could somewhat comply, therefore it's not a ridiculous thing to expect from everyone. The fact that it's about communications only makes it even more stupid, since your game can be as inaccessible as you want.
For small devs the most reasonable course of action seems to be simply not having ingame communication for the US versions of their games. However, think about Dark Souls for a minute. Would the notes you can leave to other player fall under that legislation? If so, you literally cannot just cut that feature for the US. It's part of the gameplay. So would you have to make that feature accessible to people who are never going to be able to play Dark Souls to begin with?
91dc4a No.15946620
>>15946613
>how the fuck is a small dev supposed to comply with all of that?
They're not supposed to, they're supposed to fail. I think some big studios like ubisoft are trying to corner the game market for themselves to push for as much poz and make as much money as they can.
3d496f No.15946793
>>15945978
It gets really easy if you make your own custom UV maps
fb5849 No.15946843
>>15946613
>how the fuck is a small dev supposed to comply with all of that?
Indies without sufficient capital/backing can't efficiently comply.
Nor can they be reasonably expected to.
The only way they could make this sort of reasonable, from a purely financial standpoint, is if they gave grants for compliance when a company that makes less than X million dollars a year applies for a grant, but then again, stealing taxpayers money to give accessibility for a non-essential service for a tiny minority (care-based morality bs).
This grant would be necessary due to the point that it takes capital and extra time which quite a few could not reasonably afford to comply with in terms of smaller developers.
Though, this is basically using a care-based morality solution to fix an issue caused by care-based morality; so it's a vicious circle.
Another issue I have is that this regulation doesn't make any sense when it comes to games.
Communication in games are a non-essential service.
This regulation should only apply to shit like phones, and so on were everyone needs to be able to call emergency services (or, accessibility in being able to use tax payer funded services).
Otherwise, it's over regulation, and is based on care-based morality rather than competition; i.e. authoritarian "care" over letting the free-market decide.
There's also a huge issue I have here, and that's:
>“The criteria must be considered from early in development, and people with disabilities must be involved in some capacity in the design or testing process.”
This doesn't make any sense for a 1MA, or a small team of people who are pulling themselves up from their bootstraps.
Are they supposed to hire these people?
Are they supposed to change their design, and to willingly limit their god given right to freedom of expression?
It's a symptom of the rising tyrannical care-based morality (or, feminization of the west), and should be struck down as unconstitutional in the context of games; because games are considered art and are afforded said protections.
The means of communication in a game are by extension a means of the developer expressing themselves, and to limit this is to limit the developer's freedom to express themselves; therefor their rights are being violated.
>However, think about Dark Souls for a minute. Would the notes you can leave to other player fall under that legislation?
Humm, I think this is where the legislation falls into grey waters.
I don't think dark souls' communication is "advanced" communication.
If it is, and they must change their mechanics to "support" said bs regulations; then it's violating their rights to freedom of expression.
a8e89e No.15946859
214d3f No.15946903
HookTube embed. Click on thumbnail to play.
>>15946843
It's complete horseshit in the context of games. Listen a bit to embed related. (Start at 2 minutes)
The CVAA was meant to be about phones & shit. The fact that e-readers & games were also included wasn't intended, but they are "thrilled" (quote) about that.
fb5849 No.15947006
>>15946903
>Listen a bit to embed related.
I managed to sit through about half of it yesterday
>The CVAA was meant to be about phones & shit
Funny how "good" (care-based) intentions are always a yellow brick road to authoritarianism, tyranny, and unconstitutional/immoral regulations.
>they are "thrilled" (quote) about that
That person presenting is clearly out of touch with gaming, and admits as much.
They have no idea that what they're advocating for is violating an developer/artists right to express themselves freely; therefor it's immoral.
That's what this clash of justice-based morality and care-based morality does for you tho (i.e. masculine based morality v. feminized morality).
This gynocentric driven preference for stunted child-like morality with a resounding inability to abstract morality leads to this shit; i.e. preferring "morality" that has an severe inability to abstract the potential consequences of enacting said morality into real-world legislation/regulations/etc and its affects on others.
The thing that annoys me off the most is that they don't even fucking understand what they're regulating, and are just painting with broad strokes because they have the power to do so; so WHY NOT right? Regulation is good!
Fucking christ it sickens me at how low-functioning these people's brains are, and that they're unwilling to admit they have no idea what they're doing; then taking the reasonable course of action - NOT regulating what they don't understand.
/rant
be46db No.15947012
fb5849 No.15947023
>>15947006
>an/a errors everywhere
fuck me my grammar is all fucked today
a397d1 No.15947175
On good news, tit bounce is back into the game, this time to stay
Inb4 my faggot brother claims that the cow girl tits are too big
Fixing the clipping will probably only happen after 5/5, we got too little game in our game as of right now and I gotta get that cooking system running
1c2497 No.15947245
>>15940610
Using it for input event handling and window creation. Also I have to use their timer since the OS wait is a hard one, time literally stop and I can't get a measurement for FPS… Or I could alleviate that with checking with a system time call instead… I'll test and think about it.
The rest like rendering/object management/quaternion stuff/else is done by my code.
Haven't done much since I got demands at work. I did basic work for frontend, and then the code grew by another person in an interesting but really messy way. Need to sift through and arrange this.
Still continuing explosion rendering, I did at least the basic framework that I have yet to test with framebuffer switching, and those framebuffers have Multiple Render Target. Had to read a bit about how to do it.
Hopefully I'll manage to render something "soon"™
a29ed9 No.15947251
>>15947175
I wonder what the "Very Important" slider does…
809f99 No.15947256
>>15946843
Subpart B - Definitions
>(i) the term electronic messaging service means a service that provides real-time or near real-time non-voice messages in text form between individuals over communications networks
214d3f No.15947266
>>15947175
Their bounce looks weird. Like she stuck a thin plastic bag filled with a very viscous fluid inside her pullover. And on top of that, rather than bouncing up and down, they grow and shrink.
a397d1 No.15947384
>>15947251
It has to do with the stockings
it is bugged right now, if i try to activate the shape key it glitches other cloth pieces
>>15947266
I have no idea what he did, the script used to work better back in the day
Those are how it worked back when we had the old model (very shitty topology)
a397d1 No.15947507
>>15947384
>>15947266
I assume it could be fixed by just fiddling with the script values
The ones in these webms were made with a rigidbody and a spring for the movement
Right now I am using a script I made in 10 minutes
Although I probably could more performantly reproduce the rigidybody+spring with my script, it might be worth to just go back to rigidybody+spring because it's unlikely that 66~ tits will be the end of my fps
The reason they seem to grow is because the Boing script attempts to "conserve volume" in a very rudimentary manner that's 100% dependent of correctly setting it's values based on gut instinct
The Simple Gravity Spring is what's currently replacing the rigidybody+spring setup
The biggest issue with the rigidybody+spring setup is that the tits object must not be a child of the girl (which is very complicated to do without creating a mess of the scene hierarchy), because it would move automatically with her when she walks, and would only bouce in response to gravity/some animations. She could fucking jump and there would be no bounce because of it
fb5849 No.15947581
>>15947256
>Real-time text (RTT) or RTT communications means text communications that are transmitted over Internet Protocol (IP) networks immediately as they are created, e.g., on a character-by-character basis.
Doesn't apply to dark souls communication, it's not real time and not on a character-by-character basis (preselected/pre-defined words, word-by-word, not character-by-character), it's also peer to peer, and is based on adjacent to the sign placed; completely different beasts.
if u want sources, it's an interlinked mess but here's the sources:
https://www.law.cornell.edu/cfr/text/47/67.1
https://www.law.cornell.edu/cfr/text/47/14.10
https://www.fcc.gov/document/twenty-first-century-communications-and-video-accessibility-act-2010
There's also small entity exceptions
>Software Publishers: $25 million or less in
annual receipts
>source: http://hraunfoss.fcc.gov/edocs_public/attachmatch/FCC-11-151A1.pdf
Basically, it doesn't matter for a lot of indies, and non-traditional communication mechanics side-step these regulations due to not falling under the authority of this regulation.
Or at least, even if they do, and it's a mechanic; it'll be eviscerated in court due to being unconstitutional violations of freedom of expression; as mentioned.
53334b No.15947628
>>15947384
Anon, I hope you keep the Jesus censoring for the final product if you plan to have some ecchi nude stuff, it's great.
a397d1 No.15947678
>>15947628
people got seriously butt blasted last time this was posted for this
76c2d1 No.15947696
>>15947678
pls no sacrilege.
c38c2f No.15947700
was bugged out that the deepfake apps can't work on amd gpus and have to slowly crawl out via cpu so i tried doing the same thing in unity via a compute shader
i'm 99% sure this is wrong or slower than the other stuff and won't result in anything close to the desired effect, but at least it looks as if it works correctly
a397d1 No.15947864
>>15947696
I don't get why jesus making sure you stay pure is sacrilege, but we won't be using this in the future regardless they don't have nipples anymore
fb5849 No.15948247
>>15947507
>>15947864
What's the current setup for bones?
Do you guys use one bone for boobs, or multiple bones?
What's the spring setup? Free-weight, bone-to-bone, or something else?
Current issue, from what I can tell, is that you guys use a single bone, and aren't really doing any rotations for the bone.
This makes the process of crafting good boob physics really difficult as there isn't much to work with.
I'd recommend, at minimum, 2 bones for boobs; preferably three (further bones have way less weight painted, closer has more, etc).
Also, utilizing "free-weight(s)" is really helpful, so a free-weight (separate go w/rb and gravity) per boob bone that is parented to the character (not the rig) w/a spring attached to the respective boob bone.
This allows for subtle jiggling.
The boob-boob bone springs w/each bone having a rb allows for the bounce/sway w/rotation and movement.
Having that bone scaling can help here too w/the bounce/deflate/inflate and sway/squash/stretch.
214d3f No.15948333
>>15947864
Yeah, they still bounce in the wrong direction. After her cute spin, the boobs get pushed in, again, looking like they're inflating. I see that she takes a step back, but it's still way too much.
I'm not sure how wrong it would look with smaller breasts, but I don't think you shouldn't just lower the size limit. I've programmed enough dirty hacks like that to know that they'll likely cause other problems in future. Invest the time into making a proper solution. It'll work for all characters after all, and you'll already know how to do it in future projects that may need it.
76c2d1 No.15948368
>>15948247
>>15948333
But it's just boobs in a non-porn game. Why go through all the effort? Might as well just focus on the gameplay.
688d7f No.15948379
>>15948368
>what is attention to detail
a397d1 No.15948407
>>15948247
We are not adding more bones for this
>>15948333
We will callibrate it a bit more and see what can be done, if stays weird we will lower the effect and have less bounce
>>15948368
Just a bit of fan-service and extra detail
fb5849 No.15948546
>>15948368
>Why go through all the effort?
Because it's fun to dissect a problem and think critically about it, despite it being a detail, and I also have standards for quality.
It's also wasn't difficult to implement or to automate that process, and in actuality was pretty fun.
>Might as well just focus on the gameplay.
Focusing solely on gameplay day-in and day-out is a recipe for burnout, and that's to say even if it's really fun to test/play; you have to pace yourself and have balance.
The need to sit back, relax, and work on less critical aspects of one's game arises.
One such instance of that was the approach I posted.
>>15948407
>not adding more bones
I presumed as much, but thought I'd give you guys a basic overview of an approach; just incase it gave you guys any ideas.
You could also simulate bones w/o actually adding them to the model, but eh… yeah, nvmd.
edb6de No.15948607
>>15943556
I used to follow twitch.tv/xra_ because he plays great music, is working on a game with cool looking game and is ultrachill. Just checked in on him and he is streaming as I post this.
809f99 No.15949119
>>15947581
Small entity exemption was temporary; expired on 10/8/13.
2dcefa No.15949543
How do I do full character motion blending in Godot? Sort of like in OoT or Majora's Mask.
76c2d1 No.15949565
91dc4a No.15949580
>>15946793
I'm trying to texture things like they're textured in the Source engine but my texture gets extended instead of tiling.
d83ee3 No.15950255
>>15949580
Some time ago, I wrote a plugin that helps with that (among other things).
https://don't use link shorteners.com/y9r9blkx
The wiki of the repository has some information. The tool you're looking for is "Normalize World Scale". After you use it on your UVs, you simply select all and scale them to whatever you want.
d83ee3 No.15950259
>>15950255
>don't use link shorteners
Don't tell me what to do: https: // don't use link shorteners. com/y9r9blkx
dfe9c1 No.15950272
>>15946613
Just make a retard mode.
b40642 No.15950526
>>15950278
Oh cool, I've wanted this for a while.
91dc4a No.15950695
d83ee3 No.15950724
>>15950526
>>15950695
I wrote this set of tools specifically for making a Hammer-like workflow easier in Unreal. Check out the repo's wiki. The "Project from normal" tool helps you with faster unwrapping, the "Explode UV islands" and deferred translation tools help you align everything so you get no seams.
a397d1 No.15950893
>>15948247
What's the current setup for bones?
One object dictating the correct position they need to be
One bone that controls how they move/scale/stretch/etc
>Also, utilizing "free-weight(s)" is really helpful, so a free-weight (separate go w/rb and gravity) per boob bone that is parented to the character (not the rig) w/a spring attached to the respective boob bone.
This requires two loose (it's bound/related to the girl, but not part of it's hierarchy) objects in the scene per girl, something I will not deal with
>The boob-boob bone springs w/each bone having a rb allows for the bounce/sway w/rotation and movement
Well, I was going to encourage both boobs to always keep their left/right looking at one another (the clothing gets really buggy if you don't), but I was not going to force them to move in reaction to one another (It's not like we are planning someone slapping one boob to watch the bounce on the other)
>Having that bone scaling can help here too w/the bounce/deflate/inflate and sway/squash/stretch
Already implemented: >>15947507
>>15948333
>Yeah, they still bounce in the wrong direction. After her cute spin, the boobs get pushed in, again, looking like they're inflating. I see that she takes a step back, but it's still way too much.
Currently unavoidable, due to the step back being way more than you can see on that angle. The biggest issue is that the current momentum simulation is not very good, I will spend a couple of hours attempting to improve it, then I have to go to other aspects of the game.
>I'm not sure how wrong it would look with smaller breasts
They will use completely different values, but the same script/setup
>>15948368
>It's just tits dude, relax
Life is not so simple my man
>>15948546
>Because it's fun to dissect a problem and think critically about it
The red arrow is current world movement of it's anchor point (was previously based on the bone movement, now it's based on the anchor movement instead, seem to work better)
Yellow arrow is attempted simulation of centrifugal force (unfortunately any movement that is not forward/backward will cause this, I don't keep a history of positions to properly simulate centrifugal force)
White arrow is pointing from the bone to the anchor point
Vector3 dif = defPosition - (transform.parent.transform.position - transform.position);
DebugExtension.DebugArrow(transform.position, -dif, 0, false);
Vector3 difpos = (__oldPos - transform.parent.position) * globalEffect;
Vector3 difposs = chest.forward * (1 - Mathf.Abs(Vector3.Dot(transform.forward, dif))) * difpos.magnitude/3;
DebugExtension.DebugArrow(transform.position, difpos, Color.red, 0, false);
DebugExtension.DebugArrow(transform.position, difposs, Color.yellow, 0, false);
__speed -= difpos - difposs;
__speed += Physics.gravity * gravityMultplier * Time.deltaTime;
__speed *= (1.0f - clamp);
__speed -= dif * speed * Time.deltaTime;
if (__speed.sqrMagnitude < 10e-25) {
__speed = Vector3.zero;
}
transform.position += __speed * Time.deltaTime;
dif = defPosition - (transform.parent.transform.position - transform.position);
if (dif.magnitude > maxDistance) {
transform.localPosition = Vector3.zero;
transform.position += dif.normalized * maxDistance;
}
__oldPos = transform.parent.position;
See webm (1/4 speed / 1x speed for ease of analysis) (Don't ask me how I got this perfect loop, it was a coincidence)
Note that all but one camera is on ortogonal, so the stretch gets pretty ugly on them
>Focusing solely on gameplay day-in and day-out is a recipe for burnout
Sure enough, making tits bounce is totes fun compared to reading XML and making a cooking system
975446 No.15951681
In Godot how would one go about rendering a 2d scene onto the UV of a 3d object? I want to make a computer scene render to a computer screen.
b40642 No.15951731
975446 No.15952160
>>15951731
Thanks, that's exactly what I needed.
a2a1ce No.15953476
>>15946613
>If so, you literally cannot just cut that feature for the US.
You could cut the note out of a Souls Game and it would still work just fine. Nioh's bloody grave mechanic is a nice alternative and in my opinion is preferable.
The whole thing's still complete bullshit though.
fb5849 No.15953564
>>15950893
>This requires two loose objects in the scene
u misread, I said, "parented to the character", and "not the rig"; meaning not a child of the skeleton, but a child of the character's transform.
It's not a loose object in the scene hierarchy.
Also you don't have2 add it to the scene in the final, just for testing purposes it's useful. It's quick n' dirty but it's useful for testing.
You can create a custom object stripped down to the bare necessities for the final implementation.
>boob-boob bone
this was in reference to a boob with multiple bones, I didn't really do springs between the two boobs because I just use colliders for boob-boob interactions.
>Already implemented
Yes, I knew that, that's why I said, "Having that bone scaling"; in reference to the one u guys had posted.
>current approach
Maybe u could add some type of limited rotation because that's lacking currently.
Possibly using a similar technique, just the anchor part, but offset the new anchor further from the chest.
Using a central anchor which is a child of the chest bone (but offset forward more), or is just an offset position from the chest bone that tracks the chest bone.
Then you can setup up a free-weight (i.e. don't have2 actually create in hierarchy, just an object with: position, mass, drag coefficient, and applying gravity per frame). Then setup a spring/damper (can do via code) between the anchor and the free-weight.
Have the boob-bone look at the free-weight, and you get a limited but realistic boob rotation.
Adjust the spring as necessary, and space from boob as necessary.
I'd use a totally different approach personally, and instead rely on the free-weights approach; which you don't actually need GOs in the scene, u can use objects u created w/your own gravity/forces.
Basis is in the attached pic, and u could also perform scaling based on the distance of the sub-anchor from the main-anchor in addition to the dot of the sub-anchor to the forward of the main anchor (i.e. behind -> compressed, forward -> stretch, etc).
Provided some references too
spring-damper code:
/// Formula:
/// F = - kx - bv //Force [per frame] = -(springTightness * springsDisplacement) - (springDamping * springVelocity);
///k = [constant] tightness of spring //larger -> tighter, smaller -> looser or streches further
///x = vector displacement (i.e. springPos - springTarget)
///b = [constant] damping //larger -> increased damping (comes to rest faster)
///v = spring relative velocity between two points connected
///
public static Vector3 SpringStepV3 (Vector3 springPos, Vector3 springTarget, ref Vector3 springVelocity, float springTightness, float springDamping)
{
var disp = springPos - springTarget;
var springAccel = -(springTightness * disp) - (springDamping * springVelocity) * Time.deltaTime;
springVelocity += springAccel;
springPos += springVelocity * Time.deltaTime;
return springPos;
}
9b38d6 No.15953687
>>15941093
I'll post a demo link in the morning assuming I fixed a dependencies issue with sprite textures. Just got proper sprite rotation working, so now I have everything I need to start testing game elements. Debug demo tomorrow. I have these planned for this month:
> UI fix/new windows
> Action Computer
> Security Camera
> Sentry Gun
> Trip Laser
18780c No.15953862
How much was it for you for a composure?
5f7783 No.15953874
UI programming is the worst. Tons of boilerplate code for mundane shit. I'm probably gonna try shaking up how we do UI just because normal RPG menus are so boring and tedious to work with and still not feel awkwardly coupled. It's especially bad when you need to have lots of information displayed but can't easily sort the info and determine when it should and shouldn't be shown. Anyone got some good resources on UI design and cheating at the code a bit to make it less tedious?
0b9c0c No.15953887
>>15946613
Eventually someone will just make a tutorial for retards, so I wouldn't worry.
76c2d1 No.15953922
>>15953874
There's a reason FOSS often have terrible UI's, if any. It's not just tedious work, but often feels redundant since you can do without it with you command line.
fb5849 No.15953928
>>15953874
>Anyone got some good resources on UI design and cheating at the code a bit to make it less tedious?
I did recently go with a type of mixed ECS/MVC design pattern approach and it's less spaghetti (order well, flexible, and prettier compared to previous UI attempts), but UI always ends up a mess compared to the rest of my code.
If you find any good tips/tricks let me know
>>15953887
>woooshhhh
975446 No.15954028
>>15953874
1. Define your problem. Figure out what the player needs and what problems you are trying to solve.
2. Outline solutions to these problems that fit your criteria and fit in your environment.
3. Categorize these into groups. What do you need for a minimum viable product, and what is less necessary?
4. Create diagrams that show the flow of information. Where does the health bar get it's health information from? Where can an inventory send objects, from where can it receive objects? What mouse/keyboard/controller input does this UI need? Just create flow charts and UML diagrams at this point. If you code too much you may end up throwing away a lot when things change, or be reluctant to change something for the better when it means throwing out a lot of code.
5. At this point you can categorize the dependency order. What depends on what? What should you work on first, and what should you save until other things are completed?
6. Where should the elements fit on screen? How should it be displayed? Use a wireframe https://en.wikipedia.org/wiki/Website_wireframe to roughly lay out elements.
7. Make it pretty.
8. Code the UI.
While this is presented as a straight line and in general each step builds on the step before, you don't have to follow the order perfectly and shouldn't if that disrupts your workflow. If you have an idea write it down. Don't save it in your head until you reach the right step, save it on paper or in a text file.
While coding is the last step that just means coding the final UI. You should be building prototypes where and when you can at any step and for any element you think needs one. Unsure if something will work in code, or if you can do something in your given environment with the given tools? Try to code it and see if it works. Just don't get too attached. Sunk cost fallacy is a bitch.
4623e1 No.15954335
>>15953922
>it's hard so I'm not going to do it
One of the reasons why FOSS tends to fucking suck compared to proprietary alternatives.
f958ab No.15954422
>ok time to write some motherfucking unit tests for my shit
>tests run OK, but intellisense is fucked and resharper keeps trying to remove my using statements
>"you should use our test framework instead lel"
Every day.
Every day, something new Unity didn't bother to do right.
OH BUT LOOK AT OUR NEW PREFAB SYSTEM SO COOL NOW YOU CAN FINALLY NOT RUIN YOUR PREFABS BY ACCIDENT SWEET HUH?
AND CHECK OUT THESE COOL NEW WHIZZBANG SHADERS SO SHINY OH FUCK IM COMING
91dc4a No.15954838
>>15950724
I've just checked it and I don't even know how to install addons.
3e97b9 No.15954905
Starting to make progress again with refactoring minecraft's vanilla code.
>Can reduce block IDs used by assigning metadata to like-types
>Successfully migrated the item drop function to hashmap iteration, making it easier to change what item is dropped by block, this works with blocks with metadata by just assigning the meta int to the corresponding item to drop
>the generic Ore class has a boolean now that determines if it should drop 1 item or behave like lapis (drop 4 + random(1-5)), set by the function that gets the texture
I'm gonna try messing with how textures are loaded next, because a lot of blocks use an identical texture just with a different shade (wool and planks) and this really bloats the texture map. The stem block used for melon and pumpkin has a function that defines the color so I think I can use that to simply change the color value of something like wool, and only use 1 texture for all the variants.
Then maybe I can do something for ores where the colored parts of the stone texture are filled by a gradient.
b40642 No.15955038
>>15954422
Just use notepad instead :^)
a397d1 No.15955183
>>15953564
I can already see diminishing returns on the effort x reward with the bounce system, so I won't bother unless it's some new revolutionary idea.
I believe most problems could be solved by fiddling the current numbers, the animations used to test are not made taking breast movement in consideration, which is why I am pretty happy with the results
If I really want I can also add the same stuff we have on the hair to make the breasts rotate, but honestly, I don't want to spend more time on it (they work by having some sort of virtual spring or whatnot)
>>15954422
Nice, I take 2018.3 finally came out of beta?
I am also pretty amazed how empty the 2019.1 road-map is
fb5849 No.15955248
>>15955183
You should've said so from the beginning, I wouldn't of wasted time on that post.
a397d1 No.15955274
>>15955248
>You should've said so from the beginning, I wouldn't of wasted time on that post
How would I know you wouldn't come up with a new revolutionary idea? :^)
I thought about posting the current version and such a note, but ended up never doing because it's not all that different than the previous one, even if it got better
1c2497 No.15955607
Still had to fiddle the framebuffer switching and hammer the shader down when it was flashing colors for various reasons.
Finally nailed down some really basic smoke shader, the only thing that remotely looks nice that I'm showing.
But thinking about it, it's simulation from a fixed camera and since I'm doing a shmup there will be some panning which will give a disconnect between the scene and effect.
I will need to check in detail the paper if they are talking about this since I've mostly following some tutorial.
a55853 No.15956180
>>15954838
Do you not know how to search the web?
53bdbd No.15956188
>>15943556
thinmatrix on youtube he was developing this 3d mmorpg
fb5849 No.15956409
>>15955274
kek
prepare for bully with your low-effort boob physics :^)
in reality nbd, it's not my game
also boob-physics is still boob-physics, and that effort will make most people happy
3e97b9 No.15956641
>>15954905
Jumping into making a new Wool class that will color a single texture index, I had to review the vanilla class and how it obtained it's texture.
It uses a bunch of binary operators rather than a switch statement, I guess this was shorter since there's a lot of variants but here's how it works:
it runs getBlockTextureFromSideAndMetadata(int par1, int par2) where par1 is the blockID and par2 is the meta value
>if (par2 == 0) return blockIndexInTexture
blockIndexInTexture is defined in super() as 64, the location of white wool in the texture map
>else { par2 = ~(par2 & 0xf);
0xf is the hex value of 15
>return 113 + ((par2 & 8) >> 3) + (par2 & 7) * 16 };
where par2 will be between 1 and 15, and 113 is where the next wool texture is
so at first it flips the bits of the expression (par2 & 0xf), let's assume that par2 is 1 so the expression equals 1 and by flipping the bit becomes -2 as it flips all the bits in the signed binary number
>signed binary of 1 = 0000000000000001
>signed binary of -2 = 1111111111111110
this becomes the new value of par2, and then returns the expression 113 + ((par2 & 8) >> 3) + (par2 & 7) * 16, as I said the next wool texture starts at 113 (black), 114 dark grey, then it jumps ahead 15 to the next, then 1, then 15 following that pattern, so let's break it down further
>(par2 & 8) = 8
>8 >> 3 = 1
>(par2 & 7) = 6
>113 + 1 + 6 * 16 = 210
210 is the index of orange wool in the map, this threw me at first because I assumed it started at black after white but in testing the maths it is doing what it should.
What an absolutely convoluted method.
f958ab No.15956879
>>15955183
They're looking at supporting .NET Core and C#7, which will be a huge game changer as the language syntax becomes so much nicer and the new Span and Memory constructs combined with ref properties and ref returns are a huge deal as it lets you treat value types as reference types, but I think it's still early days for that so it's not on the roadmap yet.
Microsoft rewrote all their internal stream logic and other stuff to use it so I think the benefits can't be stressed enough.
3e97b9 No.15956914
>>15956737
Because while forge solved the problem of mod conflicts, it became bloated to the point of obsolescence.
I'll essentially be rewriting most classes to use saner methods that will make adding new blocks, items or whatever simple enough that external json files could be used to do so.
3e97b9 No.15957144
>>15957059
That's exactly the point I made.
That's why it makes all the sense in the world to load blocks from json files, including vanilla ones, and register them to a single ID with a meta value. It's already done with vanilla wool, but most everything can be improved upon, like minimizing how many textures are used, and because of the version I'm refactoring many items had a singular name (oak/birch/jungle/spruce wood didn't have their prefixes, same with grass and fern) with I fixed, and it helped with refactoring ores.
140cbe No.15957161
>>15957059
>>15957144
I knew that a lot of mod incompatibilities stemmed from this, but I always felt like minecraft's biggest issues were with its rendering code. I think Optifine fixes about as much as you reasonably can without rewriting the whole damn thing, but I've never looked at the source code myself. I'm also not familiar enough with OpenGL to recognize janky code.
Are you planning on reworking the rendering stuff as well?
3e97b9 No.15957222
>>15957161
I can try, it does need reworking to fix caves rendering before terrain but I have no idea what the root cause is. It's a hell of a big project and there's too many classes to count, so I'm just chipping away at it little by little.
I'll probably take a break from refactoring classes and add a couple things just to keep my interest fresh, break up the monotony.
d55c91 No.15957397
>>15957161
Minecraft basically needs to be redone from scratch to be truly fixed. Minetest has most of the same flaws so I don't consider it to be a good example….
9e5cf5 No.15957939
agdq is fag central, they ban any and all conservative players who don't agree with sjw/lgbtq/feminist/liberal propaganda.
agdq is garbage incarnate.
fa7de4 No.15957946
>>15957939
Lurk more you colossal retard.
e8b4e9 No.15957958
>>15953687
Had to work tonight and slept most of the day, I was up a long time the day before. I wrote a bunch of place holder scripts for Player and Inventory management, as well as a planned tilemap culling manager. At least opened Blender to start making 3d models for a camera and sentry gun but ran out of time and also couldn't remember how to scale mesh transform snap increments. But i at least made a project file, I need to find out how to texture my walls, floors, and a security camera by tomorrow.
e8b4e9 No.15957966
>>15957958
Also sprite rotates proper. Godot is neat.
c38c2f No.15958103
get on my level nerds, gpu powered neural network that doesn't do everything it should and is pretty much slower than the existing apps that do this via cpu
76c2d1 No.15958454
>>15958103
I can't tell what it's doing.
8da478 No.15958517
>>15957939
AGDG and AGDQ are two very different things, as hinted at by the completely different letter at the end and the OP that doesn't mention anything about speedrunning but for some reason talks about game development. I know it's hard to distinguish the two because these differences are so small, but learning to read might prove vital to your continued existence so I urge you to better yourself and overcome this tremendous conondrum.
>>15958103
>gpu powered neural network that doesn't do everything it should and is pretty much slower than the existing apps that do this via cpu
So this… is the power of Unity… woah…
c38c2f No.15958594
>>15958454
was trying to get it to successfully make deepfakes
first part of that is to correctly get it to down/upscale an image
when i'm actually sure it works as it should, i''m supposed to let the net run with the original/target image and get the encoder to work correctly for both of them, or something like that
at gen 22k right now with loss 0.29 and the only real progress is that the encoded image finally turned blue-ish instead of just gray
76c2d1 No.15958651
>>15958594
But the original image isn't bluish…
c38c2f No.15958658
>>15958651
the sigmoid does that, no idea why. if i get rid of it, the colors are correct but i doubt the algorithm is
i mean going from no color to some color is still progress, right?
76c2d1 No.15958717
>>15958658
I don't know anon I'm like a kid looking at calculus here. Good luck though, I hope more people make neural net products for local pc's.
a397d1 No.15958832
>>15956641
your second pic is the secret behind never getting fired of your codemonkey job
a397d1 No.15958856
>>15956879
they already released that in 2018.3 according to the roadmap
dfd100 No.15958884
Can someone tell me what's wrong with this face?
Is it the sunken cheeks?
The perspective?
Some anon said I should work on the eye bridge a bit which I did, but I would love more critic on it please.
Thanks
91dc4a No.15958887
>>15957952
The second one looks tired, make it slightly lighter and it's good.
bb53cf No.15959404
Autumn Willow dev here, I think the reason I've been stalling on my dev is because I have a few design considerations to make and I'm not sure what to do
>A lot of my issue stems from how I handle Actors and Tiles
>Every map square has a Tile, and possibly an Actor
>This means that Actors are a sparse collection, and must be sortable by design
>While I want to have stuff like GetActorAt(xy) or CreateTile(xy), the way Actors are handled makes it difficult
I had a million things to list why my design isn't working but now that I'm typing them up I can't think of any. Ultimately I think it's due to my maps being 256x256 in size, and Tile data exists at every spot, I feel that it should be a struct (C#) instead of a class, for data density. However, this means that Actors are necessarily a reference type because of how they operate on events. Thus, if I want to perform GetActorAt(xy), it will convert it into an object reference by looking up in my collection, whereas GetTileAt(xy) will simply look at an array. It's not consistent even though they use the same object behavior objects
2f384e No.15959540
I'm still experimenting with Blender 2.8, Haxe, and my Mini-Mart game prototype. However, so many bugs in the Blender game system. I don't think it's ready for anything real yet.
My own rendering engine using OpenGL 4 is decent. However, I started down the road implementing shadow maps .. and did not have a good time due to how I had organized my scene rendering. It doesn't support multi-pass easily without a significant amount of effort - required to render the shadowmap pass.
Now I've started using Bgfx library, using it to replace my rendering system. Has anyone used Bgfx here? What do you think of it? So far, I'm pretty happy and have been spending time building game code instead of working on my own rendering system.
3e97b9 No.15959556
Wew, I successfully managed to utilize a single texture for 4 wool variants and use an existing method to color the icon, now to change the render color of the blocks should be a matter of just adding another existing function that adds a color multiplier to the base texture.
I had a hell of a time getting the blocks to initialize with metadata because I forgot an integral step of adding them to the creative menu.
Any block with metadata in the creative menu has it's own int that is incremented for every time it finds the item name in the menu array, so the wool block shows up 4 times as Block.wool
then an int is added for wool set to 0, then as it iterates through the item list it increments every int for blocks with metadata
and the names also have to be added to the language file that match the internal block names list otherwise it wont display in-game. Simple, right?
c34b93 No.15959772
What would you do if your game turned to be a massive unexpected success? And most important, how would you feel?
3e97b9 No.15959833
>>15959556
Well, this is an interesting result in trying to color the blocks in-world…
It's almost like a game of lights out.
bb53cf No.15959859
>>15959556
>They didn't just use a single texture with different Color attributes to begin with
NOTCH
4623e1 No.15959901
>>15959772
It will happen, and I'll feel very accomplished, quit my current job, and start to dev fulltime.
3e97b9 No.15960271
>>15959859
I completely understand now why the people Notch hired took so long to start implementing anything new, and it entirely boils down to how ridiculous his code was. They must have spent weeks trying to understand how everything was tied together, even the functions that are mapped with the help of MCP are so obscure that it takes hours of experimenting to figure out what any of them do.
Now I imagine that textures were added in order of when their blocks were implemented, so white wool shows up first, and later had 15 colors added, but it is literally the same texture added 15 more times. Wooden planks are the same deal, I wasn't sure at first but looking closely they use the exact same texture but with different color palettes, ores too could all share a texture and using a layering technique I saw a mod use fill in the ore colors, and after looking some more at the terrain file tilled farmland wastes another texture space, one texture for hydrated and one for dry farmland, and the DOORS, iron door is almost a 1:1 recolor of wooden door, and now I see the torch is identical to inactive redstone torch (only the 'burning' part has different colors). Fucking hell I didn't realize how many textures are just recolors, again I just noticed gold and diamond block is identical in texture but recolored.
This is getting frustrating.
2bc606 No.15960281
>>15958884
Is the third pic orthographic? If so you're right that perspective is fucking with your model, or alternatively your model is flawed in a way that only shows up in perspective.
Other than that, to me it seems the eyes and nose aren't positioned correctly in relation to the ears, or his ears are just massive. Also the nose and lips could use more definition in the frontal view.
Are you using reference or just eyeballing it?
975446 No.15960282
>>15959772
I would invest the money into an index fund and keep going to school so I can eventually get a good paying stable job. If I made a lot of money then I would buy some Swiss and American trusts and put a small percentage into several higher risk investments.
c38c2f No.15960336
>>15958658
nevermind, i was retarded and was averaging the neuron sums each time, without that it only takes a few hundred generations before you can recognize a face
what really made it work was that i'm cheating and for the output layer i'm only mutating the weights where i know the output is wrong (since input/output textures are the same size, i can just compare the pixels)
so at least the output layer mutates pretty fast to a correct looking result
problem is that the earlier layers still mutate randomly, and all the color gets lost inbetween them. realistically only the last layer actually learns anything useful
the other problem is that since i made all the neurons float3/float4s the loss function is wrong - a pixel could in theory be anywhere in the image as long as there's a counterpixel somewhere else. and for some reason that always happens in the built version of the thing, in the editor it's a lot less frequent
when i get a chance i'm gonna have to restructure the entire thing to work with single channels and then convert back to colors
c38c2f No.15960346
>>15960336
oof, apparently my sense of time is also wrong, 5 minutes in real life is 2 minutes in crazy gpuland
c38c2f No.15960364
>>15960336
slightly faster version if anyone likes that shit
a8e89e No.15960435
>>15959772
I'd be genuinely surprised because my game is niche and inaccessible. It would make me more motivated to keep working on it. I'd enjoy watching people play and seeing the strategies they come up with. I'd use their experiences to make the game better.
bb53cf No.15960624
>>15960271
In Notch's defense, he was just doing it as a hobby and built it up, much like anons here. He just hit it big and never had an opportunity that made sense to scrap it and recode it properly. I'm pretty sure he knows a lot better now.
dbf589 No.15960729
In general, it's probably best to start out with smaller projects rather than dive into my convoluted dream project, correct? What are some interesting ideas for small but fun projects?
bb53cf No.15960749
>>15960729
Come up with a simple idea for a Roguelike, and don't let feature creep take over.
dbf589 No.15960753
>>15960749
bad news, my dream project is a roguelike with lots of convoluted mechanics
bb53cf No.15960774
>>15960753
That's great, make a simple one with very basic interactions and mechanics, and then make a sequel or two that builds on what you know
dbf589 No.15960782
>>15960774
I see what you mean, solid advice. thanks
76c2d1 No.15960787
>>15960583
Thinking of changing it to "It beckons", but I'm taking suggestions.
688d7f No.15960796
>>15960729
It depends. I can't learn if I don't give a shit and I don't give a shit if it's not my dream project. It's meant that I've had to make rewrites several times after learning new things, or less commonly, because old features were incompatible with new requirements, like cyrilic characters.
2bc606 No.15960810
>>15960729
Big projects can often be broken down into smaller easier to manage chunks if you'd prefer that and don't mind redoing stuff a few times. Either way is fine though.
2559ad No.15960944
bf5057 No.15962015
>>15960271
I don't see anything wrong with duplicating the wool textures, it's more flexible for texture pack creators and doesn't require a separate shader and vertex format for wool. Though if he had implemented colored lighting he could have multiplied the wool color into the vertex color at no cost. Anything more complicated than that would have been too much for the old school fixed function OpenGL he was using.
>>15960729
Clone a game.
Make a renderer for an existing game's levels.
"Demake" a more complicated game into a simpler form.
3e97b9 No.15962104
>>15962015
More flexible in that they can give each color a different texture perhaps, but I don't know of any texture pack that does that.
Still, these are things that all could have been simplified, and the wool color can be multiplied because there's already functions in place that do this for grass and leaves.
I almost have it implemented to work for wool but I have to spend some time figuring out why it's modifying the render color of nearby wool and applying the wrong color to placed wool.
bf5057 No.15962292
>>15962104
>More flexible in that they can give each color a different texture perhaps, but I don't know of any texture pack that does that.
Generally speaking multiplied colors look ugly, artists get a better result when they select each shade by hand.
3e97b9 No.15962309
>>15962292
>multiplied colors look ugly
If you're multiplying white by anything you get just the color you multiply by, as could be seen in the short clip I posted here >>15959833
the problem with the method I was using for that is that it gets called many times in rendering where I thought it was only called once, leading existing blocks to have their color re-rendered
bf5057 No.15962416
>>15962309
I should have explained what I meant better. Taking a pure grayscale wool texture and multiplying it by green etc. makes the resulting palette look boring because everything is the same hue. You would get prettier results if you selected colors manually so for instance you could make the darker shades cooler and the lighter shades warmer. I'm not an artist but I know that "shading to black" is one of the things they always chastise beginners for doing, it makes everything look dull and lifeless. That's the value of doing this by hand, of course nobody is going to draw a different texture for each shade of wool but they might use unique colors. You could do this in a shader (literally just a palettized texture) but Notch was working with classic fixed function OpenGL and even if he hadn't it would have made all of his code messier for a single use case.
bb53cf No.15962547
This is more of an ideaguy thing, but has there been a city management game, but one where there's a lead time on your decisions? Eg, set the budgets for the upcoming year, demolishing a building/zone takes 2-6 months of game time, etc
>>15962309
>>15962416
I do wish that modern software/hardware supposed color indexing. Instead, you're expected to use shaders (which I suppose works fine), or else premade assets with a variety of colors.
a82173 No.15962574
>tfw wasted the whole week hardly doing any progress on my doom map despite I have been "using" this program for over a week on a single map
its all ogre
bb53cf No.15962599
>>15962574
Shut up and post progress
a82173 No.15962616
>>15962599 (checked)
h-here you go mister.
bb53cf No.15962619
>>15962616
Great, looking forward to seeing your progress next week :^)
76c2d1 No.15962627
Can't stop can't stop if I stop I'll never start again
a82173 No.15962628
d55c91 No.15962648
>>15962587
learn how to program you dumb retard
bb53cf No.15962665
I was thinking about ways to obfuscate my game's replay data. Not enough to stop cheating, just I don't want players to grab a replay file from another user and use it as their own. Each entry in the replay file is a piece of timestamped data that is only 4 bytes in length, plus maybe a header on the replay file itself.
Would a simple xor the checksum work to stop naive editing?
0eebc7 No.15962752
The worst, the WORST part of dev is having to deal with someone else's bullshit systems and libraries. Every fucking time I have to touch something that someone else made I start to hate software development.
bb53cf No.15962753
Just filter and/or report
bb53cf No.15962760
>>15962752
I have to frequently take a step back because I hate thing. I've done this so much over the last few years I still have nothing made. I've hopped from engine to framework to library, to almost making my own before realizing that's retarded, and went back to frameworks.
I'm using SFML and I even had to fix a few bugs and recompile it; still have my own engine on top of it
bf5057 No.15962851
>>15962752
>>15962760
I've been thinking software rendering would be a good way to avoid this shit. Just use SDL or write some platform code to set up a framebuffer and an audio buffer and forget the rest of the world exists. 2D is trivial, 3D is harder but it probably takes less time to implement a basic unoptimized software renderer than it does to get through the bullshit of modern opengl/d3d/god forbid vulkan.
5388da No.15962873
>>15962739
>comes into a thread
>demands other people to do his job for him
>claims he is not the problem
The answer to your original question is "fucking google it you dumb retard".
Having a learning disability doesn't mean other people are obligated to do your job for you.
d55c91 No.15962913
I'm working on refactoring a lot of Vulkan code. Right now I'm reworking the code that loads textures. Vulkan wants me to allocate memory in RAM, allocate and copy it in into shared memory that the CPU and GPU can access, and then finally allocate memory that only the GPU can see, and copy it over again, before I can use it.
>>15962717
>>15962726
First start off by explaining what a "touch controller" is.
>>15962851
>>15962760
The solution is not to use wrappers, but to embrace platform specific code. Just ifdef stuff out for each platform. It's not a big deal to do this stuff since the amount of code specific to each platform should be under 1000 lines or so. I have maybe 700 lines for each platform. Not a big deal… it's much better than hoping that what ever library author you trust to do this stuff for you did a good job.
190d3d No.15962972
>>15960583
looks like some sort of "i have no mouth and i must scream" thing but i can't relate that to color
4623e1 No.15962981
Hypothetically how hard would it be to make some kind of a P2P system that allows the game to find available game servers and make new servers available without relying on a central authority server? Basically the game client should be able to find user servers even if the developer explodes along with all their servers.
I have no idea how distributed systems work
bb53cf No.15962990
>>15962913
I haven't even gotten to platform specific code yet, anon. Though, I do want to keep my codebase universal.
All the game mechanics, core loop etc, are in the process of being extracted into it's own little namespace with no dependencies so it can just exist on it's own. Then, I'll add IO, audio, feedback stuff on top of it
5388da No.15963018
>>15962981
It's not "hard", there's just a few problems you have to solve.
Building up a pool of P2P peers is not hard. All you need to do is ask all your current peers for their peers, filter out the ones you don't want (e.g. those with poor latency) and continue querying peers that have favorable qualities. (good latency) Eventually you'll build up a pool of people near you.
The problem is that you
1. Need an initial entry point. If your client knows even one peer of the network, it can make its way in.
2. Need enough peers to sustain a network.
#2 means enough people are playing your game to make keeping up a central authority commercially viable. #1 means you need some authority in place, which also defeats the point.
Instead of being retarded and fucking with peer2peer, how about you just let people host their own dedicated servers and call it a day?
If you really need that server list, dump it on Steam as a free game. They'll maintain one for you at no cost. If you code your game to not depend on it (like Factorio did), then even if Steam explodes people can still host dedicated servers and come up with their own solutions for finding servers.
d55c91 No.15963042
>>15962990
SFML is platform specific code. More specifically it's a wrapper around some platform specific tasks.
All i'm saying is, to write those tasks yourself- then you can use your own layer around it, but it will be on your own terms. I think that's the best way to do it… I've been working on code like this: >>15962851 somewhat. Ideally to write some programs that can work on platforms that don't easily get a lot of support. You can't do that with SDL or SFML though. They only work on the most popular platforms…
975446 No.15963116
>>15962981
"Trackerless" Bittorrents use a distributed hash table, or DHT. You can read about it here
http://www.bittorrent.org/beps/bep_0005.html
The problem is bootstrapping, what >>15963018 mentioned. A new person has to get into the DHT network somehow. How does one do that from nothing? The secret is that it's not from nothing. There is a hard-coded entry-point (central authority, defeating the purpose) or it looks towards DHT clients previously encountered in the swarm. You could start out with a central authority but continually ship updates that include the most recent and relevant DHT.
So when the servers explode, killing everyone and everything related to the official development, someone pirating the most recent official version can still connect to the network because it has a good DHT. Then if long after the explosion the latest official release doesn't contain a relevant DHT, if some active member of the community in 2345 A.D. puts up their version of the game for download it will contain their DHT and new people will have an in to whatever community exists in that future.
As an extra measure you could let people save their DHT as a shareable file that could be spread around when the servers go down. That way if the DHT only contains the IP of the person who put it up for download, everyone who downloads that file will quickly build up a new swarm, and that new, better, more reliable DHT can be put up for download soon after so new down-loaders have a wider entry point. Then if that original guy falls off the face of the earth like the developers it doesn't matter because the later DHT still gives an in to the swarm.
Once the program establishes a connection through the DHT, it's all downhill from there. Preform key verification, update the local DHT, sort by the people playing the game mode you want on the map you want, find the lowest latency, and establish a direct connection.
Or you can be reasonable and just let people host their own servers.
d55c91 No.15963125
>>15962981
You just need to make the master sever software available. Quakeworld for example has community operated master servers and it works fine.
bb53cf No.15963130
>>15963042
>SFML is platform specific code
SFML might be, but my code that uses it is platform agnostic.
0f2a1d No.15963440
>>15950893
why does she have a mesh under her shirt?
f958ab No.15963501
>>15958856
Sorry, I wasn't precise. The good bits are in C# 7.2 and 7.3 (ref returns, ref properties, a number of other interesting syntactic sugar things), and Span<T> and Memory<T> are in System.Memory (nuget package which can be used with C# 7.2 language support) or .NET Core 2.1 natively. Seeing as there's no nuget integration with Unity, it'll depend on them moving to .NET Core. It's a lot of work, but should yield non-trivial performance improvements. It will also be a big deal as all .NET Core libraries are platform independent.
4623e1 No.15963531
>>15963125
That won't let users find any servers. If someone downloads the game they should ideally be able to see a list of servers just like that.
Anyway sounds like you'll need to manually add trackers or something into the game after all.
187461 No.15963920
>>15962665
Why do you care?
3e97b9 No.15963942
>>15962547
Ah, now I get what you mean.
I may need to dip into the rendering code anyway, because some things I think wouldn't look good with a multiplier but need their color palette switched, and after doing a comparison of my new wool blocks vs. the vanilla ones I see the color doesn't really match up. Red for instance, my class is brighter, vanilla looks dull and washed out.
76c2d1 No.15964037
>>15962665
>>15963920
Yeah now that I think about it, how is modifying replays cheating?
bb53cf No.15964049
>>15963501
God I wish i wasn't stuck on C#4.5
In using VS2010 and can't use a later version because it needs a Windows update I can't install
919cd2 No.15964065
>>15964049
Just use MonoDevelop. Stay away from Microsoft IDEs.
76c2d1 No.15964081
>>15964065
>Stay away from Microsoft IDEs.
Why?
bb53cf No.15964095
>>15964065
Oh right I forgot about that. Does it still use projects and solutions or just raw code files?
>>15964081
It's Microsoft
919cd2 No.15964107
>>15964095
>Does it still use projects and solutions or just raw code files?
It uses projects, solutions, and templates just like Visual Studio. Only problem is that the Windows version is source-only.
3e97b9 No.15964163
>>15963942
I did manage to fix my issue with getting the in-world render to work correctly at least. I think if I adjusted the gray scale of the white texture I could actually get it to look closer to the vanilla colors.
Now what I had to do to fix it was get the metadata of the block within the colorMultiplier function, then return white (default) in the dyeColors array else return dyeColors[metadata]
Still have to fix the colors of the block when being held though, I'm not sure what controls that.
c38c2f No.15964555
>>15960364
>>15960346
>>15960336
well i changed all the net layers to work with floats instead of float3s, input/output layer are treated as r,g,b,r,g,b,r… so they're essentially 3 times larger and the weights are fukhueg
seems like it works better now, even though slower
but after a random period of time i seem to lose all progress for some reason. not really an issue since i auto save, but it's still weird.
187461 No.15964558
>>15964555
why is it so slow?
c38c2f No.15964572
>>15964558
training is slow because mutations are random, except for the last layer, because i can't figure out how backpropagation works
actual speed is slow because the mutations take forever. just mutating the first layer takes a while, image is 256x256, that's like 65k pixels, *3 for the 3 color channels. and the next layer has 64 neurons, so that's 65k*3*64 weights that it has to go through. it's as fast as i can make it
bb53cf No.15964574
>>15964107
https://www.monodevelop.com/developers/building-monodevelop/
Yeah I can see that now. I was just about to give it a go, but this is something I am very bad at, and I don't have a git or any way to do it.
For all the "one touch solutions" they promote with doing like automatic package installation and downloading, you'd think they'd also provide a compiled exe for people that want to do it in one touch in a simpler way
da393f No.15964650
>>15940593
>>Please contribute to the fucking wiki NOW if you can
yes, please write something for the language pages
919cd2 No.15965089
>>15964574
Well it is open-source so you could probably find a binary on a third-party site. If not, there is also SharpDevelop (http://www.icsharpcode.net/OpenSource/SD/Default.aspx) but I don't know how it compares to MonoDevelop. Or if you don't mind using Vim, there's OmniSharp (https://github.com/OmniSharp/omnisharp-vim).
a8e89e No.15965150
>>15964037
Submitting to scoreboards and claiming someone else's replays as your own.
f958ab No.15965277
>>15964065
>don't use visual studio or vscode
>use monodevelop instead
>because corporations bad, open source good
Yeah, it rapes your registry and whatnot, so isolate it from your day to day PC image if you like, but advising people against it for open source trash is not the best thing for them if they have aspirations to work as a C# dev for money. It's not like it's bad, and they may as well be building marketable skills whilst they work on their passion project; VS is too prolific in industry for people to complain about vendor lock in unless you're absolutely positively sure you'll never work in a C# job in your life. Plus the low tier is free.
It's the same way that using Photoshop at home may be worth it if you fancied a job in graphics/advertising, etc.
3e97b9 No.15966040
>>15964163
So at first I thought the rendered held block was taking the color of the item with the highest metadata value in the player inventory, then I tried dropping a couple and picking them up in different orders, and found that it sets the color of the held block to whatever the metadata of the last picked up block was. This may be because of my trying to use my integer to set the meta value of the block when texture is set. So I'll have to figure out how to get the actual meta value of the item held.
3e97b9 No.15966074
>>15966040
As quick as I posted this, figured out the solution…
Was exactly what I thought it was and now I see I don't need to use this custom integer at all.
fb5849 No.15966150
>>15964065
MonoDevelop is primarily developed by xamarin; they're a Microsoft subsidiary (owned by microsoft).
e6809d No.15966223
Anyone else have a soul crushing dead end job with lifeless bot coworkers that kills all their motivation on the weekdays and slowly melts away their sanity?
76c2d1 No.15966270
a397d1 No.15966271
>>15963440
Because all clothes are equippable, making new outfits is easier this way
All humanoid girls share the same model with different proportions/textures/clothes, only the non-humanoids (mermaid, lamia, spider, etc…) will require a new model
dfe9c1 No.15966274
>>15966223
Do I fear of becoming pocahontas?
e6809d No.15966284
>>15966274
I picked her because she has the dead eyes of someone who's entire life is a lie.
3d496f No.15966311
>>15964065
Microsoft IDEs are intuitive broken horseshit, but I have to learn it at some point because of the industry standard meme.
Is there a way for it to compile C++ code after C#? I can't get started with UE4 at all because of it. If there's a method to use UE4 with codeblocks then I'm all for it.
e6809d No.15966325
>>15966311
>Microsoft IDEs are intuitive broken horseshit, but I have to learn it at some point because of the industry standard meme.
Microsoft's business strategy in a nutshell.
a397d1 No.15966327
>>15966223
This is why i quit my job
b24efc No.15966372
>>15966223
tbh I quite enjoy being a factory worker. Have a shit ton of free audio to listen too while working(podcasts, audio books and music). And when I get home I can enjoy my hobby without it becoming tedious.
1be4dd No.15966637
>>15966223
Yeah, I've been working on a game for 4 months and it's not far from being done, but most of my energy is sapped by the time I get home from work, so I have to rely on days off to make any decent progress.
>>15966327
This is what I'm doing before I start my next game.
>but that's a bad idea
I've worked full-time jobs for almost 4 years and it makes me want to kill myself, so I won't be much worse off this way. Worst case scenario is that I have to get another job when I run out of money, if I even feel like continuing life into my 30s.
da393f No.15966922
3e97b9 No.15967096
>>15966074
Since I got my custom wool class to work and have proven that redundant textures aren't necessary, I decided to switch gears and figure other things out.
Looked at how the bow works, and while I was able to remove the long pull time so it could rapid fire like in the older versions, I'm still missing something because it does enough damage to 1-hit kill anything and I think it's dependent on that timer, so I reverted those changes and I'll have to study it more later.
Then I moved onto terrain generation, to see if I could get my custom ores class to replace vanilla ores in world gen.
It actually took me hardly any time at all, first try was a failure because there was no means of setting the metadata during generation, but this was actually simple to fix. Had to set a new private integer in the method used for getting blockID and count of blocks to generate for minable blocks, then change the generate method to use setBlockAndMetadata, required a few other changes but not a big deal since I'd have to change other things once everything is using metadata.
Of course I had to make sure it wasn't generating vanilla ore, so I changed the drop of coal to fire charge, and watched the console output in eclipse to verify the iron ore was also my own.
So now it shouldn't be any problem for me to add more ores, or stone types, or whatever.
>>15966223
I would take lifeless bot coworkers over lively people that I can't get along with. No job is worth putting up with insufferable cunts.
468f7f No.15967451
>>15966223
Fortunately, I was fired at the beginning of the year. Now I'm full time aggy daggy until I find a new job.
109fbc No.15967557
>>15967451
>Fortunately, I was fired
Only in /agdg/ can you hear these words
723602 No.15967943
>>15966150
I thought they only owned the Mono framework but as long as it remains FOSS and cross-platform, it should be fine.
>>15966325
More like the business strategy of every "industry standard". Make shit software, but everyone still uses it because brand recognition.
>>15966223
I prefer lifeless bot coworkers over the rude customers that I have to deal with at work but it gives me motivation to continue with my passion project, so I never have to work in customer service again.
c38c2f No.15968438
>>15966223
i professionally gamedev for a living, so i don't really have any motivation to do it later at home
dfd100 No.15968542
>>15960281
Using reference of course. Could the ears just be a character thing or are they too noticeable?
The third pic is ortho, anyway to fix it in perspective mode or is that just a hassle most video game characters face when the camera is closed up to their face. By definition do you mean texturing?
Pic related is in Blender.
I think what it just needs is better texturing but I'm not too sure. I don't want to waste time adding details when the character is mostly going to be seen from a first person view.
b40642 No.15968641
>>15968542
You need a well drawn face reference.
468f7f No.15968648
Doing the Python3 Roguelike tutorial on Linux.
After I finish it, I'll fork the official one on github and continue development.
My only worry after I finish will be figuring out how to maintain the project on Windows.
187461 No.15968857
>>15967451
I've never been fired, but it's hard enough finding a job with good references and a solid record. What does someone do when they get fired?
468f7f No.15968898
>>15968857
I live in a shithole, so I had to sign a remission contract, wait for the good will of the RH to do the paperwork then got paid for the days I worked.
434885 No.15968969
can someone suggest any good resources for learning RPG Maker VX Ace?
1d93a1 No.15969032
>>15966223
do what i did and get a job that's mostly repetitive physical labor
that way when you get home from work your body is tired but your brain is still good to go for a few hours of aggy daggy
60a829 No.15969146
>>15968648
>how to maintain the project on Windows
What do you mean?
a8e89e No.15969632
>>15966223
It's not forever if you properly manage your finances.
fc8c90 No.15969645
>>15968648
>My only worry after I finish will be figuring out how to maintain the project on Windows.
Just dev on any GNU/Linux distro, preferably Ubuntu for stability. You can also get a decent setup with powershell, git, and notepad++ if you want to stick with windows.
89865c No.15969763
is this a good place to start learning programming? it has a lot of concepts and I think it's free
https://natureofcode.com/book/chapter-4-particle-systems/
class Particle {
PVector location;
PVector velocity;
PVector acceleration;
A new variable to keep track of how long the particle has been “alive”
float lifespan;
Particle(PVector l) {
location = l.get();
acceleration = new PVector();
velocity = new PVector();
We start at 255 and count down for convenience
lifespan = 255;
}
void update() {
velocity.add(acceleration);
location.add(velocity);
Lifespan decreases
lifespan -= 2.0;
}
void display() {
Since our life ranges from 255 to 0 we can use it for alpha
stroke(0,lifespan);
fill(175,lifespan);
ellipse(location.x,location.y,8,8);
}
}
d55c91 No.15969815
>>15969763
>separate class for each particle
>new allocation for each vector in each particle
cfc52c No.15969823
>>15969815
it's useful later on for inheritence and polymorphism
d55c91 No.15969893
>>15969823
Its totally useless. This particle system has so much indirection that it's going to rape the cache when you try and do anything with it. You're literally dumping a million tiny allocations into your heap allocator which, beyond making all of your allocations slower, lowers utilization and creates an incredible amount of memory fragmentation. You're going to miss the cache multiple times for every particle. Beyond that it's literally impossible for your compiler to optimize it properly with all of that indirection. It can't vectorize anything…
187461 No.15969915
>>15969893
It's just for pedagogical purposes. Someone using Java isn't going to need to know about memory fragmentation, allocations, or cache, that's kind of the point of it.
bb53cf No.15969916
Here's what my base particle stuff usually looks like in C#
public struct Vector2f
{
public float X;
public float Y;
}
public struct Particle
{
public Vector2f Position;
public Vector2f Velocity;
public float Life;
public float LifeMax;
}
public delegate void ParticleEffect<T>(T[] particles, int start, int count);
d55c91 No.15969939
>>15969915
You are going to need to know about those things if you want to write a particle system that performs reasonably. It's not like you can't benefit from an understanding of those things, even when using Java. That system isn't going to be able to handle a large amount of particles.
187461 No.15969962
>>15969939
you missed the part where it uses an arraylist, which shifts everything left every time a particle dies
bb53cf No.15969972
>>15969962
Christ, why? Just use an array with a counter
375561 No.15969973
>>15969939
I'm siding with the other Anon. For a beginner, that's perfectly adequate. Getting something done is better than obsessing over details and never finishing anything.
Of course, once you have the basics down, learning about why you shouldn't really have done it that way is the next step.
d55c91 No.15970118
>>15969962
It deletes objects out of the arraylist and then adds them back without just reinitializing the object… so it doesn't even reuse allocations. Beyond that the arraylist shifting doesn't mean what you think it means. You can implement that behavior in two ways… either the arraylist is an array of pointers onto the heap, or the arraylist is an actual array. So, you have two ways the JVM can implement this- if it's an array of pointers onto the heap, then memory is fragmented everywhere, and you can miss the cache just about every time as you iterate through it. But what's even worse is if it was implemented as a real array, because then you would just end up copying around hundreds of particles in memory just to delete one, which is why I don't think that the arraylist is a real array. Either way both of these methods are horrible for a particle system. This also doesn't do anything about the fact that a class that has other classes as its fields is basically a whole other level of indirection that the arraylist cant solve…
>>15969973
The wider problem is that doing things the right way isn't really possible in Java. You can do things better than that tutorial, but it's ultimately going to be bad because the language by design doesn't allow you to reason about memory layout and optimization, which is what you need to be able to do to write a particle system correctly.
bb53cf No.15970123
>>15970118
Does Java even have user-specified value-type objects / structs like C# does?
187461 No.15970162
>>15970118
>Beyond that the arraylist shifting doesn't mean what you think it means
It means exactly what I think it does. If you look at openJDK, removing an element performs a System.arraycopy call each time then reduces it's size by one.
/**
* Removes the element at the specified position in this list.
* Shifts any subsequent elements to the left (subtracts one from their
* indices).
*
* @param index the index of the element to be removed
* @return the element that was removed from the list
* @throws IndexOutOfBoundsException {@inheritDoc}
*/
public E remove(int index) {
rangeCheck(index);
modCount++;
E oldValue = elementData(index);
int numMoved = size - index - 1;
if (numMoved > 0)
System.arraycopy(elementData, index+1, elementData, index,
numMoved);
elementData[--size] = null; // Let gc do its work
return oldValue;
}
d55c91 No.15970259
>>15970162
When I read your post, I thought that you were trying to say that the arraylist would be able to do something that solved the problems I was describing earlier… Putting it into an array list does nothing to solve the fundamental problems it has, so when I said it doesn't mean what you think it means, I was telling you that it didn't do anything to solve the problem. The way you wrote your post implies that you think this property of the arraylist is meaningful to the problem in some way.
Anyway the call to System.arraycopy should be doing one of the behaviors I described internally.
16f9b9 No.15970397
>>15969146
I'll have to make an executable for windows (which I don't know how to do) and make it so I don't have to change it every time a new update comes around.
f7c701 No.15970408
>>15970397
Isn't one of the main benefits of Python that it's cross platform? Or am I missing your point?
c44f0b No.15970458
>>15940610
okay, one week later and I learned enough about it to make a simple implementation of Snake. You'll notice that when I collect the pickup, it sometimes reappears "inside" the player. I need to figure out a way to stop this from happening. One solution I tried was to pick a random spot, and if it was occupied by the player, pick a different spot. But this caused a crash once the player reached a certain length.
I'm also going to add a few more features to this, like some "walls" that aren't just the border of the screen, and a difficulty selection that lets you choose how fast the player can move. Right now, the speed increases every two pickups you collect, and the difficulty determines the max speed.
There are a few other game concepts I want to clone before I move on to something bigger. I'm thinking about doing a Dodger clone, maybe a space invaders or galaga clone, and a tetris clone. Then I want to make a 2d platformer of some sort, or maybe an RPG if I get a good idea for one.
187461 No.15970588
>>15970458
>One solution I tried was to pick a random spot, and if it was occupied by the player, pick a different spot. But this caused a crash once the player reached a certain length.
Why would it crash, unless there weren't any spaces left at all? You should take another look at your solution.
54a9d3 No.15970649
Put some more work into my Orwellian faction HQ structure. The state-structures on each corner are upgrades, for training infantry units, like in C&C, however these buildings are upgrade structures that "plug" into the main HQ structure rather than being built independently of the mains structure. There will also be other upgrade structure types, like power plants and communications structures, but I haven't built those yet.
76c2d1 No.15970656
>>15970649
Need some normal noise on that concrete, but otherwise it looks pretty good.
800d4f No.15970666
>>15970588
That’s what i thought initially, and I thought my loop must have been fucked somehow. But I couldn’t figure out what it what. I’ll have to take another look. also pardon the ID change
440f08 No.15970737
>>15970649
Your work is good, you've clearly got talent and experience, but the actual buildings are non-sensical to me, it looks like you are trying to emulate brutalist architecture with it's large concrete structures and windowless facades but at the same time it looks designed form over function, also the giant heads don't fit at all, and neither do the statues, on top of that the central building looks better without the addons, they are too large and should build up the the central structure naturally, they feel like they are crowding it rather than complimenting it's form, it looks as if it should dominate these subordinate branches.
The building itself looks like it's been set from a cast instead of assembled in pieces. the pipes are a great addition, as is the actual base of the building being below ground level.
3d496f No.15970777
For some weird reason VS studio tries to build my C++ as C# code, how do I fix this?
54a9d3 No.15970785
>>15970737
I see what you mean with the outlying structures crowding the form, maybe I can reduce their size. Also what do you mean exactly by the statues not fitting? Do you mean that literally, like I should add some additional geometry like some kind of pedestal or something to make them seem more like they are naturally attached to the structure?
Also, I should point out that the tower is a kind of first tier version of the HQ structure. It will be upgraded to a larger structure later, which will allow for large-sized upgrades on its corners such as factories. What do you think of this?
f7c701 No.15970890
>>15970777
What's the exact problem? Unreal uses C++, but its build system is written in C#.
440f08 No.15971175
>>15970785
The statues just seem out of place, obviously it's because they are the infantry production building but they don't quite match, maybe if they were made of a different material or sat on top of a pedestal they would look better, they also crown the initial building, although at the same time I notice that there is one at the rear and if it were any smaller that side would be invisible to the player.
Making it bigger in upgrades is great, depends on the size though, do factories take up multiple slots? do you need to build multiples of the HQ? Is that pic the upgrade, you can no longer see the large pipe structures or it's underground section, and the building itself is still the same height, also there's an unintentional face on your central structure that looks somewhat like a skull, now it's gone. the side things don't really emphasize the central structure, now they sort of de-emphsize since so much of it is covered, perhaps the central part should grow taller and then sit on top of these side parts
Your building still looks like it's cast instead of assembled. this is what I mean
bb53cf No.15971204
>>15970458
A more robust solution would be to track the tiles current occupied by the player, either through a list, or a fixed-size array (eg make an array such that one entry is one cell). Then, when the player moves, you only need to remove to tail cell and add the head cell. When food is collected, you don't need to remove anything, just add.
Then, you'd call the random function against a random unoccupied tile. You wouldn't have to worry about picking an occupied cell in that case.
88cefa No.15971226
>>15971175
>>15970785
indicating assembly would be tough, the only indicator we can see are the pipe connections. I'm assuming that each corner is its own sub-building, so for competitive multiplayer it'd be important to glance at the HQ and see what this player has upgraded to (also assuming that you have to choose between infantry factories / science labs / whatever else choices you can attach to this building). This is especially difficult with the one at the back.
As for your options… It sucks that you can't rotate the building 45 degrees since it looks like it's supposed to fit into an isometric field as well. Elevating the statues is a no-go as well, since it would obscure whatever's behind it which would make it fucking annoying to click on whatever that is. In a way, it's interesting that an artistic choice can limit gameplay here. I can't think of a good fix that won't involve either reducing the upgrade options from 4 to 3 (which means you'll have to rebalance), or coming up with a different shape for the structure.
One idea to differentiate between the upgrades that are visible is to change the color of the banners on them. So the HQ itself has a royal purple or whatever, infantry has red, science has blue, et cetera. This is a simple change that can help players assess their competitor's build at a glance.
Since the Big Brother faces are crowded out as anon stated, it could be worth your while to upsize from a rectangular pillar to a four-way face (just because it's bigger, and arguably more menacing). Pic related.
54a9d3 No.15971269
>>15971226
>>15971175
I added some little slits and details to make it looks a little more like it was assembled rather than cast. Also made a little diagram to show how the upgrades work. I see what you mean with the rear barracks being a problem since it will barely be viewable from that angle.
d64e91 No.15971272
4623e1 No.15971291
>>15970458
As someone mostly interested in open world games and systems that are suited for such things, another method could be to keep track of how many free tiles there are, generate a number within that range, and then find the nth free tile.
440f08 No.15971308
>>15971269
It's an improvement. When you look at the final build of the main building it's kind of stupidly dense, it would be easy to missclick, especially with how intricate the actual buildings graphics themselves are, and even then it isn't very visually pleasing. Your main structure doesn't get any larger either, so it will slowly become engulfed by the buildings surrounding it.
I recommend you find more places to place team colour, I don't think that the flags are enough.
Are the other buildings the same but with statues on top or are they visually distinct, it would be important to make each different structure type is visually distinct.
8eaa91 No.15971363
>>15971285
Could've just posted the image, whatever reason that was. Hopefully not to suck cock.
fb5849 No.15971476
>>15971363
my presumption is that it saves the trouble of having to post the twitter handle/referenced image/artist.
As, people tend to ask (in these threads, if they like the style/artist/etc), and it's better to just post a direct link.
(You) would know this if you weren't a (1) and done, and actually lurked.
In summation: lurk moar faggot
bb53cf No.15971492
>>15971363
>>15971476
Actually I would have, but it was a video and right clicking wouldn't let me save it, only copy a link
fb5849 No.15971497
>>15971492
Right click, view info, then hit media, look for video and then download
bb53cf No.15971502
>>15971497
I know, but that's way too much fucking effort just to post something I saw that I liked on here
187461 No.15971511
>>15971476
>my presumption is that it saves the trouble of having to post the twitter handle/referenced image/artist.
>post an image on an anonymous board
>have to link someone's twitter just in case they don't receive credit on their cutesey mass produced korean garbage
you're fucking retarded
8eaa91 No.15971512
>>15971476
So basically you want to shill some random faggot from twitter and not put any effort into it?
>>15971492
I couldn't even tell that it's a video without enabling twitter's bloated bullshit.
fb5849 No.15971528
>>15971512
it's a meme u dip does nobody not recognize this? am i surrounded by newfags?
>>15971511
>what was the past few threads
>asking for reference to posted twitter shit
>when anons posted just images/vids
>easier to just post handle/direct link to prevent this
also
>credit
what are you talking about, most people wouldn't want to be associated with h8chan.
I think the "retardation" is a projection in this case.
187461 No.15971533
>>15971528
Then it just needs a decent file name. It's not difficult to do this, dumb shit.
8eaa91 No.15971534
>>15971528
What exactly is the meme? I seriously want to know because I've been in these threads since this place became relevant during Gamergate and I don't see what's being memed here.
187461 No.15971538
>>15971534
>I've been in these threads since this place became relevant during Gamergate
That's not something you want to openly share
bb53cf No.15971539
>>15971528
>it's a meme
The fuck are you on about? I just wanted to share a cute lowpoly animation I saw
fb5849 No.15971547
>>15971534
it's pre h8ch, from old'ish /b/, not going to dig into my archive; has to do with tits and gtfo w/same image.
it can be utilized in similar manner in an ironically pedantic way
>>15971539
has to do with the post format of that "eat shit" image, not your post
>>15971533
lmao, man you're mad over nothing, get over yourself
187461 No.15971550
>>15971547
>lmao u mad
Jesus chris, at least try to pretend you're not from cuckchan.
bb53cf No.15971553
I'll just, uh… go back to working on my VIDEOGAME
76c2d1 No.15971554
Calm down guys, agdg is a charitable place. Link is fine, but should have had a picture in the same post.
fb5849 No.15971555
>>15971550
try to not deliberately shit up the thread anon, r8, ffs
sage for shit post
>>15971553
yup, good plan
187461 No.15971562
>>15971555
>starts saying random nonsense like "umad" "lmao"
>politely asks someone else to stop shitting up the thread
If you actually cared about the thread quality you'd never post here again, let alone continually respond like with nonsense.
8eaa91 No.15971565
>>15971554
A link is only "fine" if there's something that you need a link for, like an article or a long video or a demonstration of something or a gallery/person who does particularly interesting/impressive things. The original post gave no context about what it was, and as far as I can tell it's >>15971497 which has nothing special about it nor any reason you couldn't just post it as is. It takes like 10 seconds to take a screenshot if you really feel the need to "give credit" as well.
187461 No.15971569
Is washed out cute garbage the 3D version of pixelshit? or is that reserved for the low poly pastel shit?
fb5849 No.15971587
>>15971565
It's not really a big deal imo, as long as it's not outright shilling as we've seen in the past.
To prevent that, I agree with your take, some context should be given for the info that is valuable enough to be linked to.
Otherwise, just take a few moments to download vid/screenshot if it's just "neat".
187461 No.15971655
>>15971613
at least it wasn't mark's anus this time
bb53cf No.15971665
>>15971569
>First image
>Okay what if we take a nice aesthetic like Animal Crossing or something
>Okay now let's add 90's retro futurewave colors
>And what if we made one of the characters look like a tranny dog
54a9d3 No.15971694
>>15971308
Alright, I might just change the facings of the tier-1 upgrades so that they are placed on the ordinal directions, while the tier 2's can be placed on the cardinal directions.
Though first I'm going to try and actually get the structure ingame.
d55c91 No.15971712
>>15971528
For someone who has been posting a reasonable amount of time you are acting like a huge newfag right now
187461 No.15971729
>>15971712
the impending promise of homelessness is getting to him
440f08 No.15971730
>>15971694
You can do that if you want, but I don't know if that will actually make the difference.
4623e1 No.15971797
>>15971569
Pixelshit for 3D is anything where you use have simplistic/lowpoly models with minimal or no textures (simple vector shapes or gradients at most) and no unique rendering techniques nor visual design. It can look okay for a desktop wallpaper, but ingame it just looks bland and unimaginative and cheap.
Your second image is close to that category as well, though the models have a fair amount of detail to make up for it. The memewave surfing game has enough variation and texture that it doesn't look too bad.
76c2d1 No.15971911
>>15971797
Wrong. Pixelshit is bad pixelart. Low poly is a whole different monster. Lazy, obvious hand-painted textures (The kind Blizzard popularized) are another one. I hate those textures so much.
91dc4a No.15972239
>>15971797
The first screencap isn't too bad but the secod is definitely shit.
4623e1 No.15972259
>>15972239
The only 'not bad' thing about it is the deceptively detailed hammer.
91dc4a No.15972269
>>15972259
Yeah the table is pretty flat.
da393f No.15972645
>>15972269
>the table is pretty flat.
yeah, it needs big titties :^)
4623e1 No.15973163
>>15972269
>>15972645
Don't worry guys I have a table fetish
bb53cf No.15973219
These are the 32,767 colors a SNES can use. How can I construct a nice palette for my game from them? I know sprites and backgrounds were limited to 8x8 tiles, with no more than 16 colors per tile, but still picking 6 or even 8 colors that ramp well is a tough task
410946 No.15973290
>>15971291
I figured out something that works, but it's not super elegant. I generate a 2d array of all tiles when I start the program, and then when the player is generated, I can quickly set a tile as clear or not based on x and y positions. When I move the player, I only set the tile that the head of the snake entered as occupied, and I set the tile the tail of the snake left as free. Then when I need to generate a new position for the pickup, I go create a 1d array that has a size equal to the current number of unoccupied tiles. Then I go through the 2d array and put each tile that is unoccupied in the 1d array.
Finally I can pick a number between 0 and the size of the array to get a random, unoccupied tile.
3e97b9 No.15973331
>>15967096
Started looking around at other things in worldgenerator classes, there was an unnamed function I decided to check out it does so I opened the call hierarchy and started looking.
>WorldGenSwamp calls it 3 times
>WorldGenForest, WorldGenTaiga1, WorldGenTaiga2, WorldGenTrees only call it once
The function takes 5 arguments:
world, int, int, int, int
and passes the arguments to another function to setBlockAndMetadata(world, x, y, z, blockID, 0) so it always passes 0 as the metadata of the block, makes it seem erroneous to use this method
So I figured if I make changes to swamp gen that it will be easier to see what it's doing. The first call only runs once and passes the blockid of dirt, so I changed this first and checked a swamp to see what happened. Didn't notice the change at first, then I saw the block directly under trees was now the block I passed to the function.
The second call is within a loop, nested in a loop, nested in another loop, and this is what builds the leaves for the trees,
The final call is within a loop that checks if the block at given coords is 0 or blockid matches leaves or waterMoving or waterStill before calling the function to setblock to wood, and this iterates to build the tree trunk.
It's interesting that this is the only instance of the call being used 3 times to build the entire tree, all other biomes only use it to set the block beneath the tree to dirt for whatever reason.
3e97b9 No.15973575
>>15973331
I was curious what would happen if I commented out this function, and it seems wholly unimportant, it was just converting any block under the first wood block to become dirt.
Without it, the trees spawn on dirt, grass, sand, and would probably spawn on stone and other blocks but I haven't seen it happen.
On one hand, to not perform this function here saves on not having to update all those blocks under the trees, since it should already be checking if a tree can be placed in a valid location, on the other hand if it's placing grass blocks under the trees then the grass will update to become dirt since the above block is opaque so it may not even be worth it to remove it.
187461 No.15973704
Why are nearly all game dev resources complete garbage? Anyone past beginner level has nothing to gain by reading, all they can do is have pajeet ideals instilled into them.
bb53cf No.15974057
>>15973704
You basically have to look at math and compsci algorithms and make game mechanics out of novel ideas
187461 No.15974159
>>15974149
you should be generating a new part of the same world every time you change the code, so two years from now when you've added whatever it is you're trying to add you can walk through it
3e97b9 No.15974172
>>15974159
I was actually trying to revert bedrock to how it was before 1.2.5, where you could find holes into the void, because reasons.
Of course getting down to bedrock every time I tried something was tedious as I'd often have to just start blasting my way down with tnt, so I thought "why not just set stone to be air during terrain gen?", and forgot that literally everything (except oceans) depends on stone existing before biome decoration.
688d7f No.15974179
>>15974172
>I was actually trying to revert bedrock to how it was before 1.2.5, where you could find holes into the void, because reasons.
Was that not just fixed by adding a solid layer of bedrock under the five layers that could randomly generate bedrock at the bottom of the world?
3e97b9 No.15974213
>>15974179
Yes but in not so simple of terms.
This is the section of code that specifically generates bedrock, with the original code checking if i1 <= 0, it will place a solid layer of bedrock on layer 0, but changing it to i1 < 0 makes sure it's similar noise when creating layer 0.
Alternatively, I could have just make a biome decorator that places air pockets at y: 0-3 since biome decoration happens second when building the world.
d55c91 No.15974704
Code refactoring/rewriting is going well. Soon Vulkan will be able to draw text again, then the map.
>>15973704
If you aren't a beginner, you should just be reading documentation.
3e97b9 No.15975425
>>15974213
I had an idea of something that shouldn't be too hard to implement: charcoal pits
>when logs catch fire they become 'smoldering logs'
>smoldering log checks for nearby air blocks, and if no adjacent air blocks are found it drops charcoal after so many ticks
>a dispenser could be used to place logs into the pit, with a netherrack fire adjacent to start the log smoldering
>hopper under the log catches the charcoal that drops
that should be fun to get working, any thoughts on this?
0ed4b8 No.15975432
>>15975425
Just go play terrafirmacraft at that point
76c2d1 No.15975554
>>15975425
Anon I applaud your drive but why are you making a mod for a game that's past its prime? Why not work on something you can sell?
4623e1 No.15975674
>>15975554
>profit>passion
Get a load of this fag
76c2d1 No.15975683
>>15975674
smart people synergize both.
187461 No.15975695
>>15975683
then what do you call people who eschew both
76c2d1 No.15975763
>>15975695
You mean non-passioned work and no profit seeking? NEETs, I guess. Or borderline suicidal nihilistic losers. Or code monkeys you employ until they give up on life.
3e97b9 No.15976910
>>15975554
My main goal is to refactor as much of the existing code as possible and move hard-coded objects to json files so anything can be added or changed without decompiling and deobfuscating, but I need to shift gears once in a while so I don't get burned out on the important stuff. Also kind of learning about this batshit insane java language in the process.
5388da No.15977360
I hope you goys weren't using Unity for any multiplayer game projects.
https://improbable.io/company/news/2019/01/10/unity-blocks-spatialos
688d7f No.15977387
>>15977360
I don't keep up with this shit. Is there any reason why Unity would do this? Was it to force you to use Unity's internal multiplayer tools or whatever? Seems like a stupid decision but kikes like that always do it for a reason.
3bf064 No.15977396
>>15977387
You don't own your Unity copy, goyim.
688d7f No.15977407
>>15977396
Good thing I'm making my own engine.
187461 No.15977453
>>15977387
>change a license
>everyone is now in breach of it
good thing I pirated an older version
d55c91 No.15977655
>>15977360
>>15977387
It's probably related to that. Doesn't Unity have it's own competing products? I guess it's just another day using a "liscenced" "subscription" "service" that can be taken away from you instead of buying the engine as a product.
5388da No.15977799
>>15977655
Yes. https://unity3d.com/unity/features/multiplayer
However, the eula has been changed such that simply hosting your own dedicated servers is impossible.
That Unity actually decided this was a good change to make, makes it clear one should never fucking use Unity.
187461 No.15977802
>>15977799
>Unity Multiplayer (UNET) is being deprecated
About time, that piece of garbage wasted so much of my life because it just didn't work right.
3e97b9 No.15977884
>>15977799
That's as bad as when microsoft grandfathered anyone who accepted the terms and conditions of using win10 into their new policy that fucks the user even harder.
bb53cf No.15977913
You could also use (((Amazon))) Lumberyard
Don't actually use Amazon Lumberyard. I just wanted to make a joke about faggots
3e97b9 No.15978097
Now have all vanilla colors of wool added to my custom class. I think I could go about removing the vanilla class and the redundant textures without much issue.
187461 No.15978261
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187461 No.15978371
From the unity blog
Unfortunately, Improbable chose an approach which doesn’t involve partnering with Unity, but instead involves making unauthorized and improper use of Unity’s technology and name in connection with the development, sale, and marketing of its own products.
More than a year ago, we told Improbable in person that they were in violation of our Terms of Service or EULA. Six months ago, we informed Improbable about the violation in writing. Recent actions did not come as a surprise to Improbable; in fact, they’ve known about this for many months.
Two weeks ago we took the action of turning off Improbable’s Unity Editor license keys. This is a unique case — and not a situation we take lightly — but Improbable left us no choice. This was the only course of action to protect the integrity and value of our technology and Unity developers.
Rest assured, retards,your integrity has been protected by united
3e97b9 No.15978412
>>15978097
There's something wrong with the color wool these sheep are dropping…
b40642 No.15979272
>>15978371
>Unfortunately, Improbable chose an approach which doesn’t involve partnering with Unity, but instead involves making unauthorized and improper use of Unity’s technology and name in connection with the development, sale, and marketing of its own products.
OY VEY THEY'RE MAKING MONEY WITHOUT OUR CONSENT!
> This was the only course of action to protect the integrity and value of our technology and Unity developers.
Disgusting
3bf064 No.15979558
>game concept needs either six million models of different cords or a cord generator
>cords are basically long, deformable cylinders
>soft body physics are almost certainly too expensive
>the other options all involve generating skeletons for these cylinders
At least Godot already has easy cylinders, MeshDataTool, and the Skeleton class. How would you fags go about handling rope physics?
3bf064 No.15979583
>>15979558
I should also mention that the cords are important to gameplay and aren't just props.
187461 No.15979622
>>15979558
if it's mildly unique and actually integral to your game, write it yourself
b40642 No.15979659
>>15979583
Kind of depends on what the gameplay hook is. Do the coords need to collide with other cords? With parts of the environment?
3bf064 No.15979718
>>15979622
That's the plan. For the cord physics I'll likely either niggerrig something with Godot 3.1's ragdoll shit or a bunch of collision spheres connected by joints I've never worked with a physics engine before so don't murder me if there's a better way involving springs or some shit, the problem is deforming the cylinder.
>>15979659
>Do the coords need to collide with other cords?
Not necessarily.
>With parts of the environment?
Yeah, otherwise they'd fall through props and the floor.
975446 No.15979854
>>15979558
>>15979718
If you specify exactly how you are using the ropes/cords it may help. What are you're requirements? What problem exactly are you trying to solve?
>the problem is deforming the cylinder.
<Define a curve along the length of the cord
https://docs.godotengine.org/en/3.0/classes/class_curve3d.html
<<Each tick go through each node of the curve and make it line up with the cord
<Use a CSG polygon node to trace a cylinder along the curve.
https://docs.godotengine.org/en/latest/classes/class_csgpolygon.html#class-csgpolygon
<Realize CSG support isn't in the stable version of Godot.
<Cry.
3e97b9 No.15980384
>>15978412
I'm actually having a lot of trouble fixing this.
First I thought maybe the order of the hex colors in the array was wrong, so I rearranged them according to the vanilla class, nope.
Then I found that it was setting fleece color using a function from the original class for 'cloth blocks', so I changed it to use my class, still no luck.
A while later I change my wool class so that the function returning block color from dye doesn't perform any bitwise bullshit on the returned integer, so now when a sheep is dyed a color, they will drop the correct color, but their wool still doesn't render as the correct color.
I finally figured out that the entitysheep class uses this fucked up color table with arrays of floats that are used by the sheep renderer to color their wool layer, so now I have to go through and sort these into the correct order.
Am I dumb in thinking that I should just be able to convert the hex values into the RGB float values I need?
856cb7 No.15980519
>when she doesn't know what to do
76c2d1 No.15980573
>>15980519
Can you shake her until she gets a concussion?
187461 No.15980661
>>15980519
The way her right arm constantly jitters back and forth between poses bothers me. I'm trying to imagine she's a real 2D girl but I can't.
3e97b9 No.15981332
>>15980384
Took me until 5AM but I managed to fix how sheep were spawning. All my other changes flipped around values here any there so when I loaded a world to see how sheep generate on their own, it was all black sheep, and occasionally light blue.
I had to change the function that gets the random fleece colors on entity init, so now it returns white as the most common, with a lesser chance of black or gray and very slim chance of brown.
I think I would hate trying to add more colors to this if I could find a way to actually make things more dynamic, like a function that converts the dye colors to rgb float values so I don't need the second damn array. Also found out that while I was trying to fix the sheep spawning, I can't switch around the values of the colors in the ItemDye class because those are also hard set to what dye they should be, I flipped the value for white and black dye and it ended up registering ink sac as bone meal and vice versa, the icon hadn't changed but the name did and I couldn't find where it set the names or icons.
I really don't know how light gray ever worked in vanilla when it had the same value as cyan.
3bf064 No.15981473
>>15979854
You move them around like physics objects and plug them into things, probably using pin joints. Power cables with incompatible connectors, VGA/DisplayPort/HDMI cables, USB cables, weird proprietary cables, whatever fits the level.
>generating a CSG cylinder along a curve3D
Nigger that would be slow as shit, especially since you'd have to redo it every frame.
3e97b9 No.15982023
>>15981332
SHIT, just commenting out the vanilla cloth blocks broke a ton of classes
>BlockFire hardcoded to set burn rate of flammable blocks, can no longer reference cloth.blockid
>TextureWaterFX for some reason I still can't figure out
>ComponentVillageTorch because it places a cloth block on top of fence posts with a torch on all sides
>ContainerCreative because it has block.cloth listed 16 times
>ItemCloth because it gets the icon for cloth blocks (I actually don't know why this is needed, my wool class doesn't have this and works fine)
>ItemShears because it returns the strength vs cloth blocks
>RecipeDyes because it's supposed to add a recipe for dyed wool
>Session because it has a static arraylist with cloth added to it, again I have no idea what this is for because I didn't have to modify this when adding blocks
1b16cc No.15982089
>>15980519
I love your updates, anon.
One of the few projects in agdg I'm looking forward to.
b40642 No.15982152
>>15982023
Sounds like the entirety of minecraft needs a refactor, but that'll never happen in Microsoft's hands.
>>15981473
Maybe link together some capsule colliders with 6DOFJoint nodes. You could even create a tool script to generate them. Here's a small example, with more colliders I think it could look good. You could probably even create a tessellated version of the colliders with ImmediateGeometry or SurfaceTool.
https://my.mixtape.moe/zeqnic.tscn
3bf064 No.15982227
>>15982152
I mentioned something like that in >>15979718 except with sphere colliders instead of capsules. Capsules are probably more efficient for longer cables and I'm pretty sure that's how Frictional Games did Penumbra's cables.
>You could probably even create a tessellated version of the colliders with ImmediateGeometry or SurfaceTool.
Last I checked, ImmediateGeometry is regenerated every frame while SurfaceTool is only recommended for static geometry.
d61a42 No.15982284
>>15970890
I got it fixed. Had to reinstall visual studio 3 times before it worked
187461 No.15983611
>>15981332
>I think I would hate trying to add more colors to this if I could find a way to actually make things more dynamic, like a function that converts the dye colors to rgb float values so I don't need the second damn array
You just described a dictionary.
1c2497 No.15984752
Shmup anon here.
After thought about explosions and how shader side simulation is done (by step from the last result, basically f(n) = f(n-1) + g(n)) and thinking how I should go from a spike in energy and have it dissipate. I have checked the blast wave formula which is what I want.
But I still have discretization to do. And for that I need to go to the basics, differential equations that I haven't done in some 10 years. Luckily I haven't sold any of my books back then, kind of knew I might need it later so, that's where I am right now.
I might be going overboard, but I feel that I'll encounter other problems that need similar solving. What a long trip for a "simple" effect.
62a12f No.15985281
>>15982152
Wait there's proper physics constraints in Godot?
Why the fuck do the docs say nothing about this?
547af4 No.15985641
Implemented AA.
Supported modes: SSAA 2x, SSAA 1.75x, SSAA 1.5x, SSAA 1.25x, DLAA, FXAA, no AA (indie crispy aesthetic).
Need to figure out a way to recommend a default value on first launch based on the user's specs…
2bdddc No.15986704
A primitive flare weapon has been added. Hopefully this will get us one step closer towards Blood's flaregun.
da393f No.15986796
>>15985281
because the docs are incomplete?
187461 No.15989781
>>15986796
Remind me when it's 2025 so I can read up to date 2019 documentation on godot
688d7f No.15989891
>>15989883
>wrong thread
>can't delete post
NIGGERS
3e97b9 No.15990259
>>15982023
Was thinking about how I could implement a wider color range for wool and thought "oh this shouldn't be too hard". In practice it would be pretty easy to do a wide color range for wool and convert hex to rgb for the renderer, but then I realized the problem would come from naming things.
Looked up if there was built-in methods for naming hex or rgb colors and no, there's none, I would need to enumerate every color I intended to have available and name things based on approximation to closest named rgb or hex value.
Next best thing would be just using default colors, make it so colors can blend 50/50, so it gets the first and second color and joins the string name for both, but then some colors are already blends of primaries so the naming convention would probably look like garbage outputting things like
>blue-cyan
>black-orange
>yellow-brown
Adjusting contrast would be easy because it just needs to be 2 variants, light and dark, so any color lightened or darkened with bone meal or ink would just be dark-color or light-color based on the contrast variable being above or below 50%
I don't know, I might drop the idea altogether.
f958ab No.15991181
>spend hours debugging my vertex calculation code as my programatically derived meshes aren't lining up
>they're just arranged in the wrong order and line up perfectly and all my unit tests didn't really help because I was the bug all along
brain pls
057c84 No.15991389
>>15977655
>>15977360
>>15977799
>>15978261
>>15978371
At least my game is single player.
The worst part is not being able to trust any other engine anyways, and wanting to make a game rather than a engine
So either I make a engine and don't make a game, or risk being cucked in the not-so-unlikely situation where Unity decides that it will only accept multiplayer games now
f6d073 No.15991958
So I finally finished the Python 3 roguelike tutorial.
I have a few problems with some design choices of the tutorial. I've got a good grasp of Python and I can make professional stuff on Java, but I feel like these languages are not appropriate for game development. I was thinking of using this opportunity to learn C and start making a roguelike.
Should I just fork the official project from github or start a new project?
a8e89e No.15992559
>>15991958
What are you using for graphics? Ncurses?