[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
/agdg/ - amateur game dev general
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 146
File: 1466972481971.png (194 KB, 960x643) Image search: [Google]
1466972481971.png
194 KB, 960x643
1MA Edition.

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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/
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/hVhvNWLw

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
Xenko: https://xenko.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/
>>
File: animated.gif (329 KB, 244x280) Image search: [Google]
animated.gif
329 KB, 244x280
>>146701850
First for java 3D game dev
>>
>>146701804
This is my target audience.
How do I get their attention?
>>
>>146702003
there's nothing wrong with that.
>>
>>146701871
>steal your ideas from non-game sources that's what i do
This from the man who literally made a Rock Paper Scissors game
>>
>>146702003
Notch made over 2 billion dollars by making a 3D java game.
>>
>>146701262
Maybe listen to someone else... I realize just how little this gives someone probably. Those videos were way better probably.

Feel free to play around with that code obviously.
>>
>>146702013
Get your cock out
>>
>>146702013
create a social media app that revolves around taking pictures
>>
>>146702013
roasties :)
>>
>>146702459
It's supposed to be a GAME.
>>146702371
Are you saying that phallic objects would be a good idea for the game?
>>146702537
Do you really think they're interested in that?
>>
>>146701871
Because that worked really well for you?
>>
>>146702591
>Are you saying that phallic objects would be a good idea for the game?
Eggplant Saga
>>
>>146702013

a five nights at freddies clone
>>
>>146702126
>>146702647
rekt
>>
I'm using Unity3d, and I'd like to know what's a good way to get very primitive and cheap (performance wise) points of light. The lights that come with Unity seem to be rather high end, taxing, of course they also let you do shadows and stuff, but I'm not interested in that, but rather the extremely simple stuff that you would find in games like Quake 1. I mean the radiating light that happened when you shot a gun, a rocket or grenade exploded, when you picked quad damage, etc.
>>
>>146702187
Which can't even get 60fps on most machines.
>>
File: cinematic.webm (3 MB, 1280x720) Image search: [Google]
cinematic.webm
3 MB, 1280x720
>>
>>146702936
Do what Runescape and Doom did and directly draw them on.
>>
>>146702936
mark them "not important" for forward, or use deferred which was invented for this exact purpose
>>
>>146702936
http://docs.unity3d.com/410/Documentation/Manual/Lightmapping.html
There.
Bake your lighting.
>I mean the radiating light that happened when you shot a gun
You want cheaper dynamic lighting.
Have your materials do cheaper lighting computations.
>>
File: 1466545040035.png (100 KB, 512x512) Image search: [Google]
1466545040035.png
100 KB, 512x512
Need a writer to come up with a short story for demoday

pic unrelated
>>
>>146703191
for what game brother
>>
>>146703014
It gets 60 FPS on the machines of people that care about FPS. If FPS actually mattered do you think the game would have become the best selling indie game of all time?
>>
>>146703191
Any guidelines?
>>
>>146702936
make sure your material use legacy type and mess around with the baking settings
>>
>>146703014
Haha take that Notch!
>>
File: please_help_me.webm (3 MB, 382x306) Image search: [Google]
please_help_me.webm
3 MB, 382x306
Hey guys, this is probably a very common and echoed question here but does anyone know of any good books about common game dev data structures or design patterns?

(I posted this in the last thread to)
>>
>>146703257
>>146703392
It barely runs on the computers of some of my friends.

My point isn't that the game was bad, but that the code (written in java) is poor. I think minecraft is a good game.
>>
>>146703245
>>146703293
Its a hacking game, so all the exposition would have to come through things like emails, instant messages, finding text files on peoples computers, and news headlines/articles.

Im looking for like a main opponent/badguy, and an excuse you want to hack his series of computers.
>>
>>146703463
Croteam's rec'd reading for applicants

Recommended literature:
– Bjarne Stroustrup: “The C++ Programming Language”
– The C++ FAQ: https://isocpp.org/wiki/faq
– Steve McConnell: “Code Complete: A Practical Handbook of Software Construction”
– Steve Maguire: “Writing Solid Code”
>>
File: 1466074193461.jpg (15 KB, 540x332) Image search: [Google]
1466074193461.jpg
15 KB, 540x332
>premade engine
>>
>>146703573
Sounds like fun. Do you have any contact info?
>>
>>146703257
fun = 0.012 * fps / gameplay

>>146703464
>minecraft is a good game
minecraft is a good idea with zero competition and a billion dollar marketing campaign

but it is not a good game
>>
>>146703573
Fun, how soon do you need it?
>>
File: giphy[3].gif (432 KB, 500x280) Image search: [Google]
giphy[3].gif
432 KB, 500x280
When the fuck is spoopy coming home from his vacation? I just got a vive and want to playtest for him.
>>
File: first.png (31 KB, 1021x613) Image search: [Google]
first.png
31 KB, 1021x613
I have a couple of questions

I basically made 'chunks' of the body and haven't subdivided or smoothed anything out yet

- Do you check the rigging of the model before you subdivide?

- Do you put in texture before or after subdividing
>>
>>146703657
All bad.

There are no good books.
>>146703463
Watch all of handmadehero.org
Or start where you need help.
>>
>>146703798
>>146703693
I'm vestigialdev on Steam, or [email protected]
>>
>>146703803
kerberos a cute
>>
It's been proven that a game's fun is directly linked to the amount of frames it can generate
>>
>>146703735
I think the gameplay of minecraft is fun. It really used to be so entertaining, and to a new player, the possibilities are so numerous.

I say used to be because, just like it happens in most games, I've run out of things to do. But I genuinely enjoyed it while it still had that novelty charm.
>>
>>146703827
HOLD UP ANON

DID YOU MAKE SEPERATE MODELS FOR THOSE NIPPLES AND JUST ATTACH THEM TO THE BODY MESH?
>>
>>146703464
.My point isn't that the game was bad, but that the code (written in java) is poor.
Yeah and his point was that even games written with poor code can be great games and be hugely successful.

>>146703659
>no game

>>146703735
Minecraft was a fucking great game. Still is. Careful with that fedora.
>>
>>146703958
there wasn't anything to do to begin with, it's an empty shell with no direction or purpose

alpha smp was actually closer to being a finished game than the it is now
>>
>>146703928
>>
>>146704026
it's separate and I haven't really joined in the body mesh/object.
I figured it'll be easier for animation and just parent it to the body
>>
File: 1410878286781.gif (1 MB, 480x270) Image search: [Google]
1410878286781.gif
1 MB, 480x270
>>146701262
Thanks anon, been playing with that shadertoy demo the past half hour. You just singlehandedly made shaders approachable to me after the tutorials failed to. I'll go implement some selection circles now..
>>
heh, nothing personnel ....... kid
>>
>>146703928
>1.6 very large GabensFunConstant*FPS/CPUCycle
>CS:S lower
>CS:GO hardly any fun
>Warcraft 3 very high
>Starcraft 2 very low
Confirmed.
>>
>>146703914
I emailed you
>>
sent ;)
>>
>>146704227
Good to hear. I'l save that explanation since it was pretty successful I suppose.
thanks for that gif
>>
>>146704234
I.. understand, but why...?
>>
>>146704062
Your opinion is shit.
>>
>game isnt real time raytraced
>>
>>146704514
>wasting performance on the least efficient form of rendering known to man
>>
>>146703657
I'm gonna keep this in mind dude, thank you! (I already know java and c# pretty well and don't really feel like teaching myself c++ right now, but I will definitely look up the two other books!)

>>146703895
Thank you man! This seems awesome, will delve into asap!
>>
>>146704159
It's also easier to just make new divisions in the main mesh for where you want your nipples and how big, and then properly weighting your shit so that way animating won't fuck those specific parts up.

I don't necessarily remember the exact details about why, but I do know it's mostly a memory thing. It's less stress on the system to render one mesh than to render multiples in real time.
>>
2d game engine for releasing games on steam?
>>
Is steam a good engine for 3d games?
>>
>>146704438
Now, don't be rude

>>146704028
Alright, I guess I started the argument over nothing. You can have a good 3d Java game.

>>146704062
>alpha smp was actually closer to being a finished game than the it is now
How come?
>>
File: foreva.gif (145 KB, 540x304) Image search: [Google]
foreva.gif
145 KB, 540x304
>>146704106
>>146703928
i guess it's true
>>
>>146704601
It has major advantages when you start approaching realistic rendering. So if your goals are high
>>146704662
Any work fine as long as you get to publish. It's more about what kind of game you're aiming to do. (my personal preference is angel2d or Urho3D, which has a 2D thing)
>>146704685
Steam can be used to run computations but asset loads are to high to handle the vertex count. You struggle to run at 1/60th fps. And that's below what most gamers will put up with.
>>
>>146704026
>>146704647
Are you taking 3D modeling in high school or something? There's nothing wrong with making a separate models for the nipples. He just needs to put them over a vertex, and everything is good. There are multiple ways to go about constructing the end product. It's the end product that matters, and not whatever shart you learn from intro courses.


>>146704159
Make sure the nipple origin is connected to a vertex, which it currently isn't. This is a cheap and dirty way to fix any future problems you may have and works with what you're thinking of.
>>
File: smack the enemy.png (13 KB, 1024x720) Image search: [Google]
smack the enemy.png
13 KB, 1024x720
Released the dungeon game. Didn't get to complete everything before the jam finishing, but I'm happy with it.
https://cowthing.itch.io/dungeon-of-cor
>>
>>146703827
subdivision is mostly for movies or sculpting, you want a just a good low poly mesh in a game (also quads aren't necessary for the lowpoly mesh, but keeping it mostly quads is easier to work with)
>>
>>146704847
damn,,,
>>
File: TooBUSYDESU.jpg (645 KB, 1643x883) Image search: [Google]
TooBUSYDESU.jpg
645 KB, 1643x883
TOO Busy edition.

I'm hoping making the grid floors darker from now on with boku being white will help.


Here is an Mp4 to see it in motion;
https://i.gyazo.com/b2b88a983982c2f967ccc2814340e9a2.mp4
>>
>>146704949
Any chance for a Linux / OS X / Web version?
>>
>>146703827
looks like a harlequin teenager
>>
Why do you even have FPS anymore?

You should be using delta time.
>>
How about this:
Do games need endings? What if it's just a place to enjoy until you run out of stuff that you want to do. How would a game like fallout/oblivion do without a main story and just side quests?
>>
>>146705286
What
>>
>>146705286
>print deltatime for users
>"WHAT 0.1FPS?!"
>1 star reviews
But yeah we should do deltatime.
>>
Remember, good programmers write proper code that doesn't need to check for null
If you have a line of "if(something == null)" then your code is inherently flawed
>>
>>146705086
is it intentional that the side platforms are exactly the same shade as the walls?

and have you tried dark green and light green for the checkerboard?
>>
File: 1463981886150.jpg (12 KB, 236x236) Image search: [Google]
1463981886150.jpg
12 KB, 236x236
https://www.youtube.com/watch?v=sqct087xM9E
>real CS research is making now darwing portraits in rembrand style that looks authentic
>meanwhile agdg coders complain they're too shitty for art or can't into art
>they're too retarded to make the computer make the art for them
where is god now, artfags?
>>
>>146703914
When do you need it?
>>
>>146705317
I find that leaves me dissatisfied. I keep playing beyond the period I should. It doesn't reflect bad on the game (for me) but it doesn't leave me as happy as something nice that ends at the right time (see Portal1).
>>146705504
>raii bs
Fuck you. It's just dumb.
>>
cut my game into pieces
>>
File: Idea Man.jpg (420 KB, 1772x1772) Image search: [Google]
Idea Man.jpg
420 KB, 1772x1772
Idea guys unite! Together we will idea the greatest of all the game designs!
>>
>>146705562
truly we will soon be the only ones with jobs
>>
>>146705286
because big numbers are good and small numbers are bad, and we have good intuition for numbers between 1 and 100, but not for decimals
>>
>>146705113
Alright I uploaded a Linux export. Let me know if it works.
>>
>>146705086
The contrast is much better than before. I legit couldn't tell where the player was in the last image

>>146705317
It would be shit, because you'd have to rely on radiant quests which are always garbage. Just play fallout 4 and ignore the main quest to see what I mean.
Or just play WoW which is pretty much that since there's never a real "main quest"
>>
>>146704847
Why does that TV have buttons on the front besides the screen? Kind of a shit design, but maybe I'm expecting too much from the art of a meme .gif.
>>
>>146702969
You don't need one.

You don't write patterns intentionally, you find them in written code that you want to describe to someone else.
>>
>>146705562
>ah yes, let's spend a month recreating one picture
>>
>>146705852
>you can't change the code to produce diferent shit based on a scripting language or video footage
>not having a cheap beowulf cluster
>being poor
>being shit at programming
>>
>>146705832
>Why does that TV have buttons on the front besides the screen?

where you born in the 2000's by any chance?
>>
>>146706006
m8 we've had this shit for ages, I'm just funposting.
We've even learned to combine two separate objects into new pictures.
>>
>>146705758
low energy post here
>>
>>146703735
>and a billion dollar marketing campaign
lolwut
Notch literally just made the thing for fun and people were clawing down his door to get their hands on it. There was never any need to market it because the internet became quickly saturated with youtube videos and news articles and everything else.
>>
Quick Question:

Lets say I have two unit types A and B. A can attack and move, while B can heal and move.
How do I program it so that when a user selects A, they are only given the choices to attack or move. And if they select B, they are only given the choices to heal or move?
>>
>>146706065
97, but kinda close I guess.
>>
>>146705286
Not sure if retarded or failed to bring point across.

Even when a game is developed properly and runs mechanically the same no matter the FPS the user is getting it is still a very good meter on how well the game runs.

Actually displaying delta time to users wouldn't really tell them much because they're mostly too stupid and FPS is already an established metric to show how well a game is running.
>>
>>146706260
C L A S S E S
>>
>>146706260
depends on the game
elaborate
>>
>>146706260
If you're using C#, use delegates
>>
File: reminder.gif (318 KB, 450x650) Image search: [Google]
reminder.gif
318 KB, 450x650
HARD WORK AND DICKS
>>
>>146706260
Use OOP
>>
>>146705562
>thinks he's killed artists
>really just made another tool for artists to use
thanks!
>>
File: 1466740213763.webm (654 KB, 640x640) Image search: [Google]
1466740213763.webm
654 KB, 640x640
What should I make for Space Jam?
>>
>>146706421
I can only bring one, sorry.
>>
>>146704856
modern AAA's already use raytracing where appropriate, not as a complete replacement, which it will never and should never be

mark my words, in 5-10 years hollywood will switch back to rasterizers as game engines approach photorealism, not the other way around

and then they will feel stupid for having taken months per frame on muh unbiased brute force bullshit all this time
>>
>>146705086
Anon, use lower contrast colors for the "tiles."
>>
>>146706421
Hardworking dicks
>>
File: robotsusing.webm (689 KB, 528x405) Image search: [Google]
robotsusing.webm
689 KB, 528x405
we have robots using the machines to show you today

we're bringing settlers type builder games back
>>
>>146706421
shitty anime
>>
>>146706536
>not the other way around
The only limitation to ray-tracing is the power we have.
We aren't going back to rasterizing m8.
>>
File: space suit.jpg (504 KB, 1920x1080) Image search: [Google]
space suit.jpg
504 KB, 1920x1080
>>146706520
kawaii space asian girls.
>>
>>146706520
make a flappy bird game... in space, and call it flappy ship cus you are going to be using a space ship as an MC
>>
>>146705317
While there are a lot of players who don't really touch the main stories in games like Fallout/TES I think it would be weird if there suddenly were no main story. Part of that might be that we're used to them having it so I'm not sure how it would work without. Surely it would deter that part of the playerbase who play them for the main story and not much beyond that.

Looking from an AAA perspective it might make the sandbox part of the games better if they didn't have to focus so much development time and funds to the main story.

Biggest problems with Fallout 4 and Skyrim were the procedural quests. They sucked ass and I think no dev has yet done satisfying procedural quests.

It would also be good to remember that there are a lot of genres that simply don't need a story and with that probably don't need any endings though even those games often run out of content at some point which sort of become their ending point.
>>
>>146706394
I have a master class : Unit
A and B both inherit from Unit.

When the player clicks on a unit they are given a list of options to perform.
Should I make an Action class, then create subclasses Attack, Heal and Move that all inherit from that class?
>>
>>146706359
Have you really never seen an old TV? Have you never talked with your parents about them? Never seen an old movie or cartoon?
>>
We're not just making games. We're exploring a computational universe!
>>
>>146705739
Is this like Schrödinger's Game Idea? As long as nobody actually makes the game it is at the same time the best game and the worst game.
>>
>tfw not a single good 2D engine
>>
>>146706635
is the video file working for you guys?

what should i be using to make webms?
>>
>>146705346
>>146705503
>>146705760
>>146706382
im saying you shouldn't have FPS at all

aiming for 30 FPS or 60 FPS or 120 FPS all have the same problem: when your game lags your logic will mess up

using delta time you can avoid having an FPS at all and your game will always be smooth
>>
>>146707084
So you're just pretending like Godot doesn't exist?
>>
>>146707084
>2d

It's 2016.
>>
Does UE4 have isometric 3D mode?
>>
>>146707218
Yeah
>>
>>146706520

make moar webms of this
>>
>>146707146
goodluck on getting the industry to switch to delta m8
>>
>>146706536
Is that literally Sarif Industries Headquarters?
>>
>>146706697
rasterizing is proportionally faster than raytracing, if you have enough power to make a good looking game with raytracing then you have enough power to make a game that is twice as good looking with raster
>>
File: leavesandCrate.jpg (570 KB, 1655x887) Image search: [Google]
leavesandCrate.jpg
570 KB, 1655x887
>>146705547
no it is not. Those are suppose to be little wood bridges, you're right though I will edit that rock wall texture. Dark green and light green tile floors are used for a different level as I wanted each level in the first world (Easter world) to be a different shade of colored floor since the Easter world has the least art assets going for it believe it or not.

>>146705785
Glad to hear.

>>146706558
Will do.


My next steps is to make it so the fucking color cube leaves particle effect and boxes/crate art can survive your tastes.
>>
>>146707146
You mean an FPS target/limit, you don't 'not have an fps'
>>
File: out3.webm (3 MB, 788x440) Image search: [Google]
out3.webm
3 MB, 788x440
>>146705562
>implying i haven't written procedural graphics
It looks like shit. But it's infinitely huge.
>>146706536
Are you saying they raytraced those reflections against area lights?
Cool shit.
>>
>>146707350
The "super clean and minimal big corp logo and entry-way" predates dude sex m8
>>
I am the next Notch:

Fat
Autistic
Antisocial
Bad at programming
Fedora

Now I just need to make a bad game in a niche no one cared to do yet.
>>
>>146707146
Oh okay so you are retarded.

You will always have FPS but a good developer separates the game logic from the rendering. There's a couple ways to do this. One is to include delta time in all calculations that need to be synchronized over the course of the game. Another is to separate that logic entirely to a different part of the engine that is made run a set amount of times per second.

If done properly it doesn't matter what FPS the game is rendering at, the logic will still stay in check.
>>
>>146707432
>that is twice as good looking with raster
then why is it all but abandoned?
>>
File: orbital4.webm (243 KB, 745x593) Image search: [Google]
orbital4.webm
243 KB, 745x593
eye am a genius
>>
>>146707438
Already better. I can finally see those little spikey dicks properly.
>>
File: meter.png (288 KB, 461x372) Image search: [Google]
meter.png
288 KB, 461x372
a game where you go through the experiences of a holocaust survivor
>>
>>146707613
because you can't sell 5 months of renderfarm time if you render your movie in 2 days on a commodity pc
>>
>>146707634
So a game about experiencing nothing?
that's pretty deep molly
>>
a game where you recursively a game
>>
>>146707432
No it doesn't work like that anon. Raytracing allows for mathematically correct versions of an image. Rasterizing is limited in that aspect.

And when so much of our attention is on lighting and shadows ray tracing wins out big.
>>146707634
How about someone that didn't survive IDF?
>>
>>146706846
public interface ControllableUnit
/public String[] ListSelectableActions(){}
public class Healer implements Unit
/public String[] ListSelectableActions(){return new String[]{"heal","move"};}
public class Warrior implements Unit
/public String[] ListSelectableActions(){return new String[]{"attack","move"};}


Exactly how detailed you do the OO stuff, like having whole classes for each action, depends on how many different healer units you want. It makes sense to model it in more detail if you have ten different healer type units that share lots of behavior, if you just have one healer type unit then don't bother with too much modelling and just get it to work with the least amount of code.

Unit should be an interface because it's never instantiated and just specifies how inheriting types are used.
>>
>>146707614
Is this supposed to be something like the ships using the gravitational fields of the planes to slingshot from one to another?

Pretty cool anyway.
>>
>>146707754
And that's why ray-tracing is the future.
>>
>>146707786
how is raster not "mathemathically correct"? whatever you think that means
>>
>>146706536
>>146707478
There's no way that's raytraced. Real-time raytracing is like FTL travel. They can just render Z-flipped copies of the assets as "reflections" for cheaper.
>>
>>146706846
i do that for my game.
that said, I've heard delegates are good but I don't want to invest time in changing it yet

think about what actions (highlighting a map, doing damage to enemies, changing internal state for a unit, etc) need to be done for an action. The action class (at the root of the hierarchy) needs to have functions for all that.

If an action is just a single function call, always, then delegates seem fine. But you might need several functions in one action, and maybe some state too
>>
>>146707146
I'm assuming you mean something like this:
http://gafferongames.com/game-physics/fix-your-timestep/
basically rendering and logic/physic updates can happen at a different rate, having a fixed update rate especially for physics is a good thing. Rendering really should be only limited by the users PC.
>>
>>146707974
SSR is raytracing through the g-buffer basically

it has some issues when things are offscreen or hidden but those can be overcome by rendering "deep" buffers with offscreen data
>>
>>146707146
>But there is a huge problem with this approach which I will now explain. The problem is that the behavior of your physics simulation depends on the delta time you pass in. The effect could be subtle as your game having a slightly different “feel” depending on framerate or it could be as extreme as your spring simulation exploding to infinity, fast moving objects tunneling through walls and the player falling through the floor!

deltatime is pretty shit and should be clamped to sane values at the very least
>>
I'm sure nobody here has frame rate dependent physics.
>>
>>146707171
And you're pretending it's good?
>>
>>146708390
I wouldn't be so sure. It's a very easy rookie mistake to make on Unity unless you happen upon a tutorial or something that explains what you should do instead.
>>
>>146707930
The world isn't made of polygons. You can't raster objects that aren't using vertexes. You can raytrace against perfect mathematical shapes (see raymarching). So you'd ideally describe a surface in some complex mathematical way which generates a human being and it's surface properties. You then raytrace from camera and determine the colors without any ray-exclusion algorithms and thus you can by many samples achieve better than available floating point precision surface definition and a much better calculation than what's available using triangles (which are planes remember) and some kind of fuzzy bouncing of rays.

And really doing lighting without raytracing in some form simply won't get close, ever. A combination of raytracing your light against vertex objects may be passable even if your goals are high but it's never the best option.

And obviously it's all approximations, so its mathematically correct in the sense that we pick an arbitrary limit for how much we care.

We're talking about rather extreme situations though. I don't even know what kind of resolutions and short view-distance you'd have to have to see the difference. Even with todays offline rendering.
>>146707974
Anon real-time ray-tracing is a per pixel operation. It's feasible. Especially in that context where there's a single primary light that light those sources
>>
File: .png (2 MB, 1575x1302) Image search: [Google]
.png
2 MB, 1575x1302
>>146707634
you can't model all this fake shit by yourself
>>
File: 3d_2.png (21 KB, 654x525) Image search: [Google]
3d_2.png
21 KB, 654x525
>>
>>146708591
literally nobody is using implicit surfaces for anything, even the most expensive hollywood movie is in polygons you doofus
>>
File: 1465839033979.jpg (50 KB, 396x268) Image search: [Google]
1465839033979.jpg
50 KB, 396x268
>>146708390
I have framerate dependent progress and I'm running at 0fps
>>
How do I avoid frame-dependant physics in GM, and why should I care if my game runs at a steady 60 FPS on toasters?
>>
A game where the player programs the code, draws the art and makes the audio.
>>
delta time poster here

give me more (You)s
>>
>>146708673
>N-nobody is using implicit surfaces now
>W-why would they ever do that in the future?
Did you not hear my argument?

If we care about correctness we will.
>>
>>>/v/342892002
>>>/v/342892002
>>>/v/342892002
>>
>>146708795
Stop making dumb threads cristian
>>
>146708707
(You)
>>
>>146707634
Sorry to inform you that the holocaust never occurred.
>>
File: 1466986074070.png (21 KB, 654x525) Image search: [Google]
1466986074070.png
21 KB, 654x525
>>146708670
>>
A program should have no concept of time or state.
>>
File: realtime.jpg (23 KB, 490x367) Image search: [Google]
realtime.jpg
23 KB, 490x367
>>146708789
if there is a future in anything it's point clouds not your gay math shit
>>
>>146708670
im trying! just confused how grass terrain works in unity 5. i made some shitty grass model which doesnt want to work
>>
>146708670
>someone is still posting this shit (You) bait in agdg
Sad life.
>>
>>146708985
>time or state.
then it doesn't exist molly.
>>
>>146708630
Makes you wonder how everyone ate that up
>>
File: freefoliage5.jpg (3 MB, 6672x3360) Image search: [Google]
freefoliage5.jpg
3 MB, 6672x3360
>>146708953
>>146708670
I'm busy making grass and rocks and dirt.
>>
>>146708694
>frame-dependant physics in GM
Multiply by delta time in the right places.

I think GM's default physics engine does DT fine.
>why should I care if my games runs well on toasters
Because GM couldn't handle more than >>146696268
>400 sprites with basic ai that just turns around behind them.

So you're limiting yourself if you 'ignore' performance.

Not that you're gonna do well in GM anyhow. I don't remember the stats but someone here on agdg did a GML vs Godot VS c++ comparison.

Stats were shocking but it's fully within reason.
>>146708985
>functional fags
It's a videogame. It has to be
>>146709006
>point clouds
They're just as infallible. Hope infinite detail didn't get you. That was the most bs shit to hit /v/ in a long time. And they didn't even get how shit it was.

Really vertexes and point clouds aren't all that different. And frankly if you're doing point cloud rendering why not just raytrace implicit surfaces?
>>
>>146704972
it's not really a game exactly, it's mainly for animations/prerendered scenes
something like a VN

should I keep it as is and fix smooth out somethings or subdivide
>>
File: 4.gif (3 MB, 300x212) Image search: [Google]
4.gif
3 MB, 300x212
>>146708670
>>146708953
if it's 2D gameplay with a 3D engine what does it count as
>>
>>146709194
Those infinite detail guys were given millions of dollars by the australian government and they've started a company.
>>
>>146707879
>>146708024

thanks, guys
>>
>>146709194
that person with the 400 sprites is using Java not Game Maker
>>
File: 14669860740702.png (6 KB, 493x215) Image search: [Google]
14669860740702.png
6 KB, 493x215
>>146708670
>>146708953
>>
>>146709303
Yes. Do you think they're doing realtime realistic rendering? No they're doing another fucking point cloud renderer for real-world scanned data.

And they're still making ridiculous claims like transfering 1TB over the net in a second.
They're obviously not. Fuck i hate liars so much.

It's nowhere near what's promised. I'd say the aussie goverment were ripped off but we all know non-game industry tech is just about popularity.
>>
>>146709303
wasn't that like five years ago? There is still nothing.
>>
File: blob1[1].jpg (14 KB, 512x512) Image search: [Google]
blob1[1].jpg
14 KB, 512x512
>>146709194
because you can't sample implicit surfaces from a photo, which is the only real innovation remaining in realistic graphics

here's the most advanced implicit surface model, great realism there buddy
>>
File: 1465686543926.jpg (41 KB, 1024x677) Image search: [Google]
1465686543926.jpg
41 KB, 1024x677
how do i make a card game

i already have my own things I'm doing

I am curious what you would tell me
>>
File: shibetest01.gif (2 MB, 640x360) Image search: [Google]
shibetest01.gif
2 MB, 640x360
>>146708953
but i am
>>
>>146709572
Don't make a card game. You will never be able to make it relevant since there are so many high quality card games around that have more support behind them than what you can provide.
>>
>>146709194
I'm not going to have 400 enemies on screen, deactivating objects outside view is a better option
>Not that you're gonna do well in GM anyhow. I don't remember the stats but someone here on agdg did a GML vs Godot VS c++ comparison.
Yes, and GML had better perfomance than Godot.
>>
>>146709668
FURRRFAGGS OUT
>>
>>146709803
so?

thats not even a consideration

mine is better
>>
>>146709246
what game?
>>
File: smugbunnyfeelfox.jpg (18 KB, 315x330) Image search: [Google]
smugbunnyfeelfox.jpg
18 KB, 315x330
>>146709926
>>
>>146708263
Read the whole article, you retard, that's just build-up for the solution that is presented.
>>
>>146709956
>mine is better
No it's not.
>>
>>146710034
fixed timestep is simple and nice, but there's really no need to go full retard on it, just make sure your values are in a sane range
>>
>>146709361
Oh. So maybe he's making his own engine and it's bad so far?

I don't know how you'd do that. You could probably do it as JavaSwing panes and be fine.
>>146709551
Ok lets just accept that false statement.
>nothing more to do
Bullshit.
But if that were true there's nothing raytracing wouldn't do better in rasterisers/pointcloud rendering real-world models from laser scanning the real world and generating the implicit data from that.
>but that's not
What? What is it not? Can we not zoom as far as we want and get a better representation of the surface than the plane the raster would give us and the empty space the point cloud rendering would give?
It's an implicit surface.
>most advanced implicit surface model
Are you retarded? I didn't realize I was talking to a complete retard. Do you even know what an implicit surface is?
Maybe you mean complex? Kinda doubt it.
>>
>>146708985
You can't get around time.

>>146710141
If you're okay with zero semblance of determinism.
>>
>>146710230
why does it need to be deterministic?
>>
>>146709882
I didn't mean to offend. I'm just saying that it's running poorly. That doesn't mean you're not allowed to have your own standards or anything. It's probably perfectly fine for people.

I'm just saying that this other guy should care unless he has excluded a demographic consciously. Because even in your case if your design demanded that much and you think that's fine for you. You're excluding a lot of people no doubt.
>>
>>146709218
do you want to sculpt the subdivided mesh?
I think just subdividing it will turn it into an shapeless blob.

Weight painting is probably easier on the low poly mesh, you can also transfer weight painting with data transfer modifier from a low poly mesh to other meshes which helps a lot with clothes and stuff (In my experience you need to have an armature modifier active on both meshes for that to work correctly).
>>
>>146706661
Kill yourself
>>
>just finished typing up flavor text for 500 items
>still have 1500+ to go
>know that 90% of people who play the game will never read all of it
Just end it now familia
>>
>>146710668

at least you have a game
>>
>>146710668
I'll read all of it
>>
>>146710668
SCOPE
COPE
OPE
PE
E
>>
>>146710668
what flavor
>>
>>146710313
- precision gameplay
- lockstep networking
- bug reproduction
- replay/rewind system
>>
>>146710227
raytracers can be slower by an order of magnitude for the same result, that's what they are good at, they have that advantage

what advantage does an implicit surface have over per pixel polygons or point samples? literally nothing as far as the final result is concerned

point clouds are good because they're a direct representation of sampled data, polygons are good because they're easy to work with

implicit surfaces have no advantages and only downsides, same with raytracing

>muh purity
>muh atomic scale zoom (why?)
>muh math
>>
>>146710439
I'm not offended, just pointing out that if your game isn't demanding you're better off making sure it runs at a steady FPS instead of accounting for low perfomance
>>
>>146710783
>lockstep networking
it's not the 56k days anymore bub

>replay/rewind system
just sample positions, worked for hl2 and its gonna work for you

>precision gameplay
what?
>>
>>146710852
>better off
It's trivial to do the latter, and it allows for unlocked FPS as well as it accounts for low FPS.
>>
>tfw having to downgrade the plot and setting because it's too similar to another game
>>
>>146710501
>subdivide turns the mesh into a blob
yeah I noticed that too, I'll just keep it as is

thanks for the help
>>
>>146711005
JRPGs get away with it, why can't you?
>>
File: 9Vwtoyf.gif (51 KB, 137x175) Image search: [Google]
9Vwtoyf.gif
51 KB, 137x175
>>146709668
Do furfag games even make money?
I mean i know that obviously furfags are autistic and cant handle their wallets, we've known that for years but you can't sell this shit on steam
>>
>>146710776
360 NO SCOPE
>>
>>146710980
>just sample positions, worked for hl2 and its gonna work for you
>what is chaos theory

>what?
You can't expect the player to perform a precise maneuver if their success depends on the framerate.
>>
>>146711082
>Do furfag games even make money?
Yes if it's porn, ESPECIALLY if it panders to a range of niche fetishes
>but you can't sell this shit on steam
Make a patreon you idiot
>>
>>146710987
>It's trivial to do the latter
There was a guy in the last thread who fucked it up.
>>
>>146711173
their success depends on the framerate whether or not you fix the timestep, so what does it matter?
>>
>>146710980
>>146711173
Wait, do you mean that you don't need determinism for replays because you can just record the state of the entire world for that time? Really scalable.

>>146711247
Why would it? If you separate logic from rendering it doesn't matter how slow or fast the game renders.
>>
It literally doesn't matter.

Super Meat Boy - a precision platformer that absolutely shits itself when the framerate drops. It still sold millions.
>>
>>146711176
How much cash does anubis dev make?
>>
>>146711082
Furfags are surprisingly good at making games, when they have a team.
>Dust: An Elysian Tale
>Freedom Planet when you skip the story
>Stories: The Path of Destinies
>>
>>146711453
No idea
He'll be swimming in dosh once his game is on sale
>>
>>146711351
the player can't react to a game that renders slowly, what happens behind the scene is irrelevant, in fact the best thing for the player is to run it in slowmotion

>>146711351
so your replay is gonna be a few megabytes big instead of kilobytes, who gives a flying fuck?

and the advantage of having full data recorded is you can freely seek and rewind and not really care about quirks of the current version, where deterministic input replays break if you try that, and they also break easily between versions of the game, even a different build of the game can lead to desyncs between replays

who wants to deal with any of that? just save everything
>>
>>146711453
$0 USD
>>
Why does nobody in here do pre-rendered graphics?
>>
anyone got any resources for chiptune creation? I want a chiptune soundtrack to my game

I found this

https://soundfly.com/courses/getting-started-with-chip-music
>>
File: Molyneux.jpg (28 KB, 750x420) Image search: [Google]
Molyneux.jpg
28 KB, 750x420
An inventory system where items give each other bonuses based on adjacency. Your inventory is the same as your equip screen. There is an item that gives you a bonus for having an inventory full of junk.
>>
>>146710837
You're relaly nt saying anything anymore. You're just repeating yourself.
>It's slow
>I don't care enough about realism
>for some reason I think a direct representation of data is what viewers want rather than a precise representation of the object
It makes absolutely no sense.
Also:
>raytracers can be slower by an order of magnitude for the same result
This is assuming current tech. Rasterizing does not have the same efficiency when it comes to parallel computing that raytracers do.
The workload raytracers do for our resolutions is massive compared to the gain right now, yes. Obviously. (especially with surfaces that are designed for rasterizers unlike implicit surfaces that are very appropriate for ray-tracing)

But as demands on lighting increase they gain the upper hand. That's what I started wit hand that's what I'm finishing with because nothing you said added to the discussion. Especially since you pulled euclideon into the mix.
That's simply unfeasible because animation. Like what the hell were you even thinking. How is that an argument against ray-tracers? You can deform implicit surfaces very easily.
>>
>>146712042
Because then i would rather just paint pictures.
>>
File: 1466591570542.png (524 KB, 770x713) Image search: [Google]
1466591570542.png
524 KB, 770x713
aww fuck
i don't remember how to rotate 2D vectors anymore - its been awhile

how was it done again?
>>
>>146712193
I may or may not steal this
>>
>>146712042
Lots of people do in some sense.
But generally it's hard because partial specialization requires thought.
>>
File: sakura+capitulo+27+1-3[1].jpg (19 KB, 320x240) Image search: [Google]
sakura+capitulo+27+1-3[1].jpg
19 KB, 320x240
>>146707908
>slingshot
I kinda want there to be a slingshot mechanic that would reduce deltav cost of moving

but then I think of the nightmare that would be making an AI work with that

but yeah basically just a movement system that looks like it respects orbital mechanics at least somewhat

I still can't think of how to make sure it flies at a consistent speed all the way along the curved path, how is this usually solved with say splines?
>>
>>146712248
Multiply by a 2x2 rotation matrix.

The technique you learned is the same thing, just simplified so that you never see the matrix.
>>
>>146712193
Thanks argument-kun, gonna change this a bit.
>>
Give me TECHNOLOGY ideas
>>
>>146712248
In flash Cs6 click on the first frame in the timeline then in the Properties window and click on the arrow next to Tweening. Next to Rotate: select either CW (Clockwise) or CCW (Counter-Clockwise), then indicate the number of times to rotate.
>>
>>146712410
What sort of game
>>
>>146712042
it's a lot more work
>>
>vine making downwell
>>
>>146712410
A game where you simulate every subatomic particle and you can do anything.
>>
A game that scales the AI and map size based on the computer's hardware.
>>
>>146712042
>nobody
That's pretty rude to the guys that are
>>
>>146712193
This is actually not all that bad.
>>
>>146712453
A fun game
>>
File: work.gif (4 MB, 740x478) Image search: [Google]
work.gif
4 MB, 740x478
>>146701850
robot operate machine for profit
>>
>>146712248
Here's a nice refresher on all of it.
https://youtu.be/SLWCc-mcd-I?t=112
But you multiply by your rotation matrix after you subtract out your basis. Which you later add in.
https://en.wikipedia.org/wiki/Rotation_matrix
>>
What's the best engine for making a Sokoban clone?
>>
>>146712126
http://www.gr87.com/?page_id=64
>>
>>146712741
GM
>>
>>146712741
Bokube is already our Sokoban clone.
Thread replies: 255
Thread images: 146

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.