Oh man I really love the idea, but I don't have the time to devout myself to such a project. Maybe you can draw the sprites and make them publicly available, and make some sort of contest out of it?
[QUOTE=DrLuckyLuke;40120578]Oh man I really love the idea, but I don't have the time to devout myself to such a project. Maybe you can draw the sprites and make them publicly available, and make some sort of contest out of it?[/QUOTE]
Not a bad idea, but I'd prefer to work closely with one or two programmers, and focus on really nailing the concept and making a fun game overall.
[QUOTE=salmonmarine;40120598]Not a bad idea, but I'd prefer to work closely with one or two programmers, and focus on really nailing the concept and making a fun game overall.[/QUOTE]
Maybe you could work closely with a few guys, and once you have the base engine set up, throw it on git so everyone can contribute? Let's make a facepunch game!
[QUOTE=DrLuckyLuke;40121005]Maybe you could work closely with a few guys, and once you have the base engine set up, throw it on git so everyone can contribute? Let's make a facepunch game![/QUOTE]
I want to be realistic about this first. I need to make sure the demand and programming talent are in place before I make any promises I can't keep.
[QUOTE=salmonmarine;40120023]Hey guys. I'm an artist, not a programmer, but I've been working with one (Rayboy- he posts here occasionally, you might have heard of him) to make small 2D games for the past 2 and a half years.
I have an idea for what i think would be a great game, but he doesn't like it. I drew this up to illustrate it, because it's hard to explain with words. Sort of a Mirror's Edge meets Time Crisis meets Metal Slug sort of thing.
[img]http://i.imgur.com/ZRvIyqN.png[/img]
If you like this idea, I would do all the textures, animations, and GUI. PM me or find me on Skype/Steam if you're interested.[/QUOTE]
This game idea exists in part already :)
[media]http://www.youtube.com/watch?v=xjT7a8yn3Wc[/media]
Take notes from this.
Also I'd like to work on this idea
[QUOTE=salmonmarine;40120023]Hey guys. I'm an artist, not a programmer, but I've been working with one (Rayboy- he posts here occasionally, you might have heard of him) to make small 2D games for the past 2 and a half years.
I have an idea for what i think would be a great game, but he doesn't like it. I drew this up to illustrate it, because it's hard to explain with words. Sort of a Mirror's Edge meets Time Crisis meets Metal Slug sort of thing.
[img]http://i.imgur.com/ZRvIyqN.png[/img]
If you like this idea, I would do all the textures, animations, and GUI. PM me or find me on Skype/Steam if you're interested.[/QUOTE]
Kinda like some sections of Abe's Oddysee/Exodus combined with Wild Guns. I like it.
[QUOTE=salmonmarine;40120023]Hey guys. I'm an artist, not a programmer, but I've been working with one (Rayboy- he posts here occasionally, you might have heard of him) to make small 2D games for the past 2 and a half years.
I have an idea for what i think would be a great game, but he doesn't like it. I drew this up to illustrate it, because it's hard to explain with words. Sort of a Mirror's Edge meets Time Crisis meets Metal Slug sort of thing.
[img]http://i.imgur.com/ZRvIyqN.png[/img]
If you like this idea, I would do all the textures, animations, and GUI. PM me or find me on Skype/Steam if you're interested.[/QUOTE]
This is like indoors on Contra sort of.
[IMG_THUMB]http://i.minus.com/itlFpCPTLhK8M.png[/IMG_THUMB]
Exposed both UTIL_TraceLine and UTIL_TraceHull, you can pass in an array of entities to be ignored, but by default none will be ignored. It is also possible to specify the mask, defaulting to MASK_ALL.
In this case I have used:
[CODE]Trace testTrace = new Trace(new Vector(-7.648900f, 316.987549f, 199.988464f), new Vector(-6.441686f, 38.511143f, 88.231743f));[/CODE]
Made my first android app! Your score is increased by pressing the button.
I'm thinking of selling it to Google.
[IMG]http://i.imgur.com/5ufxtTS.png?1[/IMG]
Any suggestions for a decent 3D model format for games?
[QUOTE=ECrownofFire;40122592]Any suggestions for a decent 3D model format for games?[/QUOTE]
wavefront .obj
Hey, the shader I'm using in XNA demands a WorldInverseTranspose matrix, which for models means
[code]Matrix.Transpose(Matrix.Invert(mesh.ParentBone.Transform * world));[/code]
Now, I want to give it my own vertices (by using a index buffer), but what would this be for my own vertices? Identity matrix? I don't think I understand quite what it means.
[QUOTE=ECrownofFire;40122592]Any suggestions for a decent 3D model format for games?[/QUOTE]
IQM, specs can be found at [url]http://lee.fov120.com/iqm/[/url] . I use it in my engine, though that's kinda on hold since I started work on these Source engine C# bindings.
[QUOTE=ben1066;40123264]IQM, specs can be found at [url]http://lee.fov120.com/iqm/[/url] . I use it in my engine, though that's kinda on hold since I started work on these Source engine C# bindings.[/QUOTE]
Binary Format
Vs
[QUOTE=origamiguy;40122662]wavefront .obj[/QUOTE]
Text Format
[QUOTE=origamiguy;40122662]wavefront .obj[/QUOTE]
It's a text format, so I would avoid it outside of development. Then again you could always [url=http://gdn.giants-software.com/documentation_i3d.php]do worse[/url].
[QUOTE=danharibo;40123640]It's a text format, so I would avoid it outside of development. Then again you could always [url=http://gdn.giants-software.com/documentation_i3d.php]do worse[/url].[/QUOTE]
I'd only avoid it if the files start getting unnecessarily big.
Obj is a simple format which is supported by pretty much everything, which means modding/model replacements are easy, the models can be edited in almost every 3D editor and because it's a text format, some errors might even be correctable by hand.
Binary formats come with issues such as writing or finding a library to read and write models, but on the other hand should provide both faster loading speeds and smaller disk space footprint.
If your game has fourteen models, obj is good. If it has four thousand, you should probably use some (possibly compressed) binary format.
[QUOTE=esalaka;40123814]I'd only avoid it if the files start getting unnecessarily big.
Obj is a simple format which is supported by pretty much everything, which means modding/model replacements are easy, the models can be edited in almost every 3D editor and because it's a text format, some errors might even be correctable by hand.
Binary formats come with issues such as writing or finding a library to read and write models, but on the other hand should provide both faster loading speeds and smaller disk space footprint.
If your game has fourteen models, obj is good. If it has four thousand, you should probably use some (possibly compressed) binary format.[/QUOTE]
File size is not really a big concern, it's the fact that loading data from text is simply incredibly slow in comparison. That is certainly a function of file-size though, so if your models are simple then it is really no issue.
[QUOTE=danharibo;40123842]File size is not really a big concern, it's the fact that loading data from text is simply incredibly slow in comparison. That is certainly a function of file-size though, so if your models are simple then it is really no issue.[/QUOTE]
Or if you have few models, as the total load time is the sum of all the separate load times, which makes it approximately a function of the total size of all models.
I was thinking along the lines that loading a text-format model isn't gonna take a lot of time unless it's massive, and as such loading a few of those won't take more than a few seconds.
Almost any game widely sold has (absolutely) long load times so people are probably going to view the [I]relatively[/I] long load time as actually being kinda short.
[QUOTE=danharibo;40123640]It's a text format, so I would avoid it outside of development. Then again you could always [url=http://gdn.giants-software.com/documentation_i3d.php]do worse[/url].[/QUOTE]
Saw XML and immediately closed it :v:
/sarcasm.
[QUOTE=danharibo;40123842]File size is not really a big concern, it's the fact that loading data from text is simply incredibly slow in comparison. That is certainly a function of file-size though, so if your models are simple then it is really no issue.[/QUOTE]
IQM is pretty trivial to load, there is a header you can use to get all the structs and there is a good piece of example code, you can just fread or such the data straight into your structs, I'd say it's easier than obj.
As long as it's not collada or I3M. WHat about that FP model format?
[editline]1st April 2013[/editline]
BLK
[QUOTE=Map in a box;40124354]As long as it's not collada or I3M. WHat about that FP model format?
[editline]1st April 2013[/editline]
BLK[/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1175000"]BSM[/URL]
[QUOTE=Map in a box;40124354]As long as it's not collada or I3M. WHat about that FP model format?
[editline]1st April 2013[/editline]
BLK[/QUOTE]
For a second there I thought you were mad at me, you have no idea how confusing that was.
[QUOTE=BlkDucky;40124617]For a second there I thought you were mad at me, you have no idea how confusing that was.[/QUOTE]
BLK YOUNG MAN GET DOWN HERE THIS INSTANT!
[QUOTE=esalaka;40123906]Or if you have few models, as the total load time is the sum of all the separate load times, which makes it approximately a function of the total size of all models.
I was thinking along the lines that loading a text-format model isn't gonna take a lot of time unless it's massive, and as such loading a few of those won't take more than a few seconds.
Almost any game widely sold has (absolutely) long load times so people are probably going to view the [I]relatively[/I] long load time as actually being kinda short.[/QUOTE]
An OBJ loader written in C or C++ would probably be fast as shit. I didn't even really write one for mine, I just wrote a few regexes, and it started taking a noticeable amount of time in the 10,000s of vertices/faces area. So for even a few highly detailed models it'd still be no worries. The issue really is is that textual representation of the numbers is stupid inefficient.
[QUOTE=Jawalt;40125315]An OBJ loader written in C or C++ would probably be fast as shit. I didn't even really write one for mine, I just wrote a few regexes, and it started taking a noticeable amount of time in the 10,000s of vertices/faces area. So for even a few highly detailed models it'd still be no worries. The issue really is is that textual representation of the numbers is stupid inefficient.[/QUOTE]
...And it's not really an issue until there's many enough files to cause bloat, is it?
Isn't the ratio of text vs binary storage needed something like log2(x)/log10(x) for a number x?
The problem with obj isn't even that it's text, it's that faces have an indice per attribute so you have to reconstruct all vertices so that you can have an indice per vertex. This is the kind of dead simple obvious optimization of not doing this every single time again and again every time a model is loaded.
Index per attribute?
[QUOTE=esalaka;40125752]Index per attribute?[/QUOTE]
You can have valid .objs that have more than one vertex attribute (normals, UVs) per vertex. Depending on how your rendering works (i.e. if you're DX/OGL) then those might be superfluous.
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