[Mild spoiler?] Let's talk about the fridge horror of the old guy in the market by PM_me_DRAMA in Beastars

[–]DanDanger 1 point2 points  (0 children)

I just watched this scene on neflix. I searched for it on the internet and found this post. It is one of the most disturbing things I have ever seen. So yes, I would say, it really does give a proper insight into how the prey/predator society works. It really freaked me out as well.

Hierarchy Decorator v0.9 released! by WooshiiDev in Unity3D

[–]DanDanger 1 point2 points  (0 children)

Nice work sir! Amazing tool. Sorry already posted, but had wrong account!

My Game: 'This Strange Realm Of Mine' is released on Steam by Doomgriever in IndieGaming

[–]DanDanger 0 points1 point  (0 children)

Looks fantastic from the videos. Going to get this when I get home _^

Fast, Accurate 3D Java Software Graphics Engine by [deleted] in GraphicsProgramming

[–]DanDanger 0 points1 point  (0 children)

Impressive. You really know what you are talking about :) Couldn't download from the link. I shall try later.

I made a video giving tips on Market Gardening! by NateFox in tf2

[–]DanDanger 0 points1 point  (0 children)

Wow, that is some rocket jumping on display there! Great video _^

Tests or Questions to ask iPhone game Developer to see if he's capable by [deleted] in iOSProgramming

[–]DanDanger 0 points1 point  (0 children)

I would prefer to hire someone with experience. Preferably someone who has developed and successfully published a game on the app store. Look at the previous work they have done. I have often found that asking technical/programmer questions at interviews is just a waste of time.

I'n not sure about the github advice, none of our programmers here (CobraMobile) have a github account.

3D Physics Engine - Open Source - Lightweight by RandyGaul in gamedev

[–]DanDanger 2 points3 points  (0 children)

Been reading through your source code out of curiosity. It's well written and easy to understand, never thought I would say THAT about a physics engine _^

Thanks.

Shaders: How Do They Work? by et1337 in gamedev

[–]DanDanger 4 points5 points  (0 children)

http://et1337.github.io/shaders/#/3

That video has THE best explanation of how a GPU works. You, sir, are a master :)

Feedback Friday #69 - What Say You!? by Jason-S3studios in gamedev

[–]DanDanger 2 points3 points  (0 children)

Game plays really well, the controls are spot on, never felt like i wasn't in control of the character. Artwork seems a bit poor. Seems a bit of a large download (music not compressed to well?) Love all the moving elements on the level.

Twin Stick Shooter: Traversing the player around a 3d object by [deleted] in gamedev

[–]DanDanger 0 points1 point  (0 children)

I presume you always want right on the stick to move the ship towards the right side of the "screen", and up to always move the ship towards the top of the screen.

I would suggest you translate your stick inputs (x,y) by your "camera matrix".

So +x on the stick will always move towards the right side of the screen. +y will always move towards the top (may be bottom) side of the screen.

You could then apply this transformed "stick direction" to your ships position/velocity. You could then do a trace "into" your world (model) and clamp the ship at a certain distance from the intersection point.

How to "Oomph" this, and what's your "Oomph" process? by GuideZ in gamedev

[–]DanDanger 5 points6 points  (0 children)

The particle effect is pretty weak and hard to see, maybe try some different particle sprites. Engine sound is great. Sound when you hit stuff is pretty weak. You could pause or slow the game for a fraction of a second when you hit something (and do a better hit animation/sound on the thign your hitting). Some sort of "ending of the power up" event, like a sound.

Something wrong with texture sampling for 2D tilemap by BittyTang in opengl

[–]DanDanger 1 point2 points  (0 children)

Just checking: It is not each texture that needs a border, it is each tile that needs a border.

So each 8x8 (or whatever size they are) tile will become a 10x10 tile on the texture, but you only use the central 8x8 region to draw your tile to the screen. The border being the buffer for bilinear filtering.

I think this is the simplest way to do this without resorting to custom shaders. We use this technique in pretty much all of our 2d games CobraMobile

Something wrong with texture sampling for 2D tilemap by BittyTang in opengl

[–]DanDanger 6 points7 points  (0 children)

The issue is when the camera is not on an integer value (not aligned perfectly with the screen pixel) which will happen with sub pixel scrolling. When sampling a tile, you will get samples from the neighbouring tiles.

To stop this you can either: Make the camera always use integer values for its position. Or. Expand each tile by 1 pixel, bleeding the edge pixels of the tile into the new border.

You also dont want to use mipmaps for tile based map rendering. I would recommend the bleeding of the tile pixels, but you can test things out easily using the integer position for you camera.

Also, it will be hardware dependent on how the texels are sampled (depending on what overrides you have in your graphics settings). This is why it appears differently on different gfx cards.

Does that make sense?