• What are you working on? v67 - March 2017
    2,531 replies, posted
  • Avatar of Zyx
  • [QUOTE=Karmah;52891530]What format? If you support mdl just grab any from any source engine game.[/QUOTE] While it would be cool, I feel like the mdl format has way too much fluff in it that I won't be using for a very long time. Instead, right now I export to smd files (The source engine format) and then export that to my own easily readable format and use that.
  • Avatar of Karmah
  • But couldn't you still use one of their assets, and using blender or some other modeling software, convert it into a format you can use or even export it to your own format?
  • Avatar of reevezy67
  • What's a top-down 2D art style that is on the easier side to produce for someone that is artistically challenged? I can't afford an artist atm. I guess low pixel count art?
  • [QUOTE=reevezy67;52892387]What's a top-down 2D art style that is on the easier side to produce for someone that is artistically challenged? I can't afford an artist atm. I guess low pixel count art?[/QUOTE] Yeah, I'd go for minimalist art with a limited color pallette. You could also try low poly 3d modeling, although that's a bit harder than placing pixels on a grid.
  • Avatar of DrLuke
  • [img]https://my.mixtape.moe/rgnomg.png[/img] [img]https://my.mixtape.moe/vglgjs.png[/img] Dithering is so hilariously easy to implement yet so very powerful!
  • [QUOTE=DrDevil;52893029][img]https://my.mixtape.moe/rgnomg.png[/img] [img]https://my.mixtape.moe/vglgjs.png[/img] Dithering is so hilariously easy to implement yet so very powerful![/QUOTE] It's such an easy and cheap thing to implement, and it does such a big difference. [img]https://i.imgur.com/HRvoXo4.png[/img]
  • Avatar of DrLuke
  • [vid]https://my.mixtape.moe/oyacxm.webm[/vid] [url=https://www.shadertoy.com/view/XlffRn]Future Floppy[/url] Kind of gave up half way through, I didn't want to spend more time on it.
  • Avatar of paindoc
  • how the fuck does the following happen: 1. the creation of a chain of inheritance that results in 200+ member variables 2. the calling of derived class functions in a base class constructor using C-style casts on *this to the derived class 3. 1700+ line constructors I feel like all I do is gripe anymore - but jesus christ, it feels like there's so much entirely justified griping to do. Most of my day thus far has been reducing function size (especially those goddamn constructors) and reducing variable count, and both exercises have been a tremendous frustration. And both have been exhausting. One 1000+ line constructor down to 100 lines (still, bad), only about 7 more to go!
  • What does this class hierarchy have to do that it needs this kind of logic and complexity?
  • [QUOTE=marvincmarvin;52893814]I did not expect this to work at all... [IMG]https://i.imgur.com/RhdZFI3.png[/IMG][/QUOTE] Didn't even know C-Sharp allows you to fuck with pointers like that :v:
  • Avatar of marvincmarvin
  • [QUOTE=Leystryku;52894163]Didn't even know C-Sharp allows you to fuck with pointers like that :v:[/QUOTE] Look into the unsafe switch and be wowzered. [url]https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/unsafe[/url]
  • Been messing with the UE4 particle editor a lot lately--it's pretty amazing. I'm not really good at art but I whipped up a little "main menu" for an RPG I'm working on. [video=youtube;nGbK9STYk84]https://www.youtube.com/watch?v=nGbK9STYk84[/video] Hopefully I'll have some actual gameplay stuff to show soon, too.
  • Avatar of WTF Nuke
  • Some guy forked my ECS repo and has made a commit, which is really cool. Unfortunately it's before I've finished my update to C++17. So now I have to work on updating to C++17.
  • Avatar of Tlean
  • Working on a game based on real rocket factories like spacex, using unity and some placeholder assets [video=youtube;60W4qcKOwh4]https://www.youtube.com/watch?v=60W4qcKOwh4[/video]
  • Avatar of CODE BLUE
  • [QUOTE=Tleandrix;52900053]Working on a game based on real rocket factories like spacex, using unity and some placeholder assets [video=youtube;60W4qcKOwh4]https://www.youtube.com/watch?v=60W4qcKOwh4[/video][/QUOTE] You better finish this.
  • Avatar of Tlean
  • If you liked that image here's a falcon 9 made from rocket parts [IMG]https://i.imgur.com/dO1CKY0.png[/IMG] I'm still finishing some important mechanics for the game, currently working on workshops where engineers assembly multiple engines
  • Avatar of Stents*
  • I made a software 3D renderer from scratch for a class project. [VID]https://my.mixtape.moe/xtmpmm.mp4[/VID] I spent a lot of time trying to get my triangle renderer to draw edges just right only for it to be all fucked up by z-buffer inaccuracies. :s:
  • Working on a GMOD save for a YouTube video. POSTAL (game) centered, I kinda make a mock out of a certain other game... [sp]I just hope my editor will render my video for once...[/sp] @above Nice, reminds me of the PS1 (all the pixels and what)
  • Avatar of DarkCarnage
  • [QUOTE=Stents*;52901379]I made a software 3D renderer from scratch for a class project. [VID]https://my.mixtape.moe/xtmpmm.mp4[/VID] I spent a lot of time trying to get my triangle renderer to draw edges just right only for it to be all fucked up by z-buffer inaccuracies. :s:[/QUOTE] How is the performance, and how precise is the z-buffer?
  • Avatar of reevezy67
  • Isometric is proving to be a huge pain in the ass. I wanted the front wall to be semi-transparent, but only after the fact did I realize they would overlap each other. [img]https://i.imgur.com/mNW6s6h.png[/img]
  • Avatar of AtomiCal
  • [QUOTE=reevezy67;52908065]Isometric is proving to be a huge pain in the ass. I wanted the front wall to be semi-transparent, but only after the fact did I realize they would overlap each other. [IMG]https://i.imgur.com/mNW6s6h.png[/IMG][/QUOTE] Ah, what's happening here is something called alpha blending. Don't know what you are making it in but some shader fuckery is required. Here's my go-to for Unity. [URL]https://docs.unity3d.com/Manual/SL-Blend.html[/URL]
  • Avatar of paindoc
  • the C++ standard sometimes does really dumb things: like how std::stod or std::stoi work. They only take string references, nothing else, and if fed a string_view it will perform a copy of the subrange (the const char*) you provided, stuffing it into a fresh new std::string. despite the fact that I don't perform a single copy, 95%+ of the inclusive samples in my last profiling run were lost to memcpy being used to copy new strings every single time I called a function to convert a string segment into a number (4 times per one of the 35,000 lines read). I don't even read line-by-line using the conventional std::getline- I manually advance the beginning of the single string_view object I create in the loop. So I see why things got slow now. Replacing the C++ functions with the old C functions means my whole file imports in a few seconds at worse, versus the 1min+ (even in release) it previously took :why: What frustrates me is that there's no overload implemented for string_view, when it would be [I]so[/I] trivial to add (as far as I can tell, to be fair) and would encourage people to actually use string_view (which works great, when it works)
  • I got bored during class so I made a weighted random number algorithm. You can adjust the amount of "sharpness" in the bias and even set the bias to cover a range instead of a single value. These distributions are very satisfying to look at. [img]https://i.imgur.com/gfmlsoW.png[/img]
  • Avatar of Lerlth
  • Speaking of Layla... Whatever happened to your "Source Engine Clone" thing you were working on with the WYSIWYG level editor?
  • Avatar of cpone
  • [QUOTE=Lerlth;52919368]Speaking of Layla... Whatever happened to your "Source Engine Clone" thing you were working on with the WYSIWYG level editor?[/QUOTE] [url]https://facepunch.com/showthread.php?t=1577602[/url] [url]https://sandbox.facepunch.com/blog/[/url]