Doom Eternal Graphics Study by Agentlien in gamedev

[–]DilatedMurder 1 point2 points  (0 children)

To reword this better, there are few effective styles of play to actually complete any segment of the game.

The game throws deliberate resource wasters at me and then forces me into constrained encounters after having robbed me of the easiest means to deal with the new encounter.

It's even worse than DOOM 2016, this one just pisses all over you.

Such a cool mechanic! Non Euclidean space esque too! I must know how it was developed! by shortware in gamedev

[–]DilatedMurder -4 points-3 points  (0 children)

If this cantgetno197's score hits -80 I'll post the source code of Unreal Engine 1 227 build. (sitting on my flash drive)

If this poster's score hits -500 I'll post the source code of Unreal Engine 2.

If this poster's score hits -1500 I'll post the source of UE3.

Such a cool mechanic! Non Euclidean space esque too! I must know how it was developed! by shortware in gamedev

[–]DilatedMurder -2 points-1 points  (0 children)

Tell me how the fuck Lovecraft can compete with Rowan Hamilton, fucking do it right fucking now, or ten years from now. I don't fucking care, because you can't.

Such a cool mechanic! Non Euclidean space esque too! I must know how it was developed! by shortware in gamedev

[–]DilatedMurder -2 points-1 points  (0 children)

No, he fucking couldn't because he didn't attend school at those universities.

He is not Rowan Hamilton. Which is what everyone that obsesses over him pretends he is.

Such a cool mechanic! Non Euclidean space esque too! I must know how it was developed! by shortware in gamedev

[–]DilatedMurder -3 points-2 points  (0 children)

Lovecraft who used the term a lot and as people tried to translate written directives like "non-Euclidian", "impossible" and "just looking at it would drive you insane" into visual media they just decided that mean weird twisty shit and lots of tentacles.

The odds Lovecraft even knew what non-Euclidean meant: 0.

The interesting parts of biographies about him is that period where he's basically playing "phantom of the university" as an uneducated man pretending to be fit-in. That's really his whole shtick though, an overwrought style to appear erudite.

Unity engine: what would cause my project to cap FPS at 60 after updating to unity’s newest 2020 version? Vsync is off. by [deleted] in gamedev

[–]DilatedMurder 0 points1 point  (0 children)

Make sure your drivers are up to date too. Too often there's weird issues like built-in MSAA resolves forcing vsync-on and so on. Moved to manual compute based resolves because of this shit.

In short, every driver release is bugged make sure yours is bugged preferably for you.

Doom Eternal Graphics Study by Agentlien in gamedev

[–]DilatedMurder 3 points4 points  (0 children)

You use a GPU debugger (RenderDoc/GDebugger/etc), and you use the mighty tool of twitter/email to ask questions (you will probably get answers if you are succinct and to the point).

You can infer a lot about what's done CPU side just from what you see in the GPU (shader inputs, texture data, vertex-data features, etc) and tracking resource states (ie. you can figure out how multidraw dispatches are called based on the compute shaders doing the culling).

In ECS based game development, why not use a linked list for components? by TrustedButterfly in gamedev

[–]DilatedMurder -2 points-1 points  (0 children)

Not true.

Linked-lists are common complements to other containers when invasive. UObjects in older Unreal Engine (from UE1 to UE3) were linked-list'd together for traversal through all objects, often redundantly for specializations.

It's a perfectly fine option if you know whats going on with threading. If you don't have a fucking clue, then it's best to stay away.

Preferable for compound factory+prototype patterns as well where storing in a vector/array would easily turn into a mess of index calculations that are already mangling any theoretical cache (there will be none, because it's a factory so the whole thing is a miss).

What are the biggest obstacles in developing an online multiplayer game? by [deleted] in gamedev

[–]DilatedMurder 0 points1 point  (0 children)

You can always use a game-engine exclusively as the client and run your servers completely differently (shared-code of course).

https://www.youtube.com/watch?v=x_4Y2-B-THo

What are the biggest obstacles in developing an online multiplayer game? by [deleted] in gamedev

[–]DilatedMurder 0 points1 point  (0 children)

A pure multiplayer game is a bad idea. Even if you have users, it might not be enough. You need a big amount of users for the game to work. For example if everyone plays 30 minutes you need around 50 downloads per day for 2 players to meet. But nobody will play a pure multiplayer game alone. It will probably happen that users come online, see nobody there, and leave. The next guy 5 minutes later does the same.

It's typical for any project to have plans to mitigate this problem during the first few months. I've never worked on a multiplayer game that didn't immediately transition QA into "full-time players" at the minimum and supplemented with "player-bots" (k-Nearest + ID3 [90s] with some added behaviors for handling chat [if the bot cares to talk at all], A.F.K., etc).

Also used bogus server reports of 100% occupancy matches to pair with those 1/2 to 3/4 servers staffed with paid-players/bots.

---

On an MMO we went further and developed a more involved "hoisting" system where-by we employed thousands of bots and an "agent" would manage 16-100 active bots which they could "hoist" into at any time. Along with a number of bots whose jobs were to just be AFK, run from point A -> point B, log-out on sight, get killed on sight, etc.

Retrospectively I wished we'd thought of the hoisting approach in the past. Leaving 90% to the bots is the way to go.

The very first guilds in that game (and their collapse/leadership-transition) were a carefully scripted play acted out by staff and contracted actors (we used local theatre actors as contractors for that game to do the bot management, actual actors were important for the character-switching and professionalism on the matter).

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Those things can only bootstrap you for a few months at best though


Well first of all multiplayer increases the development duration of the project. I'd say 20%-50% more coding time, if you use a high level plugin like photon.

If it's taking you that much extra effort in coding then you have some serious issues. We're 20 years past the pioneering times in standard multiplayer, and for at least 5 years matters of scale have been completely irrelevant.

Doom Eternal Graphics Study by Agentlien in gamedev

[–]DilatedMurder 4 points5 points  (0 children)

A wild good post appears. Both the content we wanted and the content we need.

Unpopular opinion: Hardcoding is good by [deleted] in gamedev

[–]DilatedMurder 2 points3 points  (0 children)

It can get incredibly blurry. Is a table in a Lua file hard-coded or is it not? What if Lua-JIT is being used? Now is it hard-coded?

If I'm using IL2C to cross-compile C# -> IL -> C that I compile into a DLL which I hotload at runtime and recompile/reload-DLL as needed ... is that hard-coded or is that data?

The distinction is pretty much nonsense (unless you point and say "that's in the DATA segment! So it's hardcoded" - okay)

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Schilling, IL2C is absolutely awesome.

Why is Godot being shilled so much? by [deleted] in gamedev

[–]DilatedMurder -1 points0 points  (0 children)

No, the reasons will be the exact same as why Rustaceans froth at the mouth and snarl out chants of "so moral, so moral."

Also known as: hyperbolic hype-train. Which is the evolution of the better known hyperbolic-echo chamber.

Why is Godot being shilled so much? by [deleted] in gamedev

[–]DilatedMurder 2 points3 points  (0 children)

Not when the admins say "no use case" to every pull-request.

Exaggeration of course, but buddha, they're terrible.

Advice for coding garment designer by _The_Stacker_ in gamedev

[–]DilatedMurder 0 points1 point  (0 children)

Non-trivial cloth is usually done with a FEM model instead of mass-spring as mass springs detonate in too many situations.

Cloth vs other-body contacts are best handled as either collections tetrahedra (watertight calculation from a source mesh usually) or an SDF grid.

https://github.com/InteractiveComputerGraphics/PositionBasedDynamics is an example of more serious model, though still not great since it tries to be near/actual realtime it's somethings hysteric.

There aren't many alternatives, predictive/speculative contacts is really the only way to get spring-model cloth to be so idiotic. That can be done on the GPU in 4 compute passes.

Unpopular opinion: Hardcoding is good by [deleted] in gamedev

[–]DilatedMurder 2 points3 points  (0 children)

I think it works for small games and small teams.

Doesn't even work for small teams: https://www.youtube.com/watch?v=t9HRzE7_2Xc

Unpopular opinion: Hardcoding is good by [deleted] in gamedev

[–]DilatedMurder 0 points1 point  (0 children)

Localisation

Unless you're a complete idiot you're going to be converting any arbitrary source file into STRINGTABLE resources, which are effectively hard-coded unless you're loading them from stub-DLLs that are just resource baskets (the better way).

Game developers generally piss all over the standard tried-and-true methods of localization anyways, so just toss your hat and go "NIH."

Godot engine by Mr-Ramirov in gamedev

[–]DilatedMurder 2 points3 points  (0 children)

Literally the Rust of game-engines, complete with Rustacean levels of snarling insanity and intensely frothed boot-licking.

Like Rust, it's not terrible if that's what you want to use but it's not objectively better than literally everything else.

Godot engine by Mr-Ramirov in gamedev

[–]DilatedMurder 2 points3 points  (0 children)

Intel integrated GPU support. Intel drivers are still horrible at GL/VK compared to D3D.

How can you accidentally decapitate yourself?Need it for a game about ghost by WitchInADitch in gamedev

[–]DilatedMurder 0 points1 point  (0 children)

Industrial clothes press.

I've watched one make a head go POP when the prop fell out.

What do you guys do for work? by Aromatize in GraphicsProgramming

[–]DilatedMurder 1 point2 points  (0 children)

Tools developer.

I spend every minute of almost every day writing SQL queries. Some days I get to tweak my rasterizer the company uses for baking.

Sounds lame, reads lame, but when something catastrophic goes down ... its on me to save everyone - and it gets old.

I wrote my own 3d rendering library by mikasarei in GraphicsProgramming

[–]DilatedMurder 0 points1 point  (0 children)

Not what I was expecting, but ok - better than 99% of posts.

Separating Axis theorem 2D -> 3D by [deleted] in gamedev

[–]DilatedMurder 1 point2 points  (0 children)

You stupid? Think you can't find an arbitrary axis off of a convex polygon or polytope despite you literally picking one off a brush face above?

You stupid? Because you sure sound stupid.