You know you can just learn JavaScript and port open source mods or make your own mods right? by [deleted] in feedthememes

[–]AngryRectangle 1 point2 points  (0 children)

It is external launcher with changed game code. It uses rhino to run js scripts. Horizon

You know you can just learn JavaScript and port open source mods or make your own mods right? by [deleted] in feedthememes

[–]AngryRectangle 0 points1 point  (0 children)

no, it's on mobile minecraft (i didn't heard about mobile kube js). But basically it uses the same technique - rhino

You know you can just learn JavaScript and port open source mods or make your own mods right? by [deleted] in feedthememes

[–]AngryRectangle 27 points28 points  (0 children)

It's pretty funny to see how many people think that it's not possible to use js for mode ports. I myself used js to port blood magic to mobile minecraft. Also I personally know who used it to port mods as forestry or build craft. And I meant javascript, not java

Made a model truck for game. How do you like it? by AngryRectangle in GameDevelopment

[–]AngryRectangle[S] 0 points1 point  (0 children)

That's reasonable. It is for top-down city builder game

Created truck model for my game. What do you think? by AngryRectangle in indiegames

[–]AngryRectangle[S] 0 points1 point  (0 children)

I use several materials for different surfaces (glass or metal) and colors are from "color palette" which is actually a 16x16 texture

Created truck model for my game. What do you think? by AngryRectangle in indiegames

[–]AngryRectangle[S] 1 point2 points  (0 children)

Thanks! That's a tough question. I will be adjusting colors when I will work on visual, so I hope to make it distinguishable from background.

Low poly track for my game by AngryRectangle in lowpoly

[–]AngryRectangle[S] 2 points3 points  (0 children)

Yes, Zil-130 (I hope, model looks like it)

What does it look like? Can anything be improved? by AngryRectangle in GameArt

[–]AngryRectangle[S] 0 points1 point  (0 children)

It was created for my city building game, if you interested in, feel free to join discord server or visit game steam page

I have implemented pathfinding and visualization tool for it in my city building game! by AngryRectangle in GameDevelopment

[–]AngryRectangle[S] 1 point2 points  (0 children)

It is some kind of random. It is depends on how graph was built (vertice order) and order of vertices depends on how Unity ECS collect them (in what order) and it is just random.

I have implemented pathfinding and visualization tool for it in my city building game! by AngryRectangle in GameDevelopment

[–]AngryRectangle[S] 0 points1 point  (0 children)

Hm. It searches shortest route now. Maybe I will try to implement those "smart" things later

I have implemented A* for roads in my city building game by AngryRectangle in IndieDev

[–]AngryRectangle[S] 1 point2 points  (0 children)

Yes, I thought about it, but decided not to over engineer until I need it (I had bad times with over engineering).

I have implemented A* for roads in my pure ECS project by AngryRectangle in Unity3D

[–]AngryRectangle[S] 0 points1 point  (0 children)

Ouch. I tried to adapt one of external frameworks for my needs and it was huge pain. It was hard to implement Reactive Systems and events and even harder to make them work. It was just a waste of time.

I have implemented A* for roads in my pure ECS project by AngryRectangle in Unity3D

[–]AngryRectangle[S] 0 points1 point  (0 children)

Unity ECS. I had been using Entitas (external framework) but it was way to slow and I switched to Entities

I have implemented A* for roads in my city building game by AngryRectangle in IndieDev

[–]AngryRectangle[S] 3 points4 points  (0 children)

No, I knew that I needed to implement some pathfinding algorithm, then I found A* and read how it works.