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AGDG - AMATEUR GAME DEVELOPMENT GENERAL
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You are currently reading a thread in /vg/ - Video Game Generals

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SPAAAAAACE edition

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Next Game Jam will be...
SPACE themed. Jam starts July 14th. You can start early.
If you want to collab read this http://pastebin.com/NEPv0pPC

> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016

Previous thread:https://boards.4chan.org/vg/thread/145059468#top

>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
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Am I doint it right.
My face creation feel a bit off.
Is there a right way to model over this picture?
____
Also, if I remove obvious things like car logos and model names will I be able to use them in my video game? Or do I have to also modify drastically the car's shape to be "okay".
>>
>>145194713

Essentially the less inheritance you use, the better it is. And I think that says all anyone needs to know about OOP and inheritance. Use as little of it as you can.

Create a handful of base classes, and everything else should be specific functionality handled by specific logic. And then you realize you're just re-inventing ECS.
>>
>>145194926
What? It's the most fun part of modeling.
>>
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Does it looks better like this or...
>>
>>145194938
No badges and different name will generally be enough, that's what most games do.
>>
>>145194992
>that's because there's not much use of OOP in games
I agree, I just thought you were one of those people who claim OOP is good because every good software design is OOP.
>>
>>145195078

It's just a bunch of solid-color cubes. It looks exactly like a game made only of solid-color cubes would be expected to look.
>>
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>>145195078
like THIS?
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>>145194732
INB4 anti-OOP Swe guy spends a whole other thread sperging about why OOP is satan whilst functional programming is superior in every way in the way he also thinks katanas are the beat all weapons.

We all know functional programming has its uses, you're not special or cool because you haven't made a game yet using what you claim to be the superior method. (Nor has anyone for that part).
>>
>>145195281
slightly less saturated pls.
>>
Reminder not to reply to the guy who thinks all OOP critics are a single boogeyman, and also believes that you can either have OOP or FP and nothing else.
>>
>>145195078
>>145195281

Try the first one with the blue lighting.
>>
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>>145194926
Thats fun. Rigging is "okay" until you have to set up IKs.
Animation can go fuck itself.
>>
>>145194732
essentially what I meant by >>145195024

If everyone's example of good OOP is using as little of OOP as possible, why are they using OOP to begin with.
>>
>>145195307
What does functional programming even look like? How does it even work?
>>
>>145194745

nigga, you fucked up the previous thread link again.

Previous thread: >>145132641
>>
>>145195307

Most games are built with ECS already. For example, every game built with Unity is using ECS (Or at least Unity's "EC" modification of it where Components also contain logic). Unreal of course also uses component-oriented design.
>>
>>145195612
>>145195686
DON'T REPLY
>>
>>145195639
don't look back, always face forward anon. the future is all that matters.
>>
>>145195170
at work i designed SQL abstraction in OOP, THAT'S where it shined. for games? stay away from inheritance and you'll be fine
>>
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Ideabros, hit me with a new twist on roguelikes. Give me some cool ideas.
>>
>>145195482
>Hurr there have been no games using functional programming the last 10 years but its superior because muh fedora
>Hurr communism has always ended in famine/genocide but its a superior form of government because muh fedora
>Hurr everyone who eats this poison dies but when I eat it I'll survive because muh fedora

>>145195686
"Object-oriented programming (OOP) refers to a type of computer programming (software design) in which programmers define not only the data type of a data structure, but also the types of operations (functions) that can be applied to the data structure."

https://docs.unity3d.com/ScriptReference/GameObject.html

Hmm yeah unity is not at all OOP just because it fits the very definition of it!

Wow.
>>
>>145195771
>for games? stay away from inheritance and you'll be fine
You should also stay away from putting data and behaviour together, for the most part. It makes it very hard for components to interact cleanly. Case in point: Unity.
>>
>>145188185
>Well I'm going by what a pure object oriented programming language is (squeak as an example)
Oh ok. That's very strange.
Look at this link in this post
>>145187539
He's talking a lot about a lot of things and it's worth a watch. But the direct criticisms of OOP arrives at 18:05. I disagree with some of them (at least how he presented it. I can't assume to know what he's thinking magically). But that's the stringent OOP. And it's absolutely bonkers in summary. Still. It's what people have desired. It's weird to think that.
>>
>>145195879
A pro wrestling roguelike where you can do ridiculous grapples and winning over the crowd is as important as beating the other guy up.
>>
>>145195964

That doesn't contradict what I said. ECS is a subset of OOP. It just favors component-based composition over inheritance. Which is exactly how Unity works.

https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html
>The behavior of GameObjects is controlled by the Components that are attached to them.
>>
>>145189559

how to create a human in blender in one easy step.

www.makehuman.org
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>>145195964
That's a really bad definition of OOP.

If that's all it is (structs with member functions). THen clearly nobody is complaining about that. I haven't heard anyone complain about optional namespaces.
This is OOP:
https://en.wikipedia.org/wiki/Object-oriented_programming
>inb4 you quote their definition of an object and assume they're defining oop
>>
>>145196201
>ECS is a subset of OOP
Not really. Unity's version of ECS uses (too much) OOP in its implementation, but the game objects themselves are not OOP objects.
>>
>>145195879

What does roguelike even mean anymore? I've seen roguelikes that don't have grids, roguelikes without permadeath, and roguelikes without turn-based gameplay.

It seems like these days "roguelike" just means "procedural levels + pixel art"
>>
>>145196201
>ECS is a subset of OOP
Not at all. ECS has nothing to do with OOP other than that OOP people use OOP to implement ECS.

What you're saying is basically that a print function is OOP because c++ does std::cout.

Why do rookie programmers claim ground so easily?
>>
For all GM:S peeps just to let you know that "display_set_gui_size(width, height);" Put somewhere at the start of your game will make all things drawn on the GUI layer scale properly if you full size the game.

Putting this here because I just wasted about four fucking days trying to figure out how to do this using a million methods before finding out Game maker has it's own fucking bit that isn't mentioned anywhere.

Fucking fuck.
>>
>>145196426
>>145196254

Print functions don't require objects to work. ECS does not work without Objects.
>>
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>>145195879
FPS, same shop, progression and upgrades system as Downwell but instead of going down you're walking up stairs to a gate like pic related, after each gate there is a giant arena with a boss like in painkiller, after each boss there is another world with the same stairs and gate but different theme.

Enemies use the stairs to throw some shit at you and traps. of course the stairs aren't all flat and some structures allow you to take cover behind or something.

Like in Downwell you can choose to run and get past the enemies but the enemies you don't kill will respawn later in the level (so if you're a bad situation with shit upgrades you can just get past them and pray for better upgrades next shop because more are coming at you).
>>
>>145196201
>No I have never programmed in Unity because then i'd known that GameObject actually uses inheritance!

OOP.

>>145196247
Well thats the official definition you asshat so why do you have to shit in every thread? Nobody cares. You are literarilly the guy in the class that can't stop telling everybody that he is vegan. You know the scrawny fellow who claims veganism is great for building muscles to a bodybuilder. If its so superior then why have you now game?

Pathetic and sad.

>>145196426
>>145196254

And you do realise ECS don't work without objects?
>>
>>145196497
>ECS does not work without Objects.
Actually, lots of ECS presentations make components (and entities by extension) pure data, with all behaviour in systems that don't correspond 1:1 with components. That's quintessential procedural programming.
>>
>>145196497


ECS can work without objects, as long as there are data structures to hold other structures.

This is CompSci101.
>>
>>145196497
>ECS does not work without Objects.
Elaborate? Why do I have to associate member functions to my data? Why can't i just have an array of 'movables' (probably just a struct with position vector and velocity) and call a static function on each member it?
>>145196595
ECS doesn't work without polymorphism. Polymorphism is not OOP specific.
>Well thats the official definition
OK. So source me that definition? Why doesn't wikipedia follow the official definition? Edit their article so they stop misleading people then. Then watch them laugh at you in the Talk page.
>>
>>145196750
>ECS doesn't work without polymorphism.
That's not even true.
>>
>>145196704

That's literally the definition of an object.

https://en.wikipedia.org/wiki/Object_(computer_science)
>>
>>145196836
>In the class-based object-oriented programming paradigm, "object" refers to a particular instance of a class where the object can be a combination of variables, functions, and data structures.
>>
>>145196481
thank you for sharing anon
this will come in handy
>>
>>145196836

That is literally the definition of an Array.. or struct, linked list, stack, heap too.
>>
>>145196949
>>145196908

Object-orientation is simply the logical extension of older techniques such as structured programming and abstract data types. An object is an abstract data type with the addition of polymorphism and inheritance
>>
>>145196793
Well. Ok I haven't really seen any non polymorphic implementations because I find that kinda weird. Kinda misses the point of ECS to my understanding.

I'd gladly read an example though.
>>145196836
>definition of an object
>OOP
No. That's the definition of an object. It's not the definition of OOP. Where you orient your code around the idea of objects.
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>>145197080
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
145189351

There is so much garbage in the custom packages I wouldn't even be surprised.

I mean for all we know you can write a game in fucking excel
>>
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Anyone who's good with Blender: Any clue whats causing this? Its two planes, both of which look fine in the preview, but one looks all blurred in the actual render. Been looking at every setting that could possibly blur one object and not one a few mm closer to the camera.
>>
Is it feasible to build a game using a mix of C/C++ and Haskell? I think it would be a good idea to handle things like rendering, audio, and input in C/C++, but implement the game logic, rules, AI, etc. in Haskell.
>>
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Items are now a thing. No special effects and no item count display or anything fancy like that yet. Uses the exact same framework that skills use to calculate and display effects. This makes it easy to generate new items.

Next up will be adding skill descriptions, fixing my garbage particle system, implementing visuals and sounds for the current existing skills, then maybe mouse support.
>>
>>145197080
>>145197014
>>145196949
>>145196908
>>145196836
>>145196793
>>145196664
>>145196704
>>145196595
>>145196497
>>145196426
>>145196247
>>145196201

I'm the guy doing the skeleton thing for VR. I think that OOP is really good for some things when you know how to use it right, but it is also dangerous if you don't as with all paradigms.

10 bucks you are all nodevs without games, if you aren't, at least stand for your opinion and prove that you aren't just a shitposter by posting a new image of you game.

Otherwise go shit up some other guys threads please, nobody cares about your autism opinions whether you are pro or anti OOP.
>>
>>145194992

The enemy class isn't a "separate" class, it inherits from character, and is therefore a specialisation of it.

In fact, using inheritance the enemy class can't actually be separate, because it doesn't declare important things like the HP, MP, Position, Texture, etc.

If the enemy class was separate, it'd have to encapsulate all required functionality itself, and the point of specialised classes is that they let the base class encapsulate the shared properties, and they add the special functions and properties required.
>>
>>145197304
Sure.

>>145197372
>I think that OOP is really good for some things when you know how to use it right, but it is also dangerous if you don't as with all paradigms.
Pure waffle.
>>
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>>145197372
FFS forgot image, not trolling I'm actually that guy.
>>
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>>145195129
Thanks bud.

___
Apparently quads are preferred over tris and n-gons when modelling.
>>
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>>145197161
I'm not familiar with what Either is supposed to be but it looks like a polymorphic thing? But assuming it isn't thanks. I'l read that later.
>>145197304
>but implement the game logic, rules, AI, etc. in Haskell.
Of course if you can compile code and interface with the code you can write it in any language you want. But I think you should probably move AI to outside Haskell. If it's not trivial amounts of computation. People often underestimate AI. Can't speak for your case of course.
>>145197372
I'm not a nodev but I'm making slow progress because I have so much other shit to do right now.
>>
>>145197643
>Apparently quads are preferred over tris and n-gons when modelling.
when modelling for subdiv. if it's for games there's literally no use in forcing yourself to quads
>>
>>145197643

GPUs only talk in tris. If your model has quads, at some point you will have to split it into tris to work with the GPU regardless.
>>
>>145197708
Also moving between engines because of doubts surrounding what to do.

This upcoming collab has distracted me a lot honestly. It really shouldn't have. But I'm awkward as fuck and can't help but overthink it.

Maybe I should just take a legit (100% nodev) break until it starts.
>>
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>>145197505
>>145197708
So far all the nodevs have been anti-oop. Weird huh? Listen to skele-shit-simulator guy and leave.

Thanks spoopy.
>>
>>145197080
>>145197014
>>145196949
>>145196908
>>145196836
>>145196793
>>145196664
>>145196704
>>145196595
>>145196497
>>145196426
>>145196247
>>145196201

Can someone show me an example of functional programming? I have no idea what it is, what it looks like, or how you'd make a game with it.
>>
>>145197776
>if it's for games there's literally no use in forcing yourself to quads
Untrue, quads usually deform cleaner. With that said, a car model is unlikely to have to deform and as such a few tris here and there won't hurt.
>>
>>145197776
Apparently, even for game dev. But it's suggested to convert quads to tris for game dev. Converting quads to tris is easier anyways that the other way around. Plus, if you want to pass on the work to team member they'll have easier time following your quad topology. So basically, before putting into the game use quads and after you can convert is what my understanding is.
>>
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>>145197268
That was meant for
>>145189351

Also I see the autism has gone from GDDs to hearsay knowledge about OOP. Guess I'm gonna do some stuff instead.

These threads used to be good.

I'm joking. They've been terrible since 2011. Only now there is an established body of behaviour rules that must not be broken or people go on hour long rants about it like autists

Here have some concept art.
>>
If you keep talking about programming paradigms and all that shit instead of posting progress you lead me to believe you have no game and come here to shitpost. Please prove me wrong.
>>
>>145197708
I wouldn't call it polymorphism.
>In programming languages and type theory, polymorphism (from Greek πολύς, polys, "many, much" and μορφή, morphē, "form, shape") is the provision of a single interface to entities of different types.
Either<A, B> is a value that can essentially be A or B, and you have to explicitly deal with both cases.

950
Nobody's talking about functional programming.
>>
>>145196930
No problem anon, hope it helps.

Nothing more annoying than wasting time doing something that can be fixed in one line of code you didn't know about.
>>
>>145197950
https://en.wikipedia.org/wiki/Functional_programming

Now stfu and leave this issue.

>>145198041
Nodev, spoopy called you out its time to leave.
>>
>>145198028

I never understand you people. Are you literally only capable of understanding gamedev through a series of screenshots? Why does every single discussion about development that doesn't have attached pixel art get shitposted by you morons?
>>
>>145198143
Nodev, if you aren't making a game and are only shitposting about how one exotic paradigm is better than another then you should leave, its just sad.
>>
>>145197956
>usually deform cleaner
lie. quad will be converted to two triangles. if you convert it yourself you at least know which direction it goes

>>145197973
i explicitly said "force yourself". what i meant by that is you should use quads because it helps with workflow (e.g. quickly adding edge loops) but going out of your way to "fix" every triangle is retarded
>>
>>145198143
t. programmer salty that he has no game
>>
>>145198124
Okay so it's just a meme? Thanks for clearing that up for me.
>>
>>145197353
>I'm not skilled enough to make a real time game so I'm going to use /vg/ as my blog and post about my shitty game
>>
>>145198124
How could you make a game out of just functions? It makes no sense, you have to be able to mutate state to actually do anything
>>
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People talking shit about OOP and preaching FP like it's a silver bullet are scrubs.

>tfw multiparadigm masterrace
>>
>>145198028

>STOP TALKING ABOUT GAME DEV IN A GAME DEV GENERAL
>REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
This is all very interesting, but where is the progress?
>>
>sudden influx of shitposters bringing up FP
Are we being raided?
>>
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Guys I want to know something,so If I'm working in low poly to make a character,what's the best way to go about the eyes.
Should I actually model them, or do I create them on the texture?
I want to know because I'm trying to learn how to make idle animations with blinking

for my over all aesthetic I've been taking a look at late ps1 era games,early ps2 games,ds,psp and 3ds stuff.
but so far I want the concept I have to look similar to pokemon S&M,The ps2 Tales of games or MML3
>>
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>>145197868
Post your game? We've not really had time to record even.
I'm familiarizing myself with this new engine that looks promising.
>>145197950
You shouldn't make a game with it. It's not what OOP is in opposition to. Procedural programming (what you started with) is what OOP is opposed. Procedural programming makes sense.
Functional programming is rather extreme. It's a very perfectionist view of programs that doesn't really work for games because it's too slow.
It's not a meme. It's just not fit.
This is the kind of person that does FP right now:
https://www.youtube.com/watch?v=7Zlp9rKHGD4
(steer clear)
>>
>>145198447
Practicing art stuff, no progress.
>>
>>145198380
>Programming paradigms
>Game dev
This is like those faggots on /v/ creating "What's the __ of videogames" threads
>>
>>145198364
How? Do you pass objects as arguments to functions?
>>
>>145198380
Not really, you're just /dpt/ rejects that come here to feel big.
>>
>>145198356
Dear salty nodev; any progress is better than your shitposting.

>>145198364
Stop talking paradigms

>>145198361
Its possible just a pain in the ass thats why almost all games are OOP.
>>
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rate my protagonist
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>>145198482
Someone discussed this earlier - paint them on, then have a texture swap for the face in order to have different expressions.
>>
>>145198601
that's not where the eyes should be anon
>>
>>145198653
ok thanks a lot,I was having hard time choosing
>>
>>145198361

It's separating data from logic. For a game, data for the game might be some sort of serialized data format like JSON or XML, which is read by the program which cares not about any sort of state, but is just functions which manipulate that data as instructed.

It's another way to tackle the same question - "How do I just like make game?".

>>145198521

How far should we censor discussion? Is talking about UV unwrapping no longer gamedev either? If you're unable to see how the architecture of a game's codebase is relevant to game development you're either being intentionally obtuse or legitimately a moron.
>>
>>145198482
Pretty much what>>145198653 said, make the face a separate mesh with its own textures, then swap them in code. I personally use a coroutine that swaps the "eyes open" face texture with the "eyes closed" one and then back to the first one very quickly. I'll post a webm in a sec.
>>
>>145198891
This is certainly not gamedev. Until you make a game about soda and want to choose who you get sued by first.
>>
>>145198854
>>145198653

Go away nodevs. Stop talking topology. This is a game dev general. Either post progress or go back to /3/.
>>
>>145198891

Pepsi
>>
>>145198838
Please nodev, I can hear you are passionate about shitting about OOP but this isn't the place. Please leave, literally nobody wants you here.
>>
>>145198969
>Either post progress or go back to /3/.
>go to /3/
>revive the board
>finally get our a(true?(u):(r))tists out of /agdg/
Yes. I support this fully.
>>
>>145198838
>If you're unable to see how the architecture of a game's codebase is relevant to game development you're either being intentionally obtuse or legitimately a moron.
It literally doesn't matter because 80% of the people here already started their project and won't change it because of constant shitflinging that should stay in /g/

You're not working on your game, you're arguing for the sake of arguing about something that's not relevant
>>
Reminder that deflecting OOP by bringing up FP is the real shitposting here. Not to mention how all the arguments I'm seeing here about FP are grossly misinformed.
>>
Hey, what IDE should I get for programming in C++ in Windows?
>>145198969
They're talking about something relevant to their development of a game.
>>
>>145199116
Why doesn't aggy daggy just move to /3/? It's the perfect board.
>>
>>145199142
>>145199097

Please refrain from hostile, off topic posts in this general.
>>
>>145199142
>waaah don't tell me that I'm doing it wrong I'm doing it right because I'm a smart baby waaah!
>>
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>>145198854
Here it is.
>>
>>145199208
>dead as fuck
>always on first page
>doesn't even need to search for the thread
Honestly wouldn't mind. We all do some form of 3D art anyway because of how all computers use 3D rendering (even for 2D). 2D games are just a bunch of planes.

So it works technically.
>>
>>145199309
>We're not shitposting, I swear!
Thanks for proving my point. Also thanks for proving you're illiterate
>>
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>The anti OOP guys being so salty for a real dev calling them out on their bullshit purposeless discussions that they try to say that the real progress and actual questions all now are irrelevant.

Spoopy crowned AGDG king when?
>>
How can I know that any of these programmers is actually working on a game and isn't just a programmer that wants to shitpost about programming with no relation to gamedev?
>>
How do you do a character that has equippable armor pieces?

Should I make their head, torso, arms, and legs separate meshes, and just join them link them up with sockets in the game? Then when I equip Torso armor, I simply replace the old torso mesh with the new one?
>>
If programming discussion is so off-topic then why don't you report it instead of shitposting?
>>
>>145199452

except that ECS was specifically created for game programming.

https://en.wikipedia.org/wiki/Entity_component_system
>>
>>145199452
Because you'd go to /dpt/ for that.

How can I know you aren't just artists shitposting about your art?
I mean look at this shit. >>145199506
How would he even manage a system where he has all of that shit be the same mesh? It's unmanageable.
>>145199542
Report people inciting flame-wars with their pointless mockery posts.
>>
>>145199205
sublime text
>>
OFFICIAL ACCEPTABLE AGDG POST CONTENT:

Pixel art
Screenshots
"Which game engine should I use?"

ANY DEVIATION FROM THESE TOPICS WILL BE REPORTED AND THE POLICE WILL BE CALLED
>>
>>145199205
>IDE
Visual studio or Jetbrains.
>code editor
Sublime/atom/visual code/whatever.
>>145199785
Bite me copper.
>>
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>>145199450
I'm anti all you guys though not just the anti OOP guys, who however all seemed to be nodevs.

>>145199785
Stop being so salty man, you can make a game and be a part of the community one day aswell if you work harder!
>>
>>145199785
Holy shit you are mad as fuck.
How about you post your game? You know, that's the main purpose of this general.
>>
>>145199983

The main purpose of this general is discussing game development. If you're only interested in WIP posts might I suggest /r/gamedev's screenshot saturday thread?
>>
>>145199929
Anon what's the point of this space bending?
Are you seriously going to have that be a gameplay thing?
>>145199983
>main purpouse of this thread
I'm pretty sick of newfags corrupting this shit.
In the /v/ days this was a discuss games, getting started with games and getting feedback for games and posting game ideas thread. Was quite a while before we started calling out ideaguys even. Basically Gamedevelopment talk.

Not just post game.
>>
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>somebody actually taking "where's your game" seriously and appending progress posts onto arguments as if that somehow helps make their case
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>>145199983
Posting screenshots is not actually the main purpose of this general.
>>
>>145200064
>>145200112
Uh huh, I see.

But you are making a game right? Can I see it? you have zero reason not to right?
>>
I thought I'd share a useful shortcut I've been making use of a lot recently in Blender for working in non-axis-aligned orientations:
>Select a face or multiple faces.
>alt+ctrl+space
This creates a custom transform orientation based on the normal of the face(s). This allows you to move along or perpendicular to the normals of said face and gives you a lot more precise control of the modeling process.

Stop shitposting and get back to gamedev.
>>
>>145200112
Yes, a big part of the game will be about old gods messing with your head.

>>145200123
You're right man, I should have copied someones ms-paint meme from the internet instead.
>>
>>145200228
Yes and I've posted about it ITT. >>145198514
You're just a shitposter. Go fuck yourself.
Where's your fucking game shitposter? Is it this thread perhaps? You didn't make this.
>>
This just in
The AMATEUR GAME DEVELOPMENT GENERAL, that hosts regular game jams and has helpful links to make games and whose motto is "JUST LIKE MAKE GAME" is not about making games but about discussing how people (not us) make games.
>>
>>145199506
i downloaded a 3d character pack and did the equipment like that. all the different chest, legs and shoulder meshes were rigged and animated with the same base body.
if i changed the helmet slot for example it would set the head mesh to the appropriate mesh according to the ID.
>>
i dont feel like deving today
>>
take it easy
just breathe
>>
Why does OOP criticism literally enrage posters ITT?
>>
>>145200372
Oh so you are at best a whodev but more likely you just stole that from someones blog? At least I'm at worst a nodev.
>>
>>145200567

The only ones raging are the anti-oop morons.

The pro-oop people are generally just explaining that bad usage of oop does mean oop is bad
>>
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>>145200575
No I'm the kind of guy that jumps between many different projects because ADHD (used to just consider myself easily distracted until I got diagnosed).
>you just stole that from someones blog
No.
Seriously I wish we had a more authoritarian rule here at AGDG so we could have people like you shot.
>>
Beginner enginedev here.
Any reason for the Window and Renderer to be separate? I'm using SDL and think I'll just make a wrapper class for the both of them, because I can't see a situation where you'd have one without the other.
Thoughts?
>>
>>145200660
Well, these pro-OOP posters have failed to produce an example of good usage of OOP so I don't rest my case.
>>
>>145200567

It's not OOP criticism itself, it's the fact that it's not a topic that is immediately accessible to beginner devs. As one would expect from the title, the demographic of this general skews heavily towards students and beginners. An amateur is anyone who either doesn't get paid for their work or is inept at it, and most people here are the latter.
>>
Is it possible to capture input simultaneously in two disconnected programs? I was going to play a few dungeon crawlers, use the inputs to map them in a console app. Would a keyboard hook work?
>>
>>145199314
a male over the age of 18 made this
>>
>>145200849

We don't need to. Good OOP has been written about by many geniuses of programming such as stroustrup, fowler, josuttis, booch, Meyer, etc.

if you really wanted to know about it the information is out there
>>
>>145200849
Yet I'm still waiting for a good example of good usage of functional programming. Especially for games.
>>
>>145200826
>I can't see a situation where you'd have one without the other
Then don't bother. The vast majority of games will have one window and one rendering system, and they're typically tightly connected in the APIs you'll be using.

>>145200861
So it hurts people's fee-fees and therefore should be censored?
>>
>>145200826

An immediate thought is what if you had two windows? Or two renderers for one window (Perhaps for an in-engine map editor).
>>
Hi /agdg/!

Newfag question. Within Debian's /opt directory, where can I find the Unity3D editor's executable? I am using i3 as the window manager, and dpkg didn't set a symlink in /bin for some reason. Now I cannot find where to start the bloody editor..

Could anyone help, please?
>>
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>>145200804
>"ADHD" guy admits to make thread after thread shit because he spergs out everytime someone mentions an paradigm that require some forethought.

You can't make this up, i can't even.
>>
>>145200969
If it's easily accessible then why don't you cite some of it?

>>145200975
The argument isn't about FP so it doesn't matter.
>>
>>145200952
Yup, that's mine. I'll be 25 this year.

Pic related is what you made.
>>
>>145200567

it's because OOP is the One True Way taught in most colleges. Deviation from such entrenched thought endangers literal head explosions.
>>
>>145201105
Anti-OOPers are fucking confusing
>>
>>145200660
>The pro-oop people are generally just explaining that bad usage of oop does mean oop is bad
I'm fairly certain you mean that non-oop users who think they're OOP users are saying that having member functions is OK are pretending to follow the discussion when people start talking about the actual paradigms.

For instance. This guy >>145197372
Makes a comment on OOP which he seems to know very little about given how there's no real content in his post other than "what i think OOP is is fine".

The problem is that OOP kids are being lied to about what OOP is becuase very few people know what OOP is. Generally what you find OOP people like is namespaces and (sometimes) member functions. Some like constructors (an actual OOP thing). But that's about it. And aside from the constructors that's not OOP. As clearly stated multiple times now.
>>
>>145201157
How so? You don't have to have an opinion on FP to be anti-OOP.
>>
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>>145198601
looks good, brother
>>
Why do people care about what programming paradigms other people use? It makes no sense to me.
>>
>>145200945
I guess you could look into how keyloggers work
>>
>>145201273
I don't want people to use OOP because I'm looking out for their best interests. Do you want to JLMG? Don't use OOP.
>>
>>145201224
So OOP is shit and there is no good alternative?
>>
>>145201105
>If it's easily accessible then why don't you cite some of it?


Because I'm not walking to my bookshelf to prove something to strangers on the internet when I personally have already seen it to be true.

Go to any amazon book preview and you can read the stuff
>>
>>145200540
Was there one single skeleton for the whole body, or did were the arms/legs, etc all seperate skeletons animated separately?
>>
>>145201169
>>145200804
Capped this for you.

>>145201273
Apperently the "ADHD" (Which isn't even a real thing) guy gets mad when other people uses another paradigm that requires you thinking ahead.
>>
>>145200952
What, males aren't allowed to like cute stuff? That is pretty sexist.
>>
>>145201353
no, OOP is very easy to misuse through deep inheritance
>>
>>145201101
Well. Perhaps I should say ADD. It's just that they've changed the definitions to have classifications within the ADHD category rather than just arbitrarily removing a letter. Not specific enough.
>guy admits to make thread after thread shit
Didn't. I admitted to doing many different projects (and hence not being well recognized).
>someone mentions a(n) paradigm that requires some forethought
Anon OOP requires forethought for unwarranted reasons. And I'm fairly certain nobody here is actually insane enough to do real OOP that requires forethought.

And I'm quite confident that the level of forethought I'm doing despite my issues is pretty big compared to Untiydevs 'oop'.
>>145201397
>Capped this for you.
Thanks?
>>
>>145201273

Discussion is about testing competing ideas until you come to a mutual understanding.

This started last thread with people simply discussing the merits of each paradigm, and was mostly done until a few anons started whining about people talking gamedev in a gamedev general.
>>
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>>145201096
Please Help...
>>
>>145201353
The alternative is procedural programming (pure data + procedures/functions), whether imperative or functional.

>>145201356
Without proof, you're not making an argument.
>>
>>145194745
Can anyone help a beginner out with tile/grid based movement in unity? (C#)
>>
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Spaces or tabs?

... in your game programming projects.
>>
>>145199314
What ever happened to her friend, and those mittens, while adorable, look rather out of place.
>>
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>>145201397
>>145201507

>Anti OOP guy turns out to be guy thinking ADHD is a real thing because he got diagnosed with it when he got mad because he couldn't plan ahead long enough to make OOP work for him instead of against him.
>>
>>145201508
>Discussion is about testing competing ideas
Ok...
>until you come to a mutual understanding.
Never happening so why the fuck would you try?
These discussions keep repeating themselves day after day. What's the point?
>>
>>145201169

Yes, it's clear many people here don't understand OOP very well. Mainly because they learned programming from the internet only in the context of games. Probably using bad tutorial sites.

I actually teach programming at a university, and at least some people here understand OOP I see. It's very easy to misuse it, but that doesn't mean it in itself is bad.

I already answered multiple questions across different threads about OOP but the anti-oop crowd still wont let it go
>>
fuck it, i'm not doing bug hunting before sleeping.
>>
So what's the best alternative to this general? I'm done fellas.
>>
>>145201640
>It's very easy to misuse it, but that doesn't mean it in itself is bad.
That's not an argument for "OOP is good".

>but the anti-oop crowd still wont let it go
Because nobody's ever shown that OOP is good.
>>
I have a challenge

put a spatula in your game

doesn't matter where or why, it just has to be in there somewhere
>>
>>145201670
>best
>>
>>145201573
>>Anti OOP
holy fuck stop with this meme. no one's actually "anti OOP", just retarded understanding and/or use of OOP
>>
>>145201730
How is that a challenge and not a dare?
>>
>>145201730
I have a challenge

put a spatula in your body

doesn't matter where or why, it just has to be in there somewhere
>>
>>145201468
>That is pretty sexist.
No you can only be sexist towards 50% of the sexes anon.
You really need some reeducation. Report to your local social-correctional facility. There should be one in your area. Usually far away from cities. They give you food (sometimes).
>>145201573
Where's your game anon?
Show me some code. How well planned is it?
>ADHD isn't a real thing
It has a definition. So it's obviously a real thing. It's not fictional because it has a definition. You imbecile. Does it exist? Perhaps not. But it describes me well. So it's a personality type 'at worst'.
>>145201640
>Mainly because they learned programming from the internet only in the context of games.
It's my personal opinion the problem lies with OOP rather than how they learned it.
>I actually teach programming at a university
Coolio.
Which ones would you consider knowing OOP?
>>
>>145201756
I'm anti-OOP in the sense that I think it's inappropriate for 99% of problems.
>>
>>145201756
>no one's actually "pro OOP", just retarded understanding and/or use of OOP
fixed that for you
>>
Just learn to appropriate decouple shit.
>>
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>>145201797
http://www.dailymail.co.uk/health/article-2592641/Expert-claims-ADHD-not-real-disease-fits-two-criteria.html

>"ADHD" guy is getting mad
God can this get even better?
>>
>>145201717

And nobody here is going to, because the people who use it already know it's good and it's already been discussed. OOP is best for modelling complex problem domains because it allows you to program similarly to how humans actually think (i.e objects have properties and can perform certain actions).

I already said a few posts ago I'm not going to talk about why OOP is good myself unless people ask specific questions, because it's a topic with much literature on it written by people much better than all of us.

So go be a retard somewhere else
>>
As an artist, I'm glad I don't have to worry about offending someone if I use 'OOP' or 'OOPS' or 'POOP'-oriented languages/coding because that's the programmer's job to worry about those complicated Pythagorean Serum formulas, not mine. I just have to make sure the female protag looks cute and spunky.

Programmgers have it pretty tough tbqh. Lot of respect for you folks.
>>
>>145197292
ask /3/
>>
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>>145201558
Her friends, just like her clothes, are getting redesigned from the ground up in the next few days.
I want to give them a more proper idol look.

pic related is best Im@s btw
>>
>>145201852
'You programming in assembly?
>>
>>145201508
>whining about people talking gamedev in a gamedev general.
We should discuss vector calculus too, I mean you use it on physics so it's totally related right? This isn't "discussion about how OOP applies to game dev", it's just "my paradigm is better than yours".
>>
>>145201797
>It has a definition. So it's obviously a real thing.
a definition doesnt make a concept real otherwise you would have a game already.
>>
>>145201797
>No you can only be sexist towards 50% of the sexes anon.
When you are sexist toward one gender you are inherently also being sexist toward the other, by reinforcing an stereotype
>>
>>145201670
420's gamedev general. It's slower. But it's speeding up. Or 8 chan's gamedev general.
Those are the closest options. More legit (less chatty, no anonymity, some moderation) places exist of course.
>>145201880
>a single person says X about scientific field
Confirmed for halfwit.
>everyone fits into at least two
OK? So that's not enough to qualify the person for ADHD. As is obvious by the article as it says "Some 2 to 5 per cent of children are thought to have ADHD. Symptoms include short attention span, restlessness and fidgeting.". Those numbers would be 100% if 2 criteria would be enough to determine if you have ADHD.

I recommend you seriously reevaluate what you're doing with your time. Low intelligence people really need to work hard. Life won't be pretty for you if you don't. I know we may be harsh here but I am genuinely concerned.
>>
>>145201890
>And nobody here is going to, because the people who use it already know it's good and it's already been discussed.
Wow, great argument. I'm sure that's not just an excuse for your lack of actual reasoning.

>OOP is best for modelling complex problem domains because it allows you to program similarly to how humans actually think
I laughed.

>because it's a topic with much literature on it written by people much better than all of us.
tl;dr
>I use OOP because people say so and I'm too insecure to make my own decisions

>>145202049
>This isn't "discussion about how OOP applies to game dev"
Actually, it usually is. It's mostly talked about in terms of implementing game objects and sometimes engine systems.
>>
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Oh dang. I just realized that that's an n-gon in my model, not a quad...
>>
WHERE'S THE PROGRESS

POST PROGRESS OR I'LL GIVE YOU ANOTHER ORIFICE
>>
>>145202186
and that's completely fine
>>
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>>145202185
Where? All paradigm discussion for the last few threads has been
>I'm not anti OOP
>Yeah you are
>OOP doesn't suck
>It does
>>
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>tfw that bug that only manifests randomly and is impossible to reproduce
>>
>>145202185

>I laughed

And I don't care, I already know I'm right and I have nothing to gain by explaining it to idiots
>>
>>145202097
>a definition doesnt make a concept real
A unicorn is a concept. A definition of a unicorn would be 'a horse with a horn'.
The definition can exist. The concept can exist. But it doesn't mean there exists an example in our universe.

I consider myself an appropriate example befitting the diagnosis of ADHD given the criteria they have.

Can you just think about this for a few seconds? I constantly feel like I'm driving discussions.
>>
>>145202343
no such thing exists
>>
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>>145202336

me on the left
>>
>>145202343
That kind of bug has a funny name
>>
>>145202315
>young enough of female enough to sound like female
Good enough for me.
Tits, feet or GTFO!
>>
>>145202265
>>145202265
But, but quads are recommended. n-gons should be avoided!
>>
>>145202342
Who are you quoting?
>>
>>145202343
What language?
>>145202336
S-source?
>>
>>145202512
do you have a single fact to back that up?
>>
>>145202556
Read the thread
>>
>>145202119
http://themindunleashed.org/2014/10/adhd-real-disease-says-leading-neuroscientist.html
http://www.theguardian.com/society/2014/mar/30/children-hyperactivity-not-real-disease-neuroscientist-adhd
http://www.webmd.com/add-adhd/childhood-adhd/features/adhd-critics
http://nypost.com/2014/01/04/adhd-does-not-exist/
http://www.pbs.org/wgbh/pages/frontline/shows/medicating/experts/exist.html

>ADHD guy has anger issues because he has because of small penis, no actual game, really shitty parenting when he was young, or whatever it is, and blames it on a fake diagnosis
>>
>>145202348
>please stop criticizing OOP
>it doesn't validate my uninformed programming choices
>>
>>145202363
ADHD is an invention to sell drugs.
you can have all the symptoms of ADHD but like a horse with a horn strapped to it's head you're not really a unicorn since it doesn't exist in the first place.
>>
>>145201394
I think it was one single skeleton.

Here it is:
https://www.youtube.com/watch?v=Uu9N4U1c2_8
You can pirate it from cgpeers

In the video he has all the armor meshes inside a single character but deactivated (Unity), which is not how i did it. I had about 5 gameobjects for every slot (head, chest, legs, etc.), and i would just swap the meshes in them.
>>
>>145202627
>>145202627
>"A n-gon should always be avoided, they often pose problems at render time, when texturing and especially when deforming for animation."

>"Quads are the polygon type that you’ll want to strive for when creating 3D models.
>Quads will ensure your mesh has clean topology and that your model will deform properly when animated."
>>
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>>145194926
I know that feel. I can model and rig okay enough, but UV unwrapping makes a part of me die inside.
>>
>>145202836
those are claims, not facts. care to try again?
>>
>>145201551
Both.
Tabs for indentation.
Spaces for alignment.
>>
>>145201797
Cute culture > sexy/mature culture. Best culture shouldn't be limited to only young girls.
>>
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>>145202696
>can't even attempt argue
>posts blogposts and news articles as his sources rather than a definition that would allow him to determine if it exists or not based on if I fit that description or not.
I dunno anon. Maybe you're just very young?

Maybe you don't know what neurological conditions are? Obviously any set of quantum states used to define a human is 'valid'. So you have to define what makes a state problematic. And that can be anything.
>because of small penis
How did you know I'm just 17cm?
>>
>Come to /agdg/ to see other nodevs posting progress
>Everyone is just shitposting about why their programming paradigm is better than others

Never change /agdg/
>>
What's wrong with global variables, if they get the job done?
>>
segfaults desu lads
>>
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Space Jam related OP pic, incoming.
>>
>>145202916

Not him, but yes they are facts you retard. You've never made an actual game. Try it and you'll see
>>
>>145202928
No. You're right. Those are not facts.
But they are guidelines proposed by highly experienced 3d modellers.

How about you provide some facts?
>>
>>145202717
>ADHD is an invention to sell drugs.
Ok. I haven't even been offered drugs. So that's that.
>>145202989
Obviously just making a joke anon. I don't think it's wrong to like cute things as a grown man. Especially cute girls (I'm 'guilty' of this myself).
>>145203050
Nice work anon. Properly half-assed as it should be.
>>
>>145203030

what's wrong with goto statements?
>>
>>145203058
quads don't ensure proper deformation, triangles do. same with texturing
>>
>>145203058
>>145202836
You're literally so fucking stupid. Quads are not the polygon type you'll want to strive for, because they can still be subdivided into triangles.
>>
>>145203142
Absolutely nothing actually
>>
Since I posted kinda late in the other thread:
What sounds more fun; a stealth game where you collect evidence to unravel a conspiracy or a first person game similar to dark messiah where you explore a land full of creatures from Greek mythology?
>>
>>145195038
>What? It's the most fun part of modeling.
:^)
>>
>>145203142
what's wrong with garbage collectors?
>>
>>145203165

You don't use triangles when modelling in blender/3ds max though.

>>145203180
Yes they are. You don't model in triangles.
>>
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>>145203005
>Almost all neurological conditions can be viewed on an MRI, many with smaller effects than adhd, but adhd can't be for some magical reason
>quantum states is a buzzword I head, what I meant to say is "n-dimensional" but as you can see in my image I'm in the 20 or below IQ range
>falling for the penis bait because of feelings of inadequacy

Shit man.
>>
>>145203126
Wow fuck you, I've worked on that for two weeks!
>>
>>145203215
Always Dark Messiah
>>
>>145203259
>You don't use triangles
oh but i do. why don't you do too?
>>
>>145201468
well you can be a men but sometimes you get a little bit more estrogen than you should
>>
>>145203253
They don't get paid enough.
>>
>>145203259
Are you fucking stupid? You're always modeling with triangles, how else can vertices of a quad be non-coplanar?
>>
>>145203030
Nothing. If they get the job done it literally doesn't matter.
>>
>>145201115
Underrated post
>>
>>145203165
>>145203165

>"When modeling, triangles are typically a polygon type often avoided.
>Triangles tend to pose a problem when subdividing geometry to increase resolution and when a mesh will be deformed or animated."
>>
>>145203465

No, you aren't always modelling with triangles.

Open up 3DS Max and draw out a quad.

Or choose the utah teapot shape and just draw one out. Look at it. The polygons are planar and have 4 vertices each. They are quads.

Select polygon mode and just click on one. This isn't rocket science.
>>
>>145203515
>often avoided
why though?
>subdividing
why would you subdiv a game model?
>>
>>145203328
That's pretty much what I was leaning towards.

Plus I can cash in on those VR sheckles eventually.
>>
>>145203165
quads subdivide nicely
triangels have better form when you deciamate your models

if your final models have triangles in it, its not a bad thing but if you want to keep an edge flow when subdividing you gotta have quads
>>
>>145203030
Nothing really. The problem with them is that they're state you can't know when you're altering. It could happen anywhere and you're imperfect so you may rely on it not changing and then it changes unexpectedly. But there's no problem outside of that. Off the top of my head. There's some difficulties with code reloading but since you're asking you're not gonna do that yet..
>>145203142
They're perfectly valid to use and people misinterpret dijkstra because the argument goes above year 1 CS students heads and that's when they hear about goto.
>>145203325
Sorry mate.
>>145203275
>Quantum states
It's a very simple concept. It's a representation of the state of space. It's true I'm not too familiar with it but I heard about it when looking at Grahams number which has some very interesting explanations to try and comprehend just how huge it is.
https://www.youtube.com/watch?v=XTeJ64KD5cg
It's really fun stuff.
>falling for penis bait
I dunno anon. People here are huge (Sweden, no meme, young Caucasian guys here are huge). I do feel inadequate. Particularly because I'm a grower.
>>
I hear too much advice here on what NOT to do. How about something we should do?

So if OOP is the devil, what's the angel-equivalent?

If global.variables are to be avoided, what should you use instead in its place?

If pixel art is the worst art style, what is the best art style to use as an Indie?
>>
>>145203708

>why would you subdiv a game model?

To use Zbrush to sculpt it? To animate it? I'm a programmer and I know this shit
>>
whats wrong with blueprints
>>
>>145195303
make it so the player can't move for about 5 seconds, it'd be hilarious
Thread replies: 255
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