• What are you working on?
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Im always wondering wether to use unity when I have an idea for a game, or start fresh with like C++ or the like to learn more.. Anyone else ever get that?
[QUOTE=Richy19;49700759]Im always wondering wether to use unity when I have an idea for a game, or start fresh with like C++ or the like to learn more.. Anyone else ever get that?[/QUOTE] All the time, then I spend 8 months on a custom made game engine and forget I was actually once upon a time supposed to be making a game. Upon which realizing what one has done the only solution is to find your poison of choice and go get blacked out and forget you ever remembered. :tinfoil:
[QUOTE=Profanwolf;49700773]All the time, then I spend 8 months on a custom made game engine[/QUOTE] why don't you just make your own all-purpose game engine? :v: [editline]9th February 2016[/editline] call it unity 6 and claim fair use
I tried Unity recently and used it in a Ludum Dare only to discover that I really dislike it in almost every respect. I persevered thinking that it was just me being a douchey and elitist game programmer, but ended up writing an essay to a colleague explaining precisely why we're never going to use it again. That being said, my custom engine is coming along great! Games, you say? Don't be silly I don't make those hahaha... I'll probably cave and try it again some time this year. 100 trillion fanatic customers can't be wrong, right?
[QUOTE=Icedshot;49700713]Do you mean specifically the damage states on the character? I agree, its not that great. Its better than *no* feedback (which is confusing from a gameplay perspective), but I'm still trying to figure out a more permanent solution. I might update the normal map to carve big chunks out of it, or I might procedurally generate cracks in the texture map - the main point is that I *can* now on a technical front In terms of the overall lighting though, there's only the ambient light which is why everything is so dark and crappy I had investigated outline shaders before, but it doesn't look all that great sadly [IMG]https://dl.dropboxusercontent.com/u/9317774/hmm2.PNG[/IMG][/QUOTE] Get rid of the smooth shadows. [t]http://i.imgur.com/BoGGEE2.jpg[/t]
[QUOTE=jonnopon3000;49701119]I tried Unity recently and used it in a Ludum Dare only to discover that I really dislike it in almost every respect. I persevered thinking that it was just me being a douchey and elitist game programmer, but ended up writing an essay to a colleague explaining precisely why we're never going to use it again. That being said, my custom engine is coming along great! Games, you say? Don't be silly I don't make those hahaha... I'll probably cave and try it again some time this year. [b]100 trillion fanatic customers can't be wrong, right?[/b][/QUOTE] Yes they can.
I fixed the lighting, I did infact mistakenly swap the x and y of the light position. I also added basic texturing but it looks bad at some angle and I'm not sure how to fix that. [img]http://i.imgur.com/sP1aJbw.gif[/img]
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[QUOTE=Icedshot;49700713]Do you mean specifically the damage states on the character? I agree, its not that great. Its better than *no* feedback (which is confusing from a gameplay perspective), but I'm still trying to figure out a more permanent solution. I might update the normal map to carve big chunks out of it, or I might procedurally generate cracks in the texture map - the main point is that I *can* now on a technical front In terms of the overall lighting though, there's only the ambient light which is why everything is so dark and crappy I had investigated outline shaders before, but it doesn't look all that great sadly [IMG]https://dl.dropboxusercontent.com/u/9317774/hmm2.PNG[/IMG][/QUOTE] This is definitely a step in the right direction. The main problem was that it was too dark to see anything. I'm sort of guessing at the exact style you're going for, but this should be relevant anyway: Check out these screenshots. They all feel very dark without actually being pure black. In fact they're objectively quite colorful. They accomplish this by using darkness [B]sparingly[/B] to make the dimly colored areas look bright while still conveying clearly all the shapes in the scene. [t]http://www.nextgenupdate.com/EE/images/thumbnails/Rambo-forest-hunt-600x337.jpg[/t] [t]http://s.pro-gmedia.com/videogamer/media/images/xbox360/dark_souls/screens/dark_souls_74.jpg[/t] [t]http://40.media.tumblr.com/ff6f05c4c31077ba9751820a9b9f73c8/tumblr_nm4zxaCMyM1un91c8o1_1280.jpg[/t] [t]http://i.imgur.com/PlvHixN.png[/t] Practically, this means a bright character in the foreground, dark scenery with highlighted edges in the middle, and normally colored backgrounds. In your case, I would try: -adding a brighter global light for the arena and character, it's brighter now but still too dark to really see the shapes -finding a brighter skybox texture -removing the point light from underneath the character and replacing it with something like a ground halo, (I'm not sure what they're actually called) [img]http://www.theamazonbasin.com/d2/iguides/images/conviction.jpg[/img]
Trying to see if I can raytrace the shadows to make them more 3d corrected, but it's kinda expensive and probably can't afford too many lights. [img]http://i.imgur.com/v6WIZrN.gif[/img]
I'm reading "Programming for Engineers" and while I find the strange approach (starts with pointers and function calls) interesting and actually super neat, the more I learn about C the more I feel like a grumpy old man pissed about the kids making him obsolete "get off my damn lawn, back in my day WE had to manage our damn memory!" [editline]8th February 2016[/editline] these concepts seem vital for use in mcu's tho
[QUOTE=polkm;49701224]I fixed the lighting, I did infact mistakenly swap the x and y of the light position. I also added basic texturing but it looks bad at some angle and I'm not sure how to fix that. [img]http://i.imgur.com/sP1aJbw.gif[/img][/QUOTE] that is fucking gorgeous, is there somewhere i can learn how to do this stuff?
[QUOTE=polkm;49701224]I fixed the lighting, I did infact mistakenly swap the x and y of the light position. I also added basic texturing but it looks bad at some angle and I'm not sure how to fix that. [img]http://i.imgur.com/sP1aJbw.gif[/img][/QUOTE] Is this LÖVE2D? because if so, that's amazing [editline]9th February 2016[/editline] I mean it's amazing no matter what, but if it's made in LÖVE it's even more impressive
[QUOTE=Pat.Lithium;49702680]that is fucking gorgeous, is there somewhere i can learn how to do this stuff?[/QUOTE] I haven't written anything myself but wha't I'm doing is pretty common in 3d graphics. Looking up things like "normal map lighting" is a good place to start. To learn more about shaders in general you should look around [URL="shadertoy.com"]shadertoy.com[/URL]. The great part about shadertoy is that you can see the source and results realtime. Love makes working with shaders pretty easy too so I'd recomend it if you want to make 2d games with fancy shader tricks too. [QUOTE=roastchicken;49702913]Is this LÖVE2D? because if so, that's amazing [editline]9th February 2016[/editline] I mean it's amazing no matter what, but if it's made in LÖVE it's even more impressive[/QUOTE] Yeah it's still love, most of the code is in shaders so it's not thaaat crazy.
3D graphics is all scary uncharted territory for me which is bad because I'm teaching a week-long class on OpenGL next week I'm not sure how I got here :downs:
heres some night time gameplay from my farm game. I amped up the difficulty for this video, i'm going to change the way enemy spawning works so they spawn through out the wave and come from directions to cut you off. but anyway it's coming along nicely, just need to fix up the farming in the day time and it'll almost be ready for a demo version. volume warning, gun sounds are a bit loud. [vid]http://webmup.com/19864/vid.webm[/vid] [editline]9th February 2016[/editline] also my video editing software only allows up to 30 fps, the game runs a lot smoother at a solid 60 fps.
More fun with dynamic damage. As bodyparts get smacked up, I basically draw random crap all over them. [t]https://dl.dropboxusercontent.com/u/9317774/new.PNG[/t] [t]https://dl.dropboxusercontent.com/u/9317774/visualconfuse.PNG[/t] [t]https://dl.dropboxusercontent.com/u/9317774/wanttoknowhowigotthesescars.PNG[/t] This looks better than the colour based system before, although its possibly less visually clear from a game design perspective. I'll probably revisit this later and tweak it, but its good enough for me to be able to move on to other things On the plus side, to get this to work I had to entirely fix my texture filtering system. Before, I was analytically calculating texture derivatives (which is complex, and affected by fragmenting triangles into smaller pieces), which didn't work all too great. Now, each local block (16x16) in a kernel calculates its current texture coordinate, these get jammed in local memory, and then I can just take the finite difference between adjacent pixels to take get the texture derivative at each point. This is then a direct replacement for the old analytically calculated texture derivative, except its super duper accurate and has eliminated all my texture filtering problems! No more weird blurry angles, or mipmapping lines when large triangles intersect with the screen! A big problem with dynamically generating damage states is - mipmap generation is done cpu side (and reallocating a texture cpu side is very expensive), whereas the damage generation is done GPU side. So, I implemented mipmap generation on the gpu, which is useful. This combined with the above texture filtering fix means that I now have a fully working dynamic texture update system! Next up, I need to completely port my cpu side texture generation to the gpu, and then generating and allocating textures will get an order of magnitude faster, which will allow for super fast texture reallocation. Woo!
Been working on making an FPSMMORPG with a few people and decided to show off some stuff. [thumb]http://i.imgur.com/fSLXlfT.png[/thumb] [thumb]http://i.imgur.com/3GYng6Z.png[/thumb] [thumb]http://i.imgur.com/2QNXnVP.png[/thumb] [thumb]http://i.imgur.com/bCvgmhb.png[/thumb]
Somehow while trying to get Assimp to work, I have regressed back to the "praying at a black screen" stage of OpenGL rendering. Which would be fine if it was only Assimp meshes that didn't work, but now my original triangle won't render either :( [editline]9th February 2016[/editline] Holy shit, figured out the problem: instead of using a VAO I was instead using a Framebuffer. Ranting in this thread does wonders it seems.
[QUOTE=WTF Nuke;49700741]Do any of you use Visual Studio 2015 for C++? Is anyone else surprised by the level of C++11/14 conformance? Ever since update 1 I have not had a single problem with variadic templates, templated using directives, constexpr, and a host of other C++11/14 features. Granted there is no expression SFINAE, but still. Super impressed with Microsoft recently.[/QUOTE] That's exactly my experience. Older versions of VS made me super sad, especially when it came to variadic templates. I'm fairly sure that constexpr is only "sort of" implemented though, in that you aren't guaranteed in any way that anything marked constexpr is actually evaluated as a constant expression, but instead just compiles to a runtime expression (without warning). This is obviously not true of simple expressions, but functions can pretty easily trigger the compilers "Fuck it, we'll do it live" scenario. I haven't had the motivation to actually look at the assembly to see where this barrier is exactly, so I could just be pulling this out of my ass.
[QUOTE=Dr Magnusson;49704127]That's exactly my experience. Older versions of VS made me super sad, especially when it came to variadic templates. I'm fairly sure that constexpr is only "sort of" implemented though, in that you aren't guaranteed in any way that anything marked constexpr is actually evaluated as a constant expression, but instead just compiles to a runtime expression (without warning). This is obviously not true of simple expressions, but functions can pretty easily trigger the compilers "Fuck it, we'll do it live" scenario. I haven't had the motivation to actually look at the assembly to see where this barrier is exactly, so I could just be pulling this out of my ass.[/QUOTE] Could be entirely possible. I just have a few very simple constexprs which I know work since they are used in template arguments. The usual way I test for this is just to stick in a static_assert or the like, but I have been shying away from full blown constexpr usage because even Clang and GCC have hiccups in various sensitive spots.
My aunt wrote the documentation for the majority of the Visual Studio release this year :D They used to have a team to do it though, so I got to see her try to do a teams work in the same amount of time. Also, she has the best gig. Most days she worked from home, so she woke up when she wanted to wrote enough for the day then relaxed. [editline]9th February 2016[/editline] She was really intent on doing a good job as the VS Team is known for working hard and making solid stuff apparently
[QUOTE=Icedshot;49700713]Do you mean specifically the damage states on the character? I agree, its not that great. Its better than *no* feedback (which is confusing from a gameplay perspective), but I'm still trying to figure out a more permanent solution. I might update the normal map to carve big chunks out of it, or I might procedurally generate cracks in the texture map - the main point is that I *can* now on a technical front In terms of the overall lighting though, there's only the ambient light which is why everything is so dark and crappy I had investigated outline shaders before, but it doesn't look all that great sadly [IMG]https://dl.dropboxusercontent.com/u/9317774/hmm2.PNG[/IMG][/QUOTE] You might find this helpful: [url]http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf[/url] There's a section on rim lighting and how Valve used it to improve readability on their characters.
[QUOTE=Ac!dL3ak;49701209]Yes they can.[/QUOTE] Give me clocks, but thanks for clarifying :what:
[QUOTE=paindoc;49704256]My aunt wrote the documentation for the majority of the Visual Studio release this year :D They used to have a team to do it though, so I got to see her try to do a teams work in the same amount of time. Also, she has the best gig. Most days she worked from home, so she woke up when she wanted to wrote enough for the day then relaxed. [editline]9th February 2016[/editline] She was really intent on doing a good job as the VS Team is known for working hard and making solid stuff apparently[/QUOTE] Does she get to talk to STL? I talked to STL once, it was great.
Is there a non-boring way to learn C#? I want to use Unity but I have no programming experience. Please don't tell me I have to make hello world programs and read tomes for the next decade before I get any good.
[QUOTE=Buck.;49704488]Is there a non-boring way to learn C#? I want to use Unity but I have no programming experience. Please don't tell me I have to make hello world programs and read tomes for the next decade before I get any good.[/QUOTE] I've never really read a programming book. I learnt everything I know by fucking around and [del]copying things from Stack Overflow[/del] googling problems I had. Started off making programs to get around bullshit restrictions at my highschool in VB.NET (can't talk in class because the teacher is terrible? Make a chat client) then moved onto C# once I realised I would get less cancer from the syntax. I swear coming up with ideas for things to make is the hardest part of programming. Haven't had any good ideas for weeks. Might do a tower defence because I never finished the other ones I started.
[QUOTE=Buck.;49704488]Is there a non-boring way to learn C#? I want to use Unity but I have no programming experience. Please don't tell me I have to make hello world programs and read tomes for the next decade before I get any good.[/QUOTE] You can learn with Unity. It won't necessarily be the best or easiest way to learn, but you can certainly do it.
[QUOTE=Jazz84;49703807]Been working on making an FPSMMORPG with a few people and decided to show off some stuff. [thumb]http://i.imgur.com/fSLXlfT.png[/thumb] etc[/QUOTE] This looks snazzy. Is this build engine, or your own?
[QUOTE=Buck.;49704488]Is there a non-boring way to learn C#? I want to use Unity but I have no programming experience. Please don't tell me I have to make hello world programs and read tomes for the next decade before I get any good.[/QUOTE] that's like the worst way to learn anything just try making something maybe download the source code for a game and change a few things to see how stuff works [editline]9th February 2016[/editline] or just read some unity tutorials i think they're ok
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