• What Are You Working On? July 2015
    1,392 replies, posted
So I'm still working on optimizing the terrain generation (Down from giving up after 3 hours to 30 minutes!). I used to sort all the values in the height map and pick the water height so it covers 70% of the map. Apparently, when I increased to full size, sorting 900,000,000 takes about 10 minutes. Is there a faster way to approximate the height of the sea (So that it covers around 70% of the map)?
[QUOTE=Fourier;48322922]Btw Berkin, are you making next "LSD" game?[/QUOTE] What kind of LSD game would it be if I didn't teleport to a new area when I collide with something? Jokes aside, no, it's not going to be even remotely like LSD. Mine is going to be an open-world sandbox based on the question, "What if reality was a simulation, and the memory got corrupted?"
[QUOTE=Megolas;48324439]So I'm still working on optimizing the terrain generation (Down from giving up after 3 hours to 30 minutes!). I used to sort all the values in the height map and pick the water height so it covers 70% of the map. Apparently, when I increased to full size, sorting 900,000,000 takes about 10 minutes. Is there a faster way to approximate the height of the sea (So that it covers around 70% of the map)?[/QUOTE] Say your sea level is in the [0, 1000] range and you're fine with a +-1 error in the level. Make 1000 buckets and iterate once through the nodes, increasing the number in the appropriate bucket (node has the height of 65.7, increase the bucket number 65). Then iterate through the buckets and count how many nodes you've gone through by adding up the numbers in the buckets. When your total goes over 70%, you have your height. This does have drawbacks in the sense that the % covered by the sea may be way off from 70% if the map has very flat parts and if your approximation happens to fall in that area.
[QUOTE=Megolas;48324439]So I'm still working on optimizing the terrain generation (Down from giving up after 3 hours to 30 minutes!). I used to sort all the values in the height map and pick the water height so it covers 70% of the map. Apparently, when I increased to full size, sorting 900,000,000 takes about 10 minutes. Is there a faster way to approximate the height of the sea (So that it covers around 70% of the map)?[/QUOTE] You may need to resort to using magic: [url]https://en.wikipedia.org/wiki/Median_of_medians[/url]
-moved-
[QUOTE=NixNax123;48325139]How do I go about getting the pixel color of an RGBA texture in OpenGL? Say I have a function like this: [code]public Color getPixel(int x, int y) { int r = ... int g = ... int b = ... int a = ... return new Color(r, g, b, a); }[/code][/QUOTE] Closest thing I can find is [URL="https://www.opengl.org/sdk/docs/man2/xhtml/glReadPixels.xml"]glReadPixels[/URL], but as far as I can see, it's only for FBO's.
Woops, thought I posted in the help thread, sorry about that.
[QUOTE=Berkin;48324445]What kind of LSD game would it be if I didn't teleport to a new area when I collide with something? Jokes aside, no, it's not going to be even remotely like LSD. Mine is going to be an open-world sandbox based on the question, "What if reality was a simulation, and the memory got corrupted?"[/QUOTE] "Then black holes are garbage collectors" Never played LSD though. But keep going, imagine if you would create the most psychedelic & disturbing game ever. Just walking around starts to fuck with your mind.
[QUOTE=Fourier;48325422]"Then black holes are garbage collectors" Never played LSD though. But keep going, imagine if you would create the most psychedelic & disturbing game ever. Just walking around starts to fuck with your mind.[/QUOTE] The idea is to make the irregularities as subtle as possible until the player begins interacting with the world. On first look, we want them to get a distinct feeling that something is wrong, but they have to explore and listen to fully realize how messed up everything is. I'm not the kind of person who just wants to throw jokes in the player's face, because that desensitizes them, like I am to Rant. That's why games like [I]Goat Simulator[/I] died off. I want people to discover these things for themselves. It makes the experience far more rewarding and amusing that way.
Well when it is finished I want to test it. Will you make quests?
[QUOTE=Fourier;48326569]Well when it is finished I want to test it.[/QUOTE] I plan on getting a bunch of Facepunchers for alpha testing when the time comes, so don't worry.
[QUOTE=`impulse;48320860]Spent a while redoing the movement/cover system; it feels really nice to use now. Made a test map based on the intro level for MGS and tweaked the AI a bunch. The radar would be more useful, but you can't use a render an orthogonal camera to a texture in UE4 so I'll have to find something else to use. <Fucking awesome MGS clone> Now that there's a basic AI to work with, I can start on the inventory system![/QUOTE] That's the coolest shit I've ever seen in recent memory. Seriously do you want some help with that? I'd love to work on it! [editline]29th July 2015[/editline] [QUOTE=AntonioR;48322858]I mentioned few weeks ago how I rewritten my engine and how games are just objects now. Here is a little demonstration, it's not Super Turbo Turkey Puncher 3, but close enough. <game-within-a-game thing> Do note that at 0:25 I'm using a GUI [sp]four levels deep[/sp], and the screens are displayed on dynamic objects that move, and everything is zoomed in and stuff.[/QUOTE] jesus christ that's seriously some inception shit right there
[QUOTE=Xystus234;48327097]That's the coolest shit I've ever seen in recent memory. Seriously do you want some help with that? I'd love to work on it![/QUOTE] Thanks! I'm set on the programming side so far, but if you're able to contribute models/textures/sounds/pretty much whatever else, then I'm all for it.
[QUOTE=AntonioR;48322858]I mentioned few weeks ago how I rewritten my engine and how games are just objects now. Here is a little demonstration, it's not Super Turbo Turkey Puncher 3, but close enough. [video]http://youtube.com/watch?v=yrHRcrnoSwI[/video] Do note that at 0:25 I'm using a GUI [sp]four levels deep[/sp], and the screens are displayed on dynamic objects that move, and everything is zoomed in and stuff.[/QUOTE] I missed this video, this is great!
Today, we implemented text that reacts to light. [IMG]http://i.imgur.com/QHZozei.png[/IMG]
[QUOTE=AntonioR;48322858]I mentioned few weeks ago how I rewritten my engine and how games are just objects now. Here is a little demonstration, it's not Super Turbo Turkey Puncher 3, but close enough. - holy fuck video - Do note that at 0:25 I'm using a GUI [sp]four levels deep[/sp], and the screens are displayed on dynamic objects that move, and everything is zoomed in and stuff.[/QUOTE] :drool: If this doesn't get into next 10 waywo highlights i'm gonna do some bad things.
It seems like with what I have so far service methods that utilize interfaces in their signature [url=https://github.com/inkadnb/Nebula/blob/master/Nebula.Core.Tests/RemoteProcedureCallTests.cs#L182-196]work out of the box[/url]; provided that the service knows about the underlying types that is.
[vid]https://dl.dropboxusercontent.com/u/1400138/ShareX/2015/07/2015-07-30_01-08-20.webm[/vid] (sorry for low fps) it's a little bit hacky, and a little bit shitty (mostly due to mecanim which is absolute garbage for what I want to do) but it's exactly what I wanted. a camera that transforms with the head, and looks at a point in space rather than freely rotating with the head. [I][U]fuck yes.[/U][/I]
Updated to Visual Studio 2015 today. [IMG]http://i.imgur.com/sWNmTeT.png[/IMG] Hey at least the error is descriptive!
I redid the street sign with the new light-sensitive text. Still needs a lot of work, but it already looks miles better. [img]http://i.imgur.com/BAyhWtY.png[/img] I'll probably make a new model for this sometime this week.
[QUOTE=Fourier;48326569] Will you make quests?[/QUOTE] I just saw this edit and wanted to say that yes, there will be (randomly generated) quests.
[QUOTE=Gamerman12;48329141][vid]https://dl.dropboxusercontent.com/u/1400138/ShareX/2015/07/2015-07-30_01-08-20.webm[/vid] (sorry for low fps) it's a little bit hacky, and a little bit shitty (mostly due to mecanim which is absolute garbage for what I want to do) but it's exactly what I wanted. a camera that transforms with the head, and looks at a point in space rather than freely rotating with the head. [I][U]fuck yes.[/U][/I][/QUOTE] This looks so awesome :jawdrop:
[vid]http://files.1337upload.net/Desktop_07.30.2015_-_15.24.48.03.webmhd-ef829f.webm[/vid] working on some fancy camera animation shit [editline]30th July 2015[/editline] now i just gotta get it in the game but that's the easy part
Almost done with Among the Sleep PS4 porting We're 100% certain we're not 100% bug free and everything is on fire. [img]http://i.imgur.com/o4Wb6JH.jpg[/img]
[QUOTE=AtomiCal;48330653]Almost done with Among the Sleep PS4 porting We're 100% certain we're not 100% bug free and everything is on fire. [img]http://i.imgur.com/o4Wb6JH.jpg[/img][/QUOTE] doesn't unity p much handle all of that for you? or do you have like custom shaders that you need to optimize or something
[QUOTE=DarKSunrise;48330826]doesn't unity p much handle all of that for you? or do you have like custom shaders that you need to optimize or something[/QUOTE] Among the Sleep is a massive project. It started out in Unity 3.x and has been through two major upgrades. On PC, you can do with ~1000 drawcalls per frame. On the PS4/Xbox One you need to cut it down to around 200. The Optimization process is a huge one. It's not a simple project upgrade. There are many steps involved. First step is going through with the frame debugger and figuring out what takes up draw calls. Mostly dynamic shadows, non batched dynamic objects, and non-static objects. Combine meshes, combine materials, reduce lights, bake lightmaps, make sure occlusion is good. We had to come up with our own "manual occlusion system" because unity doesn't handle it properly internally. With this system we divide the levels into "areas", and enable/disable them based on where the player is in the world. This is really helpful for the levels we can't lightmap, due to the fact that they are really huge and really complex. And then of course there are bugs you have to find and fix. Scripts break. There's a new physics systems so doors are now stuck and you can't walk on slopes etc. Basically everything broke when we Upgraded to Unity 5, and staying on 4 was not an option for the console release since they're going to stop supporting that. At least we can advertise a "Massive fucking performance increase x1000" on PC when we eventually upgrade the steam version.
Made a UI kit for LÖVE [vid]http://imgrush.com/cogghKLdAEuv.mp4[/vid] [URL]https://github.com/adonaac/yaoui[/URL] It uses the idea of Stacks and Flows to lay out UI elements so when coding you don't have to worry about figuring out element positions and sizes. Idea taken from [URL="http://shoesrb.com/"]shoesrb[/URL].
[QUOTE=adnzzzzZ;48331440]Made a UI kit for LÖVE It uses the idea of Stacks and Flows to lay out UI elements so when coding you don't have to worry about figuring out element positions and sizes. Idea taken from [URL="http://shoesrb.com/"]shoesrb[/URL].[/QUOTE] Oh man, the worst thing about most UI systems you can find for LÖVE is the fact that (LoveFrames among them) rely on a lot of absolute positioning, making them terrible at adapting when you suddenly change something, because you have all these fixed sizes everywhere. The best feeling is just having things auto-layout as much as possible, I absolutely despise having to hardcode UI elements sizes/positions, due to how fragile it makes things. Looks great! :v:
[vid]http://files.1337upload.net/Desktop_07.30.2015_-_19.32.11.07.webmhd-a00e14.webm[/vid] ok check this out i got the camera animations playing in-game
[QUOTE=adnzzzzZ;48331440]Made a UI kit for LÖVE [URL]https://github.com/adonaac/yaoui[/URL] It uses the idea of Stacks and Flows to lay out UI elements so when coding you don't have to worry about figuring out element positions and sizes. Idea taken from [URL="http://shoesrb.com/"]shoesrb[/URL].[/QUOTE] man you just never end with those library names [editline]30th July 2015[/editline] looking forward to using fuccboiGDX and yaoui together!!
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