/agdg/ + /vm/ - Amateur Game Development General

/agdg/ + /vm/ - Merry Christmas edition!
Resources:
>>>/agdg/
>>>/vm/
Previously:
8archive is back

Other urls found in this thread:

defold.com/
red3d.com/cwr/steer/
opensteer.sourceforge.net/
gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732
armorgames.com/play/7195/haunt-the-house
redblobgames.com/grids/hexagons/
tldp.org/HOWTO/NCURSES-Programming-HOWTO/
trac.ffmpeg.org/wiki/Capture/Desktop
trac.ffmpeg.org/wiki/Encode/H.264
trac.ffmpeg.org/wiki/Encode/VP8
trac.ffmpeg.org/wiki/Encode/VP9
mega.nz/#!8QATEKgI!wsi7JBrjq3NbZHHTkUHyJ-_MX6Md2G_s0QGy71tHQ_M
a.cocaine.ninja/vxecio.zip
cs.utah.edu/~jsnider/SeniorProj/BSP1/default.html
youtube.com/watch?v=HQYsFshbkYw
blackpawn.com/texts/lightmaps/
norvig.com/lispy.html
my.mixtape.moe/umhqvm.mp3
twitter.com/SFWRedditImages

If you want to go to gdc defold.com/ is doing a game dev competition highly good chance anyone who makes something competent will get free tickets to go with everything paid as the last time they did this the entries were pretty low effort

...

why live?

Any artists that can draw delicious food? i need to replace 211 food icons and the guy who was volunteering to help is gone

I don't expect for anyone to do all that work for free, so if you can do it please come to the /agdg/ thread to discuss price/deliver
>>>/agdg/27922

I'd rather quit game dev than have anything to do with GDC.


Somehow I am not surprised

he didn't even know how many i needed, he just starting helping by looking my screenshots
i was going to ask for a contact to give him some pay in return, will still do if he comes back

Make a game where you play as a loli raping and hunting shota's

i bet some japanese already did something like that, but is probably obscure and untranslated

So he just drew one vector steak and left?

yep, but i still got a nice vector image icon, so im not complaining

So the next artist would have to come and do every other food in a vector graphics program?

No, vector is prefered because i can scale up the resolution forever, but i will be satisfied with a good 64x64 pixel art

...

i think i will use paypal, i still have to make a business email for these things too
i never made a payment on paypal for another person, only for companies when buying goods, so i don't know if i have to unlock something on the account or not

Maybe you can set up a discord and we can meet there without posting private shit here and have it be saved in the archive for all eternity. I've been thinking of getting discord too. What do you think?

>it actually works
AAAAAAAAAHH

well right now im quite exausted, im not in condition of thinking or negotiating, i will make a business email and leave it available in my /agdg/ thread
i have used discord before, so might still have an account, i will check tomorrow, i hope you don't mind discussing it later
good night and merry xmas everyone

Happy Winter Solstice Yuletide y'all.

Some progress – I made a landscape level with flying blimps that become bombs. Still need to implement damage to player character.

I haven't blocked out everything in the level yet, and even if I did the blimps will just phase through everything anyway since I'm just using waypoint logic since UE4 doesn't support 3D volumetric pathfinding out of the box (there is that dude who made a complex plugin though).

I prefer manual AI since I noticed when I use behavior trees I always come across some bug which requires unhooking and rehooking the links or restarting the editor. Maybe I'll just use proper behavior trees for the bosses.

I'm doing many things in parallel but I don't think I can make my target of a full demo (with boss) by end of the year.

Ammo pickups for the four main ammo types are all finally done.

It's amazing what you can do with some public domain photographs and a lot of Photoshopping.

You probably want steering behaviours for that, although several of them don't translate well to three dimensional movement.
red3d.com/cwr/steer/
opensteer.sourceforge.net/
gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732
Hope this helps.

what happened to that user making a game with a cute 3D robotfu?

Merry Christmas everyone, I hope it's treating you well.

Ok, I need help.

I'm making an RTS. My map is made of large tiles. Buildings occupy several tiles in a variety patterns.

My tiles are stored in a 2D array. What would be an intuitive way to map buildings to this? The best I've got is storing them as a 6x6 grid where some of the tiles are used for building bits. I have this working, but god, getting things done with this setup is infuriating.

Game name is Tetrachome. Last I heard, he had slav bill collectors after him, but wasn't quite dead yet. That was months ago.

will be there a way to deflect projectiles?

these look nice

maybe saving an array of coords that the building uses?
11 12 13 14
21[22 23]24
31[32 33]34
41 42[43]44
in this case it would be: {22,23,32,33,43}

i would just store the buildings in an array

DSR-1 Sniper Rifle. only some few part needs to be modelled then I unwrap that nigga and then it will be textured.

I don't know why Blender decides to render some faces as hard despite I marked them as smooth.

If they're always going to be rectangular, then you can store them as two points, but storing all the points allows more building shapes as said. You could also mark tiles as to what's on them, such as tile 13 has building 5 belonging to player 2. Then you'd just need to ask the map what's on tile 13 rather than going through all the buildings for each player and checking if any of their coordinates are on the tile you're interested in.

More robust would be to use both. Have the tiles marked and have the building store which tiles it uses. Then you can have the building mark its tiles as whatever when something happens to the building, such as building extensions or destruction, and you can just ask the map for what's on the tile under the cursor.

Not enough geometry. Make a high poly version and bake a normal map to the low poly if you want nice smooth details, but keep in mind that a normal map is still going to fail close up and at sharp angles.

Unless you mean you're having a problem with Autosmooth (it's not the same as 'Shade Smooth'), that's Blender's version of smoothing groups and it's a bit weird to work with, besides adjusting the Autosmooth angle you need to Mark Creases to control smoothing on individual edges

If you have no idea what I'm talking about, go watch a video

Good idea thanks. Just have block(which is hardly used). Having a Reflect skill would finally make it useful.

Whops, it was dem Ambient Occlusion which made those faces look more hard then it is actually. The Material mode made the model look quite bland so I turned on the Ambient Occlusion. Changing the Environment Lightning and setting it to use the Sky Color instead of white fixes it too.

I literally already do this.

Say I'm programming something like the payload cart in TF2 and want it to move in a curved path and at a constant speed. Should I be using bezier curves? It seems like a pain in the ass to parameterise them.

I've dabbed in porn games before, but my last project kind of got fucked because of lack of direction and interesting setting.

I feel like I have a good code going, but I need something that will stay interesting for enough time to allow me to write up events that don't all feel the same.

What should I settle on? Generic fantasy? My spin on fantasy? Post apocalypse?
Help I don't know what the fuck to do

Fantasy that is actually science fiction that is actually post post-apocalyptic :^)

why even bother responding

Use a setting you like.

I already did and it fucked me good

What was the setting?

Modern day college

Add some youkai in there.

because that can actually be an answer,while at the same time being silly enough to be a shitpost as well
I mean after all that is the actual setting premise for Blazblue

Yeah I'm sure that was the point of your answer, that must be why you also saged

Made some slow progress on my minecraft mod.
Had to refactor a lot of my code as I split it up into separate projects, so that I wouldn't bloat one with lots of half baked shit.
Learned to add oregen, after I add a machine to the one project, I gotta try figuring out how to create config files and use the config to add modifiers to registered items.

You dorks can't like, just make games.

Do I need to be concerned when Blender unwraps the Scope that way or can I just leave as it is?

Depends what's easier for you.
Because of those cylindrical parts at the end it would probably be better if they were all in a straight line, probably easier to make into textures. Not to mention if you texture it like that you might fuck up the perspective, while if it were in a single line you just let the texture wrapping around the model do the perspective for you.

Lack of direction is going to kill things more than lack of an interesting setting.
Ultimately, make a setting you like. A game with a good direction can make any setting fun, but motivation comes from having a setting you like and want to work on.

If you used it in the last game, well, use it again and do it better this time.

So the only way to force Blender that it unwraps the mesh in a straight line is either by marking another seam or using a camera projection? Tbh it looks like if I would give another seam to it then it would be harder to scale the unwraps properly in it's proposition not to mention it would waste even more spaces.

Also I am only texturing my models in 3D Painting way so nuffin with Gimp in this case with 3D Coat even if its a bit more primitive than Substance Painter 2 because 3D Coat can hide model pieces without making the texturing workflow more complicated.

I have never UV modeled with Blender so I'm honestly not sure how you would do it. I know that in my program I can select different types of automatic unwrapping and that's usually your best bet. But I don't think blender has them.

how is that working out? I've tried it but the results without photoshop were abysmal

I just completed the What if Adventure Time was a 3D Anime Game 3.1 beta and I have to say I'm liking knockoff Kingdom Hearts with lewds. Is Mike Inel going to be the savior of vidya?

Total job enjoyment and job skill for each fairy done

I find unwrapping in Blender a bit easier than compared to Wings 3D as it does in a clunky manner, but with all the version of Blender I have worked with I couldn't really tell that those developers bothered improving the Unwrapping workflow, the Cylinder projection is useless and Smart UV Unwrap has limited usefulness, the Unwrapping method it has is some sort of LSMC method which gives the user either a Conformal or Angle Based unwrapping but most of the time Conformal gives better results.

I think other anons who work with Blender more often or doing it in a much better way then I do could give you better idea about it, as I am writting of my own experience.

Here is the T-34 (1941) model I finished yesterday, initially I painted a bit with Substance Painter 2 but it got on my nerves how I couldn't hide single mesh pieces and it doesn't has proper baking/texture export function like baking all those additional maps for the diffuse texture so that it looks a bit more detailed. The only downside 3D Coat has that the Materials it come with doesn't respect the color it got selected, so if one wants to have different colored jeans material it has to be done with layers.

I never liked Blender 3D painting function because it feels very barebone and it doesn't has proper mapping projection so it is relying a lot on the camera transform, and the brush scaling is determined by the camera too instead of projecting to the model directly. For example if I would set the Brush projection to 3D it only works on certain faces for any other faces it is badly stretched.

I am wondering why the Blender devs are not teaming up with Krita so that their Painting method doesn't feel so barebone.

Honestly id just put two ring seams on it and get a straight cylinder wrap plus a circle with hole in it.

Modular buildings, I.e. allow players to setup and expand buildings w/tiers via a connector/Lego system.
Think of it like… U get a main building type, say a research station, it has that main building part that's 2^2 tiles w/connectors on each side, and has modules the player can upgrade/add on to that main building. Each being 2^2 squares. Thus, the player can craft their own layouts.
Possibly, setting up their own "template" designs for a particular path of mod upgrades they enjoy.
Easily done if u make each building say a 2^2 design with every sprite having "connectors"/"joints" on the side allowing them to be modular.
Although, then u get into the annoying task of making a few designs… Like an L shaped one, if u want more modular-ness.
Though it could come with cool mechanics like building power lines, or how effective certain modules are due to their closeness to another module of a certain type for that main building.

It'd be pretty neat IMO

My faeries have very strong opinions about the Shed for some reason

so basically just monster hunters setting then

oh i see, Suyu simply hates working at any job, and Tina loves all jobs
Shed has the default value (0), will change the default to -1 and put a check to catch it

That's what "Follow Active Quads" is there for.

In case you don't know the difference between a selected and an active face/edge/vertex. You can select a set of vertices, but only one can be active at a time. Either the last one you selected is or, if you selected multiple at once, the one you explicitly clicked on. It is highlighted in another color. The easiest one to use the "Follow Active Quads" feature is to go in Face Selection Mode to make sure that the you have an active face.
There is a nifty little feature that makes unwrapping easier. "Select Linked" (L) allows you to set additional delimiters. If you set it to "Seam", it will only select a single UV island on your mesh. You can set the delimiter on the toolshelf (T) or with F6 after the fact.

Guys I'm like the opposite of an idea guy. I can't think for myself, but I have drawing and programming skills (and I do program for a living).

Who /ideaguy/ here? Drop me some good (and doable) ones.

Alright thanks for the advice, since the models I am working on right now are for the other dude and he wrote me recently he does all the UV-Unwrap himself as he is apparently (very) good at it, which is a FOSS project btw. I screencapped all of your shieet just in case which will be still useful for my other modelling project then.

Don't do that, I've made that mistake and you won't get anything useful. I'd give advice on the subject but I probably shouldn't do that until I actually finish something worthwhile.

it's better to think for yourself in this area imo.
Remember that essentially all ideas are inspired by something or another, and it's usually just re-imagined applications of said inspiration in a new direction, or setting.

Look at the original games that inspired you to develop, books you enjoy, settings you find interesting, and quantify - for you - what makes a game enjoyable.
Selectively combine all of those into a game idea, and have fun.

I started making a space survival thing (think Orbiter / Rogue System + Shores of Azeron / No Man's Sky) before it was a thing, but since then all my ideas have been done in one way or another.

Same with Minecraft and Rimworld, and with other less known games. Why is it that all the decent ideas I've ever had, someone has done better? How do you get past that?


Do give advice please. I'm in a shit mood today.

I've always wanted to make an 4X kind of game, full of hardcore features, like Aurora.

But there are so many 4X games already, and I would probably drop it mid-way anyway. I'd rather not start.

t. forever nodev

Better is really relative.
Each of those games has their own elements that they accel at, but all of those certainly don't cover all the bases; each has some unique/more refined elements that makes it shine compared to the others; thus better is quite relative from person to person (as certain elements of a game are more or less important to others, etc).

I'm only making a game for myself, and what I enjoy.
Thus, if someone makes a game in a similar direction as my own, fucking awesome I'll play that too, but it will never be exactly how I want it; unless of course I've made it myself.
So, it's more of a confidence in the point that I know that my game will be uniquely garnered for my tastes, as I'm the only one who can really create the game I want to see developed.

Although, on the point of you saying those games are "better"; it would be pragmatic of you to use those games to refine the meaning of what makes a game fun for you (it's best to really flesh this out, imo, as to prevent drastically changing your game's direction in the future).
Thus, you can refine you idea, and maybe in the process adding a new twist to your game idea that makes it that much more garnered for your tastes (although, keep within that same scope, and genre, and just refine it towards your newly refined tastes).

Getting game idea: easy mode
You need to make a game YOU would want to play, this will help keeping motivation up

You can't be serious

Ideas are a dime a dozen, I expect everyone here has at least 50 of them. Take something you like from real life or fiction and attempt to adapt it into a video game.

i think he is talking about an idea that would result into a game that can be fun and not impossible to implement individually
everyone has ideas, but most ideas are shit

Most people aren't capable of thinking in enough detail for their ideas to be valuable.


Not an idea.

I'm certain that most ideas are shit.

dam son the g3 is annoying to model due to being mostly non-boxy

B-but then I won't be able to profit from my ideas!

Game where you are the weapon, and the character using you is what determines your abilities. You may be dropped or sold in the middle of game and will be picked up by someone else.

Game where you only have 1 attack, a magic spell that automatically evolves over time depending on how you use it. E.g. if you spam it, it'll increase firerate, if you have high accuracy it'll become slower but stronger, if you attack from afar it's range and accuracy will increase…

Roguelite where you can only fight by using/throwing items from the environment or things that enemies leave behind.

Farming game where plant/seed prices work like a stock market, and you must try to predict where the price will go by the time your plants have grown. And different plants have different growing times, longer growing times making it more difficult to predict price changes.

Make a point & click room escape game.

Pokemon-like real-time battle game where you can pick a couple abilities or items for each fight, but cannot change them mid-fight, and you can't retry battles easily. Have abilities that can reflect/block certain things, and attacks that can bypass shields, etc. for more complexity.

A horror game where you're the horror, and must spook NPCs.

Try to make a game without any UI/HUD/popup elements at all.

This is literally Dwarf Fortress. A thrown sock can decapitate a dragon. Why risk melee

Most of these sound pretty bad
Also almost none of them have enough detail to constitute a useful game idea or to even really get an idea for what it would actually be like
Most of these are more like gimmicks that you could possibly build a game around but even then it's lacking in detail

Live for the shitposts. Die for the shitposts.
Take the plebs with you.

That's the point. I'm not going to design an entire game for you because there's a 100% chance that you either won't like it, get it, care about it, or bother to do it.

The more simple the idea, the more likely you are to build your own game around it in your mind with your own preferences that will get you interested. You'll also be able to make it small and simple, i.e. "doable".

throw was fixed ages ago, you can't kill things with soft objects anymore

I get that but take this for instance
Like what does this even mean? you are the weapon? how do you even play?

Do you use slade to make them?

You could interpret it in multiple ways.

Either it works exactly like normal games and your movement abilities and appearance change with the character, or then you only have minimal control of the character and can only shoot/swing sword while he moves. The character's traits could also strip away control from you, for example if they get scared he will start moving on his own and you can only attack. You could also make some kind of massacre mayhem game where the world is full of people, and your user can change very rapidly as the current user dies.

It's extremely difficult to come up with ideas for unique gameplay, most games just re-iterate and mix the same concepts in different ways. You being the weapon doesn't have to create a new kind of game type.

When I read stuff like this, I immediately get ideas on the kind of games it could make, along with the themes and settings it could fit in. Maybe I'm mistakenly expecting other people to think the same way. That's how I get ideas from other games too when I see certain things.

Fug, that looks great. Makes me want to make a sprite wad.

armorgames.com/play/7195/haunt-the-house

...

Don't know if the user who was having trouble with hexagonal grids is still having issues. But I found this page on /r/gamedev and it goes really deep into hexagonal grids. redblobgames.com/grids/hexagons/

I suggest everyone bookmark this website, their tutorials are some of the best I've seen for any topic they have.

Yes. Slade is good.

ncurses probably. It allows you to query terminal size, draw characters at any point, save and restore terminal states. Everything else is up to you. tldp.org/HOWTO/NCURSES-Programming-HOWTO/

...

Jump on someone elses project.

bad idea

To make a game you don't need programming or artistic skills, you need
PASSION
because if you have
PASSION
you will force yourself to acquire those skills to make what you
LOVE

wow 2 deep

Damn straight

...

Right now I'm thirsty as fuck and get a headache if I stand up. 3/4 others in the house have thrown up

Kurwa Launcher OBR RGP-40

(checked)
I have a solution for you: Drink more vodka :^)

And I'm done with dat for now.

Just wondering, what software do you guys use for 3D modeling?

Modo

Is there any sense in trying to learn both Autodesk and Blender since most companies use Maya and 3dsmax, while Blender is free?

Never heard of that one, is it good/free?

Melodic Piano is, and always will be my forte, and I can't complain about branching out, but I kind of wish I was working with people that were a bit more punctual, so I can work effectively, learn effectively, and compose what I want to compose.

How do you work "at somebody else's pace" especially when you have a full time job and need to devote your efforts on basic things, like work, and keeping yourself fed?

Don't get me wrong though, I enjoy working on the projects I have now, but it's difficult to put effort in consistently when it's so "stop and go" I like schedules and shit, I work best with a gun to my head. Other than jumping into these threads to blog post, I am very, very happy to see some of your projects coming along though.

Merry Christmas, and keep up the good work!

I like it, it's very intuitive, it has a great UV unwrapping system and it has a fuckload of tools built in.
I really like it, I don't think it's the best out there but as far as I'm concerned it's the one that felt more natural to learn.

Also no it's expensive as shit, but torrenting is always easy.

hehehe


We postin motivation now?

Sometimes I think that I'm too old to be starting out with game development, especially for the ambitions I want to eventually achieve. How do you escape the fear of old age and incompetency?

Dissociate yourself from your work.

Once you're old and incompetent you have to begrudgingly accept it either way, I guess. I'm only about half kidding.
You won't get any happier by pushing those dreams aside. I'm about to turn 32 and I basically uprooted my whole life a couple years ago and started over. It feels like shit sometimes but I'm actually on some kind of a track now.
What else are you gonna do, anyway?

By just doing it, be it Art, Music, Programming, it's a rather diverse industry, you'll see guys who have been in the industry for almost 20 years, despite the fact that they started in their late 20's early 30's

The guy who made Braid is a good example, he didn't break into it, until he was like, what? 32-33? (I mean granted, he was programming for a while before that) He's like 44-45 now.

I know for a fact that Pixel, despite programming professionally, didn't finish cavestory until he was in his late 20's the guy is almost 40 now. Start today, it's a lot like lifting weights, if you start today and keep working on it, consistently, it'll be like you've been doing it all your life. Don't make it be another day, or another year without "Not" doing it, because it's only going to compound the problem.

Issue with that image I have is that to compete a volume of work in Vidya takes years. Or at least, any video game worth playing/that'll develop your skills.
Sure you should start on simple games purely to test a mechanic (even if it's just platforming or menu navigation)- but when you pull it together to make a full on project- you've still not got the skill to make a project.
You've mastered how to make bricks over X years, but you don't know how to make the house. And it's not even like the longer time it takes to make a game means you learn more. You still inch forward, but by the time you learn to make a game decently, you're over 50.

Maybe I'm just bitter over how long it takes me to learn.

That's actually pretty inspiring to hear, even if I hate Jonathan Blow and his games I can really respect him at least.

Maybe, but I'd also say that it's kind of a given that how much "a volume of work" actually is is relative to the field, so everyone else in vidya is in the same boat together. The point, I think, is do a lot, whatever "a lot" is for your field, rather than letting your awareness of the shit quality of your work trap you into trying to make your first things work perfect. At the very least, I know that's what I struggle with.

Install Blendoo

The sector-based raycasting engine for my Nazi archaeology expedition simulator is coming along nicely.

Only a million features left to implement before I can start workking on the game proper.

Also please recommend non-shit webm recording utilities for my linux Gentoo.

Make a concave map now.

Will there be occult shit?
pls

I've used ffmpeg to record, but you could try OBS. I haven't used it, but it's a popular choice and is more user friendly.

Meant for

Im 27, have completed 0 games, and wanted to make games sonce I was 13

g3 was no fun to model, made a micro uzi instead


Blender

Blender.

Does it fire 9x18mm xXMerchantXx Elite boolits?


Install Blendoo

Also, if you do plan to use OBS, make sure that your video card supports OpenGL 3.2, otherwise it won't run.

it fires only IMI manufactured ammunition, calls the ADL and starts screaming about the holocaust if you try some off brand one.

Oy vey goy! I can only make a living if my boolits cost 10 cents each! What do you mean 15 cents is too much? 17 Cents is pretty standard for the current market goy!

Shieet nigga I want to actually see IMI pulling off that one.

Mein niegger bitte. How do you like my portals?


you know it

I've installed Blender and learning how to use it, but I heard that most companies use Autodesk appliances, which I was learning how to use before.

Ten cents for a single bullet is cheap as hell user. Try saying something like two or three dollars next time.

5 DOLLARS PER BOOLITS GOYIM NOW WHAT YOU FILTHY GENTILE

Now I reload my own ammo.

WHAAAT? THIS CANNOT BE! THE GOYIM ARE TAKING THE MEANS OF AMMO PRODUCTION ON THEIR MATTER? NO! THIS IS LIKE ANUUUDAH SHOAH

Would anybody here be willing to do some 3D modeling work for a porn game?
Payed.

You could have prevented this! You priced yourself out of the market as it is now cheaper to buy a reloading bench than a box of 9X19.

Y…You… You win this time, fucking g-goyim. schlomo is shocked in awe as he knows his dream of greater israel will never become true

how do i bake cycles materials to texture?
trying to bake diffuse textures results in just a pitch black image.

you need to add a light

tried that as well, still black.
tried cranking the lights up to bright as shit, but that didnt change anything.

Holy shit im doing it, im actually doing it, its MUCH better than expected
I did base it on templates, but still, its working quite well

im spliting it on

brows
hair
eyes
mouth
face

i will add 2 acessory slots and special shaped pupils

Will there be a way to lock on to enemies like in Zelda or Psychonauts?

Think about a kind of porn that's best done in an interactive medium. Like mind breaking or harem raising.
You could just make a 3-D version of Corruption of Champions.
Write down all your ideas at first and once you have an exciting one, stick to it. Being able to pursue something after the initial excitement wears off is what separates failure from success.

Dank. Variable floor/ceiling height?

I already have an idea. I really like text based stuff, and that is usually the best option for porn so I'm very likely gonna go for that with maybe 2D (or 3D if I can find a modeler) representations of the main character.

It's really all down to the lore I want to go for, everything else is pretty much figured out.

Just need to color hair

I think it looking pretty good so far, what you guys think? Its easier than expected, but it sure takes a looooong time to make
Im trying to make it "modular" with layers, so the randomizer will be able to make several faces

I feel that it should have a very subtle U nose and faint blush on the cheeks

noses are uncute, but i forgot the blushes, will add, thanks

Anyone know how animations are done in webgl? I need some placeholders for the combat in my game, and am not sure where to rip models from due to formatting.

Adjust resolution to your native display resolution. If you want to downscale, there are a few options: run in window mode and use :0.0+xoffset,yoffset to record just the portion occupied by your window (obviously adjusting video_size as well). There's a way to query window position and dimensions by clicking on it, but I forget the name of the tool. Google it. Another way is to record at full res and use a filter to downscale, either while recording or post-record (probably best to do it while recording since it reduces encoder and disk load). Last way is to use xrandr to reduce your display resolution. Note that the encoder settings i wrote are ultrafast encode, meaning the encoder exerts the minimum effort to encode the frames and constant rate factor 0, which is lossless. This is not an oxymoron, you can have both max quality and max speed, it just means you get 100GB/hour or so. The correct pipeline is to do this, then cut it down to size, then two-pass encode with veryslow preset and whatever crf you like. 18-28 is considered a sane range, but you can experiment by encoding 10 second clips (there's an option for limiting output length, google it). Last, you could use -pix_fmt yuv444p to get better colors at the cost of even larger file size, but I can't guarantee it will work well in browsers.

trac.ffmpeg.org/wiki/Capture/Desktop
trac.ffmpeg.org/wiki/Encode/H.264

Brain why are you working against me?

Aaaand I just realized you wrote webm. Well, swap libx264 for libvpx. You can use either vp8 or vp9. Not everything supports vp9 and the encode times are attrocious. Also, the first link I posted contains instructions for capturing audio as well. For webm audio you'll want either libopus or libvorbis. Opus is objetively better, but some particularly shit browsers doesn't support it.

trac.ffmpeg.org/wiki/Encode/VP8
trac.ffmpeg.org/wiki/Encode/VP9

Have you tried adding an emission node to the material you are baking?

Watchu looking for fam?

Fucking miracles. Amazing piece of software.

hey, i havent posted here in a long time, its sigmadev. I was busy finishing up my game and right now its almost done. This is a download to the newest version: mega.nz/#!8QATEKgI!wsi7JBrjq3NbZHHTkUHyJ-_MX6Md2G_s0QGy71tHQ_M

I decided to call my game "RED SKY" Because the sky is red in the game? I dunno, it seems to work. Pic related is my new title screen.

Got any more info on the game?
I don't want to sound like an asshole but it looks really shady


Someone that knows how to 3D model a person.
Also I'm not sure if you know what I'm talking about, but basically someone that knows how to do that thing where you set different stages of the same model and you can change numbers to find points inbetween them.

It's a thing they use to do facial animations, I don't need it for that.

sure, this is a site i have: ika.neocities.org

its got a lot stuff about the game

Okay, how do you wrap around a map while keeping enemy positions?

Assume the camera follows the player, and the player can seamlessly walk through the map and as if it was a single infinitely extending flat plane. How do you keep enemy positions and check for collisions in a situation like this? How would you have to build the whole system so it works properly?

I put these into the config.cfg and it doesn't rebind the keys woooooah broken game mechanic dude.

in_forward 130in_backward 131in_moveleft 132in_moveright 133in_lookleft 0°°in_lookright 0

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i thought i fixed this bug but i guess not, sorry

i'll patch it right now and post an exe where it works

the reason its buggy is that i had this one guy who asked for it and then i only tested it on one version a long time agobecause nobody else ever tries to play with the arrow keys

So:

Code defined animations, editor defined keyframed animations or 3D model editor animations?

fuggin a, also I fugged up, it's a .png

no bully pls, corrected so i'm saging

(checked)
Thanks for the heads up.


Maybe you accidentally wrote parts of the Tay AI code which is why it appeared :^)

Try using modulo % operator on the player position.

Player.X = Player.X % MapWidth

In this case itd be like 79 units wide so the player would be at x=1 after

The right side of the square is equal to P.X + P.W … modulo that value and it would work too

That doesn't answer how you're going to check for collisions in the example in my pic. Both the red and the green square are at different ends the same map section, but part of the green square wraps onto the next section and collides with the red square who is still at x5.

you now have two green squares.. so do collision routunes with both squares against the red square

That's how you get parallel universes

a.cocaine.ninja/vxecio.zip

Here you go, i refactored some code about a month ago and it re-introduced this bug… so now its all fixed. Thanks for the help!

Yes it does you dummy

My brethren of african-american decent

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Re-render the whole game world at each border of the main map, and simply reposition all objects that went through the border of the map back to the other side. Basically, upper side = down side, so this should work.

For ANY collision you have to know the corner coordinates of the cube, which if you use the modulo thing just described would work perfectly fine if you know what you're doing. For this it'd be easier to keep it axis aligned, I can tell you that much.
Basically, if (the right corner coordinate of a cube % mapwidth) is lower than (the left coordinate % mapwidth) of that same cube you know it's currently wrapping around. Solve this by doing 2 normal collision checks with a cube from 0 to right.x, and a cube from left.x to levelwidth. Same goes for vertical wrapping, and you have 4 cubes to check if something is wrapping in both directions.
See pic related, there's 3 cubes in this world, but you do 7 cube collision checks. I'm going to assume you know how to do said checks yourself, otherwise use a search engine.

Next up texture mapping and then lighting or something.


Thanks.

The transformo ray gun is now integrated with the dual wielding. Placeholder sprites, etc, etc.
The only leaves the laser shotgun, the bouncing mine-launcher, and the cryo-rocket launcher, and then I'll have a full weapon roster, sans the plot superweapon.

Also, I'm getting really goddamn sick of this map. I've run through it in testing for almost half a year now.

Try handling multiple portals per wall. That would allow for true 3D shit, like a building with multiple windows one above another, and also for some more wacky non-Euclidean shit.

Pupil shape will be based on traits as a way for the player to tell instantly what traits each fairy might have in a glance
Heart will be for Caring, Lewd or Thick

ive been thinken bout making a 3d game engene. u africans got any cool resources like books on 3d engines n sheit? dont care bout making a game just wanna make engine. pref something using c and sdl2. peace.

cs.utah.edu/~jsnider/SeniorProj/BSP1/default.html

this is a cool rendering engine tutorial

also this one:

youtube.com/watch?v=HQYsFshbkYw

What an awfully formatted site.

That's called shape keys, and it's pretty easy tbh. I'm the guy who made the Anton/Coolpecker/Drep/ character models for that dead game. Gimme an email if you want to see some other examples of my work/commission something.

I can do non-euclidean, but no sector-over-sector (visible). As you can see in webm related, I'm starting to have some graphical glitches. I need to stop and refactor my code before I continue and it gets out of hand.

I'm basically aiming to replicate the Marathon Infinity engine. In terms of storytelling techniques, I'm aiming for a similar pace. In terms of gameplay, something more chill. Set during the Nazi expedition to Tibet in 1938. Occult shit and perhaps some sci-fi thrown in.


This makes me very, very hard. I'll be very happy if I can get my engine to look like this.

Need your email to send you a mail bby

If you can manage to blow G(ay)ZDoom out of the water then maybe I will consider porting my mod over your engine instead :^)

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hit me up at [email protected]/* */

I dunno I see a lot of unused space to the bottom right

It's got 96.6% space utilization. There was a stack overflow thread about lightmap packing where a guy had been part of a team that spent a month developing better packing algorithms and they only managed to get a few percents better result. Video memory isn't valuable enough that it's worth it.

Does this seem like a good balance of stats when fighting the first boss? The skeleton is basically a tutorial, so he's supposed to be easy compared to the rest of the game, but I want the game itself to be pretty hard. For what it's worth, whenever a boss hits half health, they gain an extra 30% in all stats and an extra action per turn.

How does the algorithm work?

Those stats are nearly worthless without knowing the algorithms.

just tried it, didnt change a thing
checked out a few tutorials about baking and still cant seem to find the fault

hows A&CP doing?

(Skill power) + 2 * (User ATK/MAG) ** 2 / ((User ATK/MAG) + (Target DEF/RES))

I didn't even know it existed. This is brilliant.

So anyway, what do here

It looks like your skill power is doing most of the work instead of the stats themselves, to the point of making stats near worthless and basing the game around the skill power.

Try balancing them around the stats, your boss has seriously inflated stats compared to your character, You're going to have to make a ton of skills for each monster as a result in order to balance the skill.

I'm doing the same type of game myself and my upgraded skills do shit like Random 3 or 4, while earlier skills aren't outmoded due to having good chances of inflicting status effects.

off topic, Once a skill like FIRE 2 comes into play, FIRE 1, the one before it, will have little use in combat. Instead of simply giving a skill a flat damage increase, have it do something that the later skills can't do so it remains useful, so you avoid the Final Fantasy trap of having characters with gold hairpins casting Ultima over and over as an answer to every encounter.

Note that your earlier gimmick, bosses getting a stat increase at half health or whatever, should be designed AROUND, so if bosses get a stat increase, make it a big deal.

You know how Shin Megami Tensei has a huge emphasis on stat buffs and debuffs? same principle. Something to think about.

Awwww yisss, now i gonna save the layers into different files and try to build her in the game, then mess with color of hair and eyes to get more variation

For a shitty non-artist with a crappy mouse i think it looks really good

What about an :O surprised face with smaller pupils and a round mouth

No idea. I have my own game to work on so I haven't been paying too much attention.

blackpawn.com/texts/lightmaps/

later, right now i will be testing with only one of each part

Is there any good free version control software that operates completely offline and just makes backups on a local drive or something? I'm really tired of all these "cloud" and "online server" and "website" schemes.

I already backup my game in triplicate every time I make a significant change, but people keep saying how important version control is, so I figured I'd give it a try.
Not using shit like Git, though, that syncs your shit to a web server and garbage. The only person who ever needs to see my files is me.

You back up your game.

Git doesn't require a web server. You can make a repo anywhere on your machine and push to it. Git is bad, but if you have to use it, make sure you are using some kind of graphical interface for it. The command line makes it extremely hard, especially when dealing with segments. If you like Emacs, use Magit. I keep all my programming projects in a specific directory and back it up using rsync. This can be to a remote server, another drive, etc.

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HELP I NEED TO GET THE FUCK OFF THE INTERNET AND CODE

retard, retard, retard
fuck off

Character concepts made by friends.

At least three of these will be in the game.

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PROGRAMMING ANIME GIRLS ARE THE ONLY THING IN THIS UNIVERSE THAT MOTIVATES ME
HELP ME user, YOU'RE MY ONLY HOPE

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On the contrary, command line makes it extremely easy.

thats the cutest dick ever

Asuka is like git
overrated, bitchy, trash, and used by everyone

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git != github
You can just have your project under version control, or have another computer you push your commits to, or put it on a home server you control, or make that server accessible on the internet, protected by ssh, or put it on some third-party host that is not github (gitlab, gitgud). Any one of these is possible. Personally, I have my projects on my home server that I can access through ssh through the internet, which acts as the target for push and pull. I have copies of my project on my desktop and my laptop, which pull from the server. But like I said, you can just have a single local repo and nothing else (though that is not a form of backup).

Why does the robot not have arms?

Starting to get worried my idea is bigger than I am.

Then you'd better grow.

It definitely works. Why are you so upset, user?

I did it for baking between different UV layouts but It should work for what you are wanting to do. To get it to bake I selected the target image texture and hit the bake button.

The bottom nodes contain the texture I want to bake to and it's uv, the top nodes contain the image I was baking from, it's uv layout and some emission nodes.

Do I have to be upset to call a spade a spade?

Her arms can be plugged in, unplugged, or more can be plugged in.
She can have two arms, or four arms, or detach them and control them remotely while she stands there.

user no do not fuck the alien. You don't know if your bodies are even compatible!

They are.

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Don't worry if your ass gets picked up by a squad of marines you get electrocuted, can't let the space aids spread anymore nigga.

Sword and Sorcery setting in prehistoric Atlantis.

Ok, good to know. You are the user trying to make a fighting game right? Is it going to be an air dash fighting game or just a regular fighting game? As for designs I like the first and forth the most. The second seems like a moth version of chun li, but that isn't a bad thing. The third one I'm guessing is a shark pirate right? I feel the upper claws design would look better.

In the testing I've done for this fight everything is balanced fine, but I can definitely see problems down the line if I don't weaken stronger skills. What I'm mostly trying to do is make it so that single enemies hit hard, and multiple enemies fight smart. So some of the group bosses will have stats closer to the player characters.
I think I'll have it so that the weaker levels of skills have higher chances to inflict their status condition. Every element has a status on it, and said status also lowers resistance against the element. To avoid the "FF Trap", I'll try to make it so that unless something specializes in an element they can't become immune to its status.
The SMT series is kinda what I was trying to go for with the game, and at least for this fight, buffs/debuffs are very important. After the boss "Awakens" at half health he starts moving so fast he can't be hit, but using the theif's speed debuff nullifies this. This leads into another system I have where Health/Magic potions can't be bought, only found so you have to use them wisely. Outside of them and the healer your recovery comes from food and drink items. Drinks and junk food you buy at the local 9/11 convenience store are cheap, weak and can be used whenever you want, and larger foodstuffs like restaraunt items have to be used before battle because they'd take too long to eat otherwise. Potions are as good as the bigger food items but can be used in battle.

Count me in. Where do I sign up?

You exist as much as the mothgirl does. If I got space AID's I'd kill myself so don't worry about that.

Is there a way to make 3d modeling less tedious?

Recycling assets.

Not a fighting game, a first-person shooter. You play as a space pirate in a weeaboo space empire, going from planet to planet stealing lots of money.
Glad you like them, though.

That sounds like a lot of fun. Is it just a set of levels, or will you be able to fuck around and explore at your leisure?

Has anyone implemented an interpreter for a game? Is it easy?

You mean like a scripting language?

Yes.

It's not that hard. Here's a basic example: norvig.com/lispy.html

user, no one would care if you were 50+ as long as you made a GOOD game.

We all have to suck at something before we're good at it. Remember that and fight through the anxiety.

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Anyone know how configs and cvars work? I doubt devs just have 50 if checks in their render loops.

Do you have a single fact to back it up?

It varies. Sometimes they do.

Let's say you have a cl_fov cvar. If you update that, what's presumably happening is that fires off a function that checks what is set as the player camera, calls a method on it and changes the fov to the new value. Simple enough. Let's say you have a shadows enabled/disabled cvar. Some engines are designed so that when you want to start rendering, you fill some sort of config object with all the parameters, then call a method/instantiate an object to setup the graphics context and all the resources needed. So when you want to change something, you stop the render, save all volatile state using some function, teardown the render, update the config, re-make the render, then last restore volatile state. Since shadows involve using shaders that sample from shadowmaps, shaders for rendering said shadowmaps, state for the rendertargets that hold the shadowmaps, drawcalls that update the shadowmaps etc, there's bound to be quite a few if checks. However, in this model you can avoid doing all those checks each frame, since you'd presumably assemble a render pipeline during setup that is just run each frame. So the engine is modular enough that you can just not have shadows, and if they're disabled, no code involving shadow mapping is run, not even if checks. Of course it requires quite a bit of abstraction and modularity, but you should code that way any way. You are making modular code where components can easily be added or removed, aren't you user?

ok that's enough to start a kikestarter or shilltreon

Where do I pay up

Yeah, although there where a few times where I can't see it being a case of modularity. The only thing I can think of off the top of my head is in source, when it can swap into wireframe mode in the blink of an eye. However, to do this in OpenGL you'd need to enable wireframes, render everything, and then disable wireframes. The only alternative I guess I can see is if it where a shader they switch out in the model renderer. It's a pretty bad example, but I know there's something out there even if I can't think of it off the top of my head.

In opengl, toggling wireframe is trivial. It's a simple matter of calling glPolygonMode and maybe also disabling backface culling. Also, you probably want a shader that outputs a solid color controlled by a uniform instead of doing lighting. In your video, they also disable depth testing. Since there's non-wireframe geometry in there they probably do indeed setup wireframe state (polygon mode + depth testing), draw dynamic objects, then restore state for normal drawing (or the other way around, hard to tell if map geometry comes first). This could be controlled by an if statement, but it's also possible that they have different render state objects that gets swapped. What a lot of engines do is they wrap everything needed to render a certain kind of thing into an object that has a method that is responsible for doing the gl calls to set everything up. This includes all the glEnable, glCullFace and similar state switches and might also include shader setup and sending uniforms. If every state was just re-sent as is, there would be a ton of redundant gl calls, so what they do is they try to sort the states and their corresponding draw calls to minimize state changes. So if multiple things use the same texture, they are drawn after each other and you avoid calling glBindTexture and all the glTexParameteri, if multiple things use the same shader, you do the same and avoid the redundant glUseProgram and the glVertexAttribPointer calls. This architecture also means that if you want a certain class of objects in the scene to be drawn in a different manner, it's easy. You just swap their state object, which if you use a scene graph, which most engines use, it could be as simple as swapping the state object for the single root node under which all objects of the class in question resides under, i.e. extremely simple. I've used both panda3d and open scene graph and they both work in this way.

All smiles.jpg

missed ya, bro!

You have a bit of code to check the config file. Say you store it in a 'conf' object. Then you have something like conf.speed, conf.resolution, conf.fov, and so on. You just plug those vars into your code like they were any other.

Still trying to make music, here is my latest attempt:
my.mixtape.moe/umhqvm.mp3
Critique, please

I like it, but doesn't feel very videogamey

Still trying to make music:
my.mixtape.moe/umhqvm.mp3
Critique, please

I personally can imagine a dynamic pixelshit platformer with this soundtrack.

What tracker?

It's fine, could be better

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What's the matter, user? Don't you know we're living in the post privacy era?

SunVox

You know, it could be justifiable if it limited itself to the competition participants, like they need to share their IDs and shit, but merely using the program is fucking bullshit.


Thanks.

###########################################################################################################################################################@############################################(7, 15)
I was messing around with Curses and ended up with this. It's a map. # is ground. @ is player. The numbers are the player coordinates. The player can move with the keyboard. The void is inaccessible to the player. I wasn't planning on making a game at first, but this is kind of fun. I'll continue working on it.

I did it by checking against the enemies actual position as well as one offset by screen width (negative or positive, depending on which edge the player was closest to.)

heres what im trying to use with the emission added, while getting pitch black results.
maybe its my video card, since to get GPU rendering to work i had to downgrade the drivers, sometimes baking crashes the GPU drivers as well.

also new project almost finished with the other british tubegun, only mag left to do.

The rhythm is nice, but holy fuck the melody is so repetitive, and not in a good way either. Were you going for a catchy, hummable melody with that? It's not really working out. The section at ~0:50 is probably the most interesting to listen to, but it goes straight back to a reprise of the dull-as-hell first section at 1:15. Overall, it's probably fine for a simplistic pixelshit platformer, like said, but for anything else, it's shit.

Depends what you want it to be able to do. I cooked up one for scripting vn cutscenes for my game over a weekend (mostly debugging). But it's pretty basic, no classes etc. It's not really hard if you know how parsers work, but it can get tedious if you have a ton of possible operators, expressions etc. Enough that there are tools out there that can generate code for parsers.

Sort of a mix of both.
My ideal set-up is that you have a single map (your ship) that you retire to after every mission, and from there you can select different planets to go to. You can select whichever ones you'd like, and then after selecting them you have a set series of levels to go through. After beating the levels, you then head back to the ship and repeat the process.
…Mind, that's just ideally. There might be an issue with it from a level design standpoint. But from a coding standpoint, it's perfectly feasible and I've done it before for an unrelated project.

I don't have either. I feel kind of scummy setting up something big like that unless I can really do more, instead of relying so much on free resources or friends helping out.
If you want to buy me a burger or a pizza, though, I have a Paypal. [email protected]/* */

Where would you get the burger from? This is important

Do you plan on adding random level generation ?

Progress, gotta fix this resize destroying my images, then play with hair and eye colors

I procrastinated the whole fucking day just by lurking and then finally getting this fucking shit UV Unwrapped, FUCK.

I wonder if some nigga is developing a alternative method for texturing a model since UV Maps always have the problem of not being able to use the texture 90-100% due to 6 million gaps with the added bonus that distortions are bound to happen. Since my Texture has quite some open spaces here and there I would leave it that way just in case I decide to make a "upgraded" version of it so it has more shieet attached to it or whatelse.

So I know CUN is for cunning but I just can't help but think its short for cunny … is there a better word or acronym you could use?

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CNG?

That's just your dirty mind. Not everyone would notice that.

Louis. Cuck King.

Do i need to go implement a method to go pixel by pixel to change the HUE of a BitmalImage? (C#) Can't find any class that already does it on the default shit

I think so. If youre using OpenGL you might be able to use a shader but otherwise you'll have to change shit manually if you're eg using winforms

oh well, i will do it tomorrow then, still have to work tomorrow and have to sleep soon

Anyone know any examples of OpenGL/WebGL programs using matrices for the viewport and vertex shader that I can look at?
I need to cannibalise some code since what I've made is awful yet it mostly works.

Thanks for giving me a new video game idea

Nope. Not a fan of procedural generation. Hand-crafted stuff takes 1000x longer, but is generally more fun to play.

Got a local place called Cook-Out that does char-grilled burgers, shakes, and seasoned fries.
Pretty cheap, but everything's fresh made and juicy. Yum.

Yes these are fantastic. For $13 CDN I can get some cane sugar soda, basket of fries, and a burger two fingers thick on a huge bun. So filling. They even cut tomatoes like half a finger thick

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Out.

Get out, nigger.

Right. I like my hamburger to taste like a hamburger with a bit of tomato (and whatever else I have on it) to add flavor and not like a tomato jizzing in my mouth with a side of meat, but I'm the one whose wrong.

Stop embarassing yourself.

Look you doubleniggers, its not about the size of the tomatoes. You like them, you hate them, whatever. My point was that they don't skimp with the portions

Well, some faggots like actually prefer being jewed out of a decent tomato portion

I don't even regard a full finger as thick cut.

And then there's double-niggers like who would rather suck off a tomato than actually be able to taste the hamburger itself.

Thick is relative. As I said, the burger itself is thick and generous so there is still a satisfying burger:tomato ratio per bite. That's the important thing; and some people prefer more or less.

The key is that tomato makes the meat more savory so you want it just right

So you don't like the cheese or the lettuce either? Does the bread get in the way of being able to get a taste of your hamburger as well, you turbofag?

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False equivalence.

Look, I get it. You enjoy juice and seed being shot in your mouth. That's why you're defending thick cut tomato. As said, it's about proportions. Your comparison doesn't really work unless you'd also defend a burger that's covered in so much cheese or bun that it overpowers the meat.

It's not a false equivalence, as a good portion of tomato is as essential to the burger as ta decent portion of lettuce, bread and cheese. Also,

Man I guess now I gotta put a burger as a pickup item in the game.

Says the guy who's so addicted to the meat he won't have anything else.

Even Terminus likes a decent tomato portion on his hamburger

Welp

I just…I just really like burgers. I didn't know it would result in this. I-I'm sorry.

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How do you feel about pineapples on pizza?

What the fuck kind of retrograde system are you using? Send me your file and I will try it on my PC.

Your output texture node doesn't reference the target texture's UV coords in it's vector, instead of just mixing the rest of your nodes in with the emission node try putting your colour value into the emission node and then bake

The second emission node shouldn't be needed, ignore that it's there on my one.

So if the topic is finally off burgers and tomatoes, anyone know any cannibalisation-worthy code?
All I can find is overly-thick code, I need something juicy and sweet.

Like a hamburger with some nice portion of tomato?

Cannon finish! Look good!

Is the GNU/Linux build of Unity any good yet? And by good, I mean is actually stable? I tried out a build earlier this year and it used up a lot of cpu cycles and crashed frequently.

I mean I still have to add a few factors and consider scaling certain values, but the growth rate of it feels good, for both players and monsters

I don't, but I can go over the correct way of applying transforms.
As you know, the matrix you rend to the vertex shader is the MVP matrix: model, view, and projection. The model matrix is usually built by applying the scale matrix (4x4 with the first three diagonals taking the values of the scales along x, y and z. For uniform scale, they should have the same value), then the rotation matrix (can be built in different ways, but I'll post mine since it's the hardest to get right), then the translation matrix (unit matrix except you stuff the translation vector into the 3 first elements in the last column, going vertically). My rotation code:
// Compute rotation and rot+scale transforms glm::mat4 ROT; glm::mat4 SR; { glm::vec3 hpr = (glm::vec3)(state.getRot()); glm::mat4 H = glm::rotate(hpr.x, glm::vec3(0, 0, 1)); glm::mat4 P = glm::rotate(hpr.y, glm::vec3(H * glm::vec4(1, 0, 0, 0))); glm::mat4 R = glm::rotate(hpr.z, glm::vec3(P * H * glm::vec4(0, 1, 0, 0))); ROT = R * P * H; SR = ROT * glm::scale((glm::vec3)(state.getScale())); }
I store the rotation as a triplet of heading-pitch-roll values. Then I construct the full rotation by compounding rotations around specific axes. For heading, you just rotate around the up vector (in my case 0,0,1), but pitch is more difficult. If heading is 0, pitch rotates around the 1,0,0 vector, since that is to the right (I use a z up, y forward right-handed system), but if it's nonzero, it's still whatever vector that lies in the xy plane that points to the right of our heading. So all you have to do is rotate the 1,0,0 vector by the heading, then use that as the axis of rotation for pitch. Roll works the same, except you need to compound both the heading and pitch rotations on the roll axis. Then you combine them into the complete rotation matrix. Note that glm is aligned with what it looks like when doing manual math, so the vector goes to the right of the matrix. The RPH thing is actually HPR, because the H matrix gets applied first, then P, then R. Then Rotation and scaling is assembled by scaling first, then rotating. It doesn't matter what order those are done in (I think), but you need to do them before translating. If you scale after translate, you'll scale your translation. If you rotate after translate, you'll instead orbit 0,0,0 rather than rotating. Translation is not included since this code does funky things, but just remember to assemble the model matrix as TRANS * ROT * SCALE assuming you're not using one of the libraries where the matrix goes on the right side. I'll show you my view and projection code later, but I have to run.

noice

Suppose you're making a game similar to Battleship which has non-splitscreen multiplayer.

Each player is going to see their enemy's field in mirror, because they're looking from the opposite direction. However, because of how the game works, it would be drastically easier to program the game (by weeks, potentially) in a way where the players see each other mirrored on one axis, but not the other.

Visually, the games would become spatially inconsistent with each other, but not within themselves. The way it works out mechanically is functionally identical to doing it correctly, and would be completely unnoticeable unless you had two screens sitting right next to each other, so it's unintrustive and fair. However, something's bugging me about it. Aside from that I dislike the inconsistency, it feels like it's wrong to lie to your players, even when it's a completely irrelevant backend point that doesn't actually affect gameplay.

It's really tempting, considering the amount of work I'd expect it to save, but I hesitate. Am I just being an autist?

Back again. So my camera code is actually pretty simple. I don't expose methods for setting it's hpr, only setting it's position and direction vector. With glm, it's easy to use these to build a view matrix, since there's a function called lookAt that takes the camera position, camera aim target and up vector as arguments. Then I expose an interface for moving forward, strafing and lifting as well as panning and tilting, all of which operate on the two position and direction vectors. For projection, you just need fov, aspect ratio, near and far field. If you don't have a nice library, I recommend reading the source of glm and porting the parts you need. It's a very rational interface, I find. Anyway, I'll post my code too:
void Camera::move(float d){ update(); pos += dir * d; dirty = true;}void Camera::strafe(float d){ update(); pos += normalize(cross(dir, vec3(0, 0, 1))) * d; dirty = true;}void Camera::lift(float d){ update(); pos += vec3(0, 0, 1) * d; dirty = true;}void Camera::pan(float d){ dir = normalize(rotate(dir, d, -vec3(0, 0, 1))); dirty = true;}void Camera::tilt(float d){ dir = normalize(rotate(dir, d, cross(dir, vec3(0, 0, 1)))); dirty = true;}void Camera::update(){ if (dirty) { glViewport(0, 0, xres, yres); view = lookAt(pos, pos + dir, vec3(0, 0, 1)); projection = perspective(radians(fov), (float)xres / yres, near, far); VP = projection * view; dirty = false; }}
Move and lift is easy, just advance position by the direction or the up axis, respectively. Strafe is moving to the local right and that vector can be gained from the cross product of up and forward (I assume you know that the cross product gives you a vector that is at right angle to both arguments, meaning that since up is one vector, you'll always get a vector that lies in the xy plane, unless you're aiming straight up or down, in which case you get a zero vector and possibly division by zero in the normalize call). Pan and tilt is also similar. Pan rotates the forward vector around 0,0,1, tilt rotates it around the right vector, again computed with a cross product. The corner case of a degenerate cross product could be solved either by restricting the range of pitch rotation to something like 179.9deg or by storing the right vector explicitly.

no

There really needs to be better language usage for "applying" a matrix, since it means a different thing to everyone and so results in a lot of ambiguity.

To me, applying a matrix means to do a multiplication where the current matrix is on the left and the "applied" matrix is on the right, but evidently that's not what many means since the correctly working portion of my matrix code would be considered backwards and does not work correctly with any other arrangement.

My problem isn't with the basics though, it's with the finer details, such as the projection matrix.
Also I want to see how a certain problem is solved to see if there's a better method than what I do.

Nigga just read the tile array backwards for the guy on the opposite side. What the fuck is hard about that?

Well that's a letdown, spent 2 hours downloading it last night. Maybe I'll fuck with it a bit.

new threda when

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PROGRESS
holy shit changing hue of the hair/eyes was harder than expected (WPF uses only rgb, instead of hsv)

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I thought you knew that. HSV uses a different sort of radial cylinder color space compared to RGB. Its hard to do a direct conversion.

i just expected to be a class that would do rgb hsv conversion

Waifu Kek and Man are possible names the generator can build, i will have to order a reroll when these are generated because i want to make these hidden easter eggs attainable later in the game

Did we descend from kangaroos and monkeys or something?

with "we", do you mean "australians"?

New thread time