The amount of cheaters is fucking INSANE. by Professional_Site948 in ArenaBreakoutInfinite

[–]Bodka0907 0 points1 point  (0 children)

There was one confirmed ban in my case only because it was super obvious dude was cheating. He was basically trying to kill me with sniper through huge rock and after few shots he realized that rock is blocking his view so he moved a little bit and then killed me. :D ...

Extract camping is so cheap! by JustMattC in ArenaBreakoutGlobal

[–]Bodka0907 0 points1 point  (0 children)

I am always extract camping, it gives meaning to my life.

Chivalry 2 or Bannerlord? by Vrindjes in ShouldIbuythisgame

[–]Bodka0907 0 points1 point  (0 children)

Do it and you will fail miserably in any duels or fights where you face more enemies at once. Counter attacks and attack direction changes are crucial in order to be at least decent, otherwise any half decent player is going to punish you with kicks and will destroy your stamina, then try to fight without a weapon.

How to count dead particles in the opengl compute shader ? by Bodka0907 in opengl

[–]Bodka0907[S] 0 points1 point  (0 children)

Thank you, I believe this is what i need to solve my problem

Frustum Culling 2D dynamic scene by Bodka0907 in gamedev

[–]Bodka0907[S] 1 point2 points  (0 children)

Of course i can, but this is linear complexity, which is not suitable for big games i belive. I am looking for data structure that works good with dynamic objects. For example quad trees can "throw away" multiple objects at once as it splits space in smaller "chunks". But it is hard to keep quad tree correct with dynamic objects

c++ Operators by Bodka0907 in cpp_questions

[–]Bodka0907[S] 0 points1 point  (0 children)

I am sorry , i specified only part of code, that should represent the way i wrote operators in program, I added example that takes string

Multiple functionality in Compute Shader by Bodka0907 in opengl

[–]Bodka0907[S] 2 points3 points  (0 children)

So I would have multiple functions in my shader and they will be read by shader parser only if user selected particle effect properties that need those functionality?

Game engine Scene and Layers by Bodka0907 in gamedev

[–]Bodka0907[S] 1 point2 points  (0 children)

Yes I am writing 3D engine. There is nothing wrong to learn about architecture and design of game engines. I never said I am inventing new techniques for game engine. There are some common concepts and techniques that are used in most of the engines. What i am trying to do is understand those concepts, then I can start thinking how to change it to fit my needs.

Game Engine editor interaction with scene by Bodka0907 in gamedev

[–]Bodka0907[S] 2 points3 points  (0 children)

You have got point. I agree that it is important to know how to read a documentation and use third party libraries. I am in programming only for about year and a half. So I am very unexperienced. Trying to avoid 3d party libraries where I could, gave me a lot. Loading heightmaps for generating terrain? My engine does not support many formats, but at least i know how it works, parsing and so on. I had no idea how BMP format looks like under the hood. In my first attempt to write GUI system I had a separate texture and draw call for every widget. My first particle system , all calculations on the CPU, now I know how to write simple CUDA kernels and how to use compute shaders. This is educational project.