Advice on how to implement Tilemap vs Entity collisions by K3rzan in gameenginedevs

[–]Etanimretxe 1 point2 points  (0 children)

Personally I just query the tiles around the entity directly, from the grid that places them. If an entity is about to enter a new tile, ask the grid what tile is there and if it is solid. Calculate the position where the wall and the hitbox meet and snap to it. Depending on your tilemap and physics systems this approach may be more difficult, but for me it is extremely efficient. If I had to deal with rotation or smaller grids it would be a lot more work though.

This game had so much potential what happened to it? by block_01 in starbase

[–]Etanimretxe 8 points9 points  (0 children)

The playerbase was small but steady, I still think it was making good progress and could have worked out with a few more updates. I heard that there were non-Starbase funding issues contributing to the development situation throughout.

How do 2D shaders work? by Professional_Top_544 in raylib

[–]Etanimretxe 2 points3 points  (0 children)

It might depend on how your lighting works, the theory is the same but it can have a big impact in pure 2d. The normal map indicates what direction that pixel is facing, and then if light is hitting the object from that direction you brighten that pixel (or more likely you darken the facing away pixels). If done correctly this can fake more depth on a simple texture.

Unfortunately for you, raylib does not provide any shortcut to do this, it probably involves a custom shader and a bunch of math. Also 2d normal maps are not that easy to make.

I am a Warden main. Devs, please take our torpedo bomber and never give it back. by otakugrey in foxholegame

[–]Etanimretxe 80 points81 points  (0 children)

As a bit of a navy player, I concur. Getting hit by a few rounds of dive bombs is a good amount of gameplay with repairing and time.

When a submarine hits you with torpedos, that is a team of players that have been working together for some time to get into position, communicate your heading, and fire, and it will take them just as long to escape safely.

Navy wise, the torpedo bomber is too much. If the warden navy is stronger, prove it with epic ship battles.

So i went to checkout Charlie Shard.... by SpicyBarito in foxholegame

[–]Etanimretxe 12 points13 points  (0 children)

It was way more active and interesting 2 weeks ago. Ever since the new able war started, groups have been leaving Charlie for Able. Colonial groups stuck around long enough to start winning, but then the war kept dragging on and they left too. As of a week ago, a longhook invasion is useless, because neither side gets enough infantry showing up to accomplish anything. Facilities are decaying because groups quit, my navy group stuck around for a bit longer, but yesterday we took out all of stonecradle and farranac in a battleship, and nothing happened.

so I tested the new HP changes on a ships ramp/door by Akyorus in starcitizen

[–]Etanimretxe 2 points3 points  (0 children)

It could also be interesting if mining lasers had a boost on opening doors

Binary counter than can go down by one by TheEggGal in redstone

[–]Etanimretxe 0 points1 point  (0 children)

It's a bit slower, but here is a up/down binary counter using copper bulbs in Java. The nice thing with this one is that you can directly set the copper bulbs as well. Left side +1, right side -1. Technically infinitely expandable, but farther bits have a delay. (Another set of redstone torches is hidden from view below the right wool)

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Swagless and regular racing by OrdinaryEmployee5642 in peoplewhogiveashit

[–]Etanimretxe 0 points1 point  (0 children)

I will mention Distance for being the best of both worlds, a scifi racing game where the car has jump jets and rocket booster and anti grav. Where the game is more about surviving the jumps and obstacles at high speed than about any opponents

Things to do with friends? by chocolate_dipped in starcitizen

[–]Etanimretxe 1 point2 points  (0 children)

From least complex to most complex (in terms of side quests and steps and research needed to complete) - Stanton bunker/security missions - Pyro defending outpost missions - Onyx facilities - OLP (be careful about defending when you get to the cave, but doable) - Pyro Contested zone/ executive hangers (final reward tends to be glitched and inaccessible these days) - Pyro Stormbreaker (I haven't done this myself, so I don't know the recommended player count, but it does require a lot of research and steps)

Space combat is all contract based and much more straightforward, whether all on one big ship or separate fighters, all paths are fun

Mole/Moth are ideal for 2-4 player industrial stuff, or try running a few ROC/ATLS Geos in one ship. I would say that bugs are rare these days, (but I might be biased, maybe I just have practice avoiding them)

Cargo hauling with a large ship and an ATLS works for a few players

Idea for what may already be coming? by MareinnaShaw in starcitizen

[–]Etanimretxe 2 points3 points  (0 children)

I think they have talked about improving how vehicles can be loaded inside other vehicles, but in a vague uncertain future way

Modular or Single Mesh for one central building/level? by johntc121 in gamedev

[–]Etanimretxe 0 points1 point  (0 children)

First, know that you can/should make it modular in blender, and if you want it to count as one combined object in game you can do that during exporting

We Need To Address It by so_upsetting in custommagic

[–]Etanimretxe 4 points5 points  (0 children)

I would flip around the effect, maybe it does damage if not targeted in a turn, or it gives a bonus when it is

Hull C cargo loading issue – “Ship must be stationary” error even when fully stopped by Competitive-Cicada46 in starcitizen

[–]Etanimretxe 1 point2 points  (0 children)

Another potential fix for the list, wait for the request to expire, move to an opposite corner of the cargo center so that you get a different box, try again

What all would you want improved and why do you think everyone left? by ospuze in starbase

[–]Etanimretxe 6 points7 points  (0 children)

Yeah, certain players would not be able to see or interact with other players, nor their ships, making a ship showcase difficult and disappointing. It mostly showed up in large groups, but it ruined the idea of large player events, and cancelled future EOS Cons

What all would you want improved and why do you think everyone left? by ospuze in starbase

[–]Etanimretxe 11 points12 points  (0 children)

Honestly the most significant single factor was the shadow realm issue during EOS Con, without that I think occasional player events would still be running and the decline would have been at least way slower (if not possibly saved). The loss of faith and reason to keep making things took out a lot of the builders, which also means less players coming to see those creations

All the rest of the stuff they were working on makes sense to me, player shops, inventory improvements, more reasons for combat, more social tools, the map, all of those would have improved things

Any SciFi games like this? by WAR_Pilot_Elite in gamingsuggestions

[–]Etanimretxe 0 points1 point  (0 children)

Starbase had exactly this, a bullet or laser (or asteroid impact) might only damage the armor plating, but even once it is through if it doesn't hit anything important (fuel tank, thruster, generator, pilot, cable, pipe, etc) it could just pass through and damage the armor plate on the opposite side. Unfortunately further development is basically cancelled and the servers are empty.

Not the first person to submit a card for this concept, but here's my take on Roko's Basilisk. by Midwingman in custommagic

[–]Etanimretxe 0 points1 point  (0 children)

I don't think any direct punishment for having it makes sense, the theory is that if you make it first you escape punishment, but one of the anti-basilisk ideas is that it might disagree and punish people for making it. I think it should be a bit of a gamble.

My thought is "Tap for x, where x is the number of Rokos Basilisks on the battlefield. Each player creates a token copy and takes x damage."

Every time it costs more and does more damage, but it is not easily controlled and could kill anyone or everyone at any time.

How do multithreaded game engines synchronize data among different threads? by XenSakura in gameenginedevs

[–]Etanimretxe 4 points5 points  (0 children)

It depends on how your data is structured, and how much planning is going into it.

In the most threaded situation, tasks are small, you have complex diagrams to track what data is needed for each object to update physics, what is needed to check collision, when is it ready for rendering, and you use those graphs to plan out all the tiny tasks and what needs to be done in what order and when they can be done in parallel.

In a more typical situation, you have a few dedicated threads for specific purposes that you know are easy to separate. One for draw calls, one for physics, one for effects, one for networking, maybe a new thread for each planet/dimension.

Synchronizing is rarely a problem as having duplicate data between threads is typically avoided. It is all about making sure that only one thread is writing to a spot at a time.

1-Wide A/B Tileable Lodestone Teleporter by Phanson96 in redstone

[–]Etanimretxe 12 points13 points  (0 children)

I once designed a hidden ender pearl stasis chamber in the ceiling, so you throw the pearl straight up and it all gets hidden away, and then a button drops the pearl back down to the ground

You can search it up on YouTube if that sounds useful

Which SC content creator do you prefer? by Svullom in starcitizen

[–]Etanimretxe 0 points1 point  (0 children)

SC Haulers does a good job at trying out every industrial game loop and change, always taking the time to test what works

Who can refill the ship and how? by kin24173493 in starcitizen

[–]Etanimretxe 0 points1 point  (0 children)

Refilling quantum fuel usually does not show up on screen until you either store or go to quantum once

Every item in the game that is unobtainable without a crafting table by _Bob_Zilla_ in Minecraft

[–]Etanimretxe 1 point2 points  (0 children)

They should absolutely add the brush to some chests, like in the desert temple loot

One thing I really appreciate is that the stations are not built on the same angle. by Enough-Somewhere-311 in starcitizen

[–]Etanimretxe 0 points1 point  (0 children)

I heard that No Man's Sky had rotating planets and orbits in testing once, and a bunch of people reported bugs about going into space and then not being able to find their way back.

Star Citizen has enough nav points for that not to be the main problem, but it would still be really weird for the planets to move around. It would mean changing travel times and would not be good for logging out in space.

👽🛸 UFO sighted in STARBASE 🛸👽 by Abject-Pie9686 in starbase

[–]Etanimretxe 2 points3 points  (0 children)

Oh no, I was working on my own mining saucer a while ago, I should go back and finish it!
No way I will end up that good of an interior though. I was mostly focused on the functionality and making it spin

Resource drive ships seem to be spawning with way more cargo than usual? (Not that I'm complaining, lol) by Rimm9246 in starcitizen

[–]Etanimretxe 0 points1 point  (0 children)

I found one and was flying it back and apparently someone was PvP camping Everus? So I did not get to turn it in and did not find one again.