[B]Time to ask some of the WAYWO wizards.[/B]
Lets say I wanted to create a type of brick-building system, like Blockland or Roblox, in Unity/C#?
I'm not sure if a voxel/chunk system would help with this. Right now I'm basically just thinking as to what might be the best way of doing this.
Has anyone here tried something like this?
[QUOTE=sarge997;50097157][B]Time to ask some of the WAYWO wizards.[/B]
Lets say I wanted to create a type of brick-building system, like Blockland or Roblox, in Unity/C#?
I'm not sure if a voxel/chunk system would help with this. Right now I'm basically just thinking as to what might be the best way of doing this.
Has anyone here tried something like this?[/QUOTE]
It really depends on what pieces you want to use. I think for simpler Legos, you could spatially organize the world in terms of Lego units.
[QUOTE=elevate;50097320]It really depends on what pieces you want to use. I think for simpler Legos, you could spatially organize the world in terms of Lego units.[/QUOTE]
I'm kinda thinking that. Like just setup a map grid.
The problem that I can't figure out then, is how I'd handle plates, or flat pieces.
[QUOTE=Ramen;50096978]Hey guys, here's what I've been working on the for the past few months:
[url=http://www.trasharcade.com/coin-master][img]http://i.imgur.com/HhZG8IR.png[/img][/url]
(available for PC & Mac)
I'm trying to create and complete my first full game, and it's been a lot of fun and a great learning experience.
However, before I start showing it off officially, I'd like some help from WAYWO to playtest it.
Grab a copy of the demo by clicking the banner (there's a link in the game's page), and let me know what you think.
I am curious how it runs on other machines, as I don't have access to a wide range of PCs or Macs to test.
If anyone is willing to PM me or just post their playtesting experiences or issues encountered, it'd be really helpful.
Thanks![/QUOTE]
Maybe I'm doing something wrong, because it's 3AM, but clicking on it didn't work. The link is visible in the quote code though [url]http://www.trasharcade.com/coin-master[/url]
[QUOTE=sarge997;50097328]I'm kinda thinking that. Like just setup a map grid.
The problem that I can't figure out then, is how I'd handle plates, or flat pieces.[/QUOTE]
Have the grid consist of units of 1 x 1 x 1/3 instead of 1 x 1 x 1.
A 1 x 1 x 1 piece would simply take up 3 units.
[QUOTE=AntonioR;50097336]Maybe I'm doing something wrong, because it's 3AM, but clicking on it didn't work. The link is visible in the quote code though [url]http://www.trasharcade.com/coin-master[/url][/QUOTE]
Haha you're right it doesn't work. I'm trash, sorry.
I'm just going to pop the link below it since I gotta run.
[QUOTE=Number-41;50087077]Taking request for things to real-time fourier transform :v:[/QUOTE]
[URL="http://www.mcescher.com/gallery/switzerland-belgium/metamorphosis-ii/"]this[/URL] came to mind
I'm learning CUDA right now as well. Haven't made anything yet though. :pudge:
[QUOTE=elevate;50097341]Have the grid consist of units of 1 x 1 x 1/3 instead of 1 x 1 x 1.
A 1 x 1 x 1 piece would simply take up 3 units.[/QUOTE]
Or do what minecraft does, and make a 1x1x1/3 unit take up a 1x1x1 block of space
My friend and I are doing a game jam and this is the product of the first few hours (or the first day). We're calling it Quack & Smash: Mallard Malice.
[media]https://www.youtube.com/watch?v=cVGKquz-0EI[/media]
All of the art is placeholder obviously, and I have no idea what's up with that one bit of the watermelon that does its own thing.
A cool little sideproject:
[t]http://i.imgur.com/d12HVIp.gif[/t]
Seamless endless runner
(The level is removed and regenerated from set prefabs every time
the player reaches the end)
So I just figured I'd give a quick update on "Ogel Island"
I've decided to go further with it, in replacing some assets with my own and expanding on what the game will be, and how it will play.
It's still really early, but in as simple of terms as I can say, I'm hoping to create my own "Blockland" type of game.
Which means it'll have building, vehicles, maps, and user-made minigames.
So just for goofs, I decided to bring in the old Bedroom map from BL, along with a vehicle.
[IMG]https://i.gyazo.com/2eaafb59df934fdec7b46c5acdfa8131.jpg[/IMG]
The character is actually my own model and rig, which is fairly close to BL's minifig model, so just for testing I used BL decals.
So I currently don't have a computer of my own, which makes developing rather difficult.
To partially solve this, I made an EC2 instance on the free tier and now I'm sshing into it from my phone and public computers and using vim from there.
Desperation breeds innovation?
[QUOTE=ECrownofFire;50099866]So I currently don't have a computer of my own, which makes developing rather difficult.
To partially solve this, I made an EC2 instance on the free tier and now I'm sshing into it from my phone and public computers and using vim from there.
Desperation breeds innovation?[/QUOTE]
Why not just.. have text editor on phone?
Btw, I was once developing my [sp]not telling you what[/sp] selling website on Samsung Ace
[QUOTE=Fourier;50099881]Why not just.. have text editor on phone?
Btw, I was once developing my [sp]not telling you what[/sp] selling website on Samsung Ace[/QUOTE]
I want to be able to compile it too.
[QUOTE=ECrownofFire;50099889]I want to be able to compile it too.[/QUOTE]
ah I see.
Still seems quite inefficient but you know what, when you realize every click matters, this is when you really start thinking and make code good and efficient.
[QUOTE=Fourier;50099903]ah I see.
Still seems quite inefficient but you know what, when you realize every click matters, this is when you really start thinking and make code good and efficient.[/QUOTE]
I'm doing server-side stuff anyway, nothing to run on here outside of a browser.
There's no real inefficiency considering how little bandwidth/data SSH uses. I have unlimited data under my carrier (MetroPCS), they just slow it down a lot when I reach my limit, but it still runs just fine. Only downside is that documentation takes a while to load.
[IMG]https://i.imgur.com/CDSqBle.png[/IMG]
help
[QUOTE=ECrownofFire;50099947]I'm doing server-side stuff anyway, nothing to run on here outside of a browser.
There's no real inefficiency considering how little bandwidth/data SSH uses. I have unlimited data under my carrier (MetroPCS), they just slow it down a lot when I reach my limit, but it still runs just fine. Only downside is that documentation takes a while to load.[/QUOTE]
Can I recommend a chromebook?
[QUOTE=proboardslol;50100246]Can I recommend a chromebook?[/QUOTE]
You can, but if I could afford a laptop of any kind I would've already gotten one.
Hey, any of you java people know if there is a good way to call a class method right before closing? onDestroy seems to be some kind of android thing, and finalize doesn't seem to guarantee timing.
[QUOTE=Handsome Matt;50100531]The acer c720 you can buy from amazon used for like £80 - root and install linux on it - it's a super good little monster[/QUOTE]
That's also included under "of any kind".
Working on a space game.
[vid]http://s1.webmshare.com/PqvE4.webm[/vid]
Basically a bunch of rectangular rooms with vector fields, connected by 'doorways' that can be toggled open / closed. I can also switch individual rooms between this mode and a 'cheap' mode where there is only one vector for the entire room. Each rooms manages the objects currently inside it (to apply forces and such). After a lot of figuring out Quaternions and maths, this all works for any arbitrary rotation of the rooms / connectors (so I can make one of those classic sci-fi ring ships)!
Does anyone know how to record video in Unity with decent framerate? I tried to take a video from the player's first person perspective, but the framerate makes it so you can hardly tell what's going on.
[QUOTE=DoctorSalt;50100686]Hey, any of you java people know if there is a good way to call a class method right before closing? onDestroy seems to be some kind of android thing, and finalize doesn't seem to guarantee timing.[/QUOTE]
Do you mean like the destructor?
[QUOTE=mastersrp;50101046]Do you mean like the destructor?[/QUOTE]
Java doesnt have destructors AFAIK
[editline]9th April 2016[/editline]
[QUOTE=DFC;50101040]Working on a space game.
[vid]http://s1.webmshare.com/PqvE4.webm[/vid]
Basically a bunch of rectangular rooms with vector fields, connected by 'doorways' that can be toggled open / closed. I can also switch individual rooms between this mode and a 'cheap' mode where there is only one vector for the entire room. Each rooms manages the objects currently inside it (to apply forces and such). After a lot of figuring out Quaternions and maths, this all works for any arbitrary rotation of the rooms / connectors (so I can make one of those classic sci-fi ring ships)!
Does anyone know how to record video in Unity with decent framerate? I tried to take a video from the player's first person perspective, but the framerate makes it so you can hardly tell what's going on.[/QUOTE]
How do you simulate pressure? Does each node have a notion of the presure of its neighbours and then they all gravitate towards a 0 presure (that being the outside)
[QUOTE=DoctorSalt;50100686]Hey, any of you java people know if there is a good way to call a class method right before closing? onDestroy seems to be some kind of android thing, and finalize doesn't seem to guarantee timing.[/QUOTE]
Finalize is not guaranteed to call at all, so you might as well use a deterministic way of cleaning up. C# uses the IDisposable pattern that defines one public method, Dispose, which cleans up the class and any resources it holds.
You could call this Dispose method from the finalizer, but this should only be a safeguard for when you forget to call Dispose, as you should be calling it explicitly.
Java apparently has an equivalent known as [url=http://docs.oracle.com/javase/7/docs/api/java/lang/AutoCloseable.html]AutoCloseable[/url].
[QUOTE=Richy19;50101109]Java doesnt have destructors AFAIK
[editline]9th April 2016[/editline]
How do you simulate pressure? Does each node have a notion of the presure of its neighbours and then they all gravitate towards a 0 presure (that being the outside)[/QUOTE]
Each node has a pressure value and a flow vector. For each node, I take a weighted average of the neighbors' pressure and lerp towards it. Weight is determined by the magnitude of the node's vector. The vector is determined by the difference between a node's pressure and its neighbor's pressures.
Working on introducing an Entity Component System architecture for ProtoGL, and my brain is melting. This is like nothing I've ever tried to implement before. Since the purpose of ProtoGL is to aid quick prototyping, my goal is to have a good base of general-purpose components and systems that you can use out of the box to achieve common things like linear movement and AABB collision, while allowing for rapid extension at the application level.
So far, entities can have a 2D or 3D position, a 2D or 3D linear velocity, texture coordinates, and an AABB collider. The beginnings of a physics system can apply motion and test for (2D) collision.
I can't render anything yet because that's gonna be a massive renderer sidegrade and I'm scared of what it might do to my sanity.
Gotta get this in a working/useful state by Ludum Dare so I can produce a real-life proof of concept and test the architecture in practice. Wish me luck :v
[QUOTE=Richy19;50101109]Java doesnt have destructors AFAIK
[/QUOTE]
I wasn't aware. That's very odd, but I guess it makes things interresting.
[QUOTE=elevate;50101181]Finalize is not guaranteed to call at all, so you might as well use a deterministic way of cleaning up. C# uses the IDisposable pattern that defines one public method, Dispose, which cleans up the class and any resources it holds.
You could call this Dispose method from the finalizer, but this should only be a safeguard for when you forget to call Dispose, as you should be calling it explicitly.
Java apparently has an equivalent known as [url=http://docs.oracle.com/javase/7/docs/api/java/lang/AutoCloseable.html]AutoCloseable[/url].[/QUOTE]
Ultimate goal is to have by webCrawler subclass serialize local data when java shuts down/exception happens so we can recover it on reset. Massive pain since we pass the class name to a crawling library which creates and manages it, so I don't know if I can use that Try With Resources thing.
Thanks though for your help.
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