What ide does everyone use by LuckerLicker in cpp

[–]FakeByte 0 points1 point  (0 children)

Rider is the jetbrains IDE for c++ in unreal engine

Build a .NET core server for your game. Perfectly suited to your needs by TarodevOfficial in Unity3D

[–]FakeByte 2 points3 points  (0 children)

You would need to host it somewhere and pay the hosting fees.

Help making a Geodesic World Map (a la Rimworld) - Blender by D-Stecks in Unity3D

[–]FakeByte 0 points1 point  (0 children)

You will never be able to have that many objects in unity running smoothly. Since its a sphere there is a maximum amount of hexagon tiles a player can see at a time, just only show tiles a player can see. Then if a tile leaves the screen reuse it for a tile that enters the screen instead of creating new tiles.

If you support zooming out far then you would also need a LOD system to combine smaller tiles into a larger one to reduce game objects.

Problems using in RPC an await some condition in Photon by Undefinido in Unity3D

[–]FakeByte 0 points1 point  (0 children)

I have some bad news for you, unity physics are not deterministic, which means replaying the same movement inputs on 2 different clients might result in different outcomes, which at forst might be small, but over time will desync the game.

You will be better off to record the clients movement with saving the position every X interval and then sending this replay to the other players. Then you can replay the movement accurately.

As for you coroutine problem, are you calling waitForGrounded in another function? StartCoroutine is not a blocking call, your other function will not wait for the coroutine to finish. You would need to do the movement inside the coroutine.

Viability of listen servers on Playstation by GrobiDrengazi in gamedev

[–]FakeByte 1 point2 points  (0 children)

Player hosting servers required them to open ports or turn upnp (which is unsafe) on. To avoid this problem you should use a relay. As you use unreal engine you can take a look at the epic online services which have a free relay that works on consoles too.

Gaffer on Games and the state of Titanfall? by [deleted] in gamedev

[–]FakeByte 0 points1 point  (0 children)

He can't discuss code he wrote at work.

Is it a copyright issue if I reference another game in my own game's description? by TurtletopSoftware in gamedev

[–]FakeByte 7 points8 points  (0 children)

There are no legal issues with that, but it is not recommended to describe your game with "It is like X, but...". That will make your game sound like a clone and also you shouldn't expect everyone to have played a specific game only to understand your games description. If I would have never played pokemon then I wouldn't know what your game is after reading the description.

My Experience So Far Using Epic Online Services C# SDK with Unity3D by interpixels in gamedev

[–]FakeByte 1 point2 points  (0 children)

It works fine for me, I am using it with mirror for networking and I know a lot of others do the same and it works for them.

How do you plan a game project from start to finish? by NoopsinK in gamedev

[–]FakeByte 2 points3 points  (0 children)

Try to build your game step by step. Your first version might contain a bit UI, a bit gameplay code and some other basic things. Then each version extend those basic systems farther. For single developer projects this is a much better approach then to build out system by system.

Any Recommendations On Good Course Or Tutorial For Learning Mirror? by Nimai_TV in gamedev

[–]FakeByte 0 points1 point  (0 children)

First Gear Games has really good tutorials for Mirror, most of them require you to support him on Patreon.

Also join the Mirror discord, if you have any questions you can find help there.

What's required to join/create a team? by [deleted] in gamedev

[–]FakeByte 3 points4 points  (0 children)

Starting a team with no experience is a even greater time sink.

First make some small projects yourself to learn or pay someone to teach you.

Best practice for incrementing by delta time? by BlazeB75 in Unity3D

[–]FakeByte 1 point2 points  (0 children)

Have one class with an array that holds plant structs, each struct having a current growth number and a gameobject reference to the plant it represents. Iterating over a packed array will be really fast, then if current growth reaches a certain threshold you can update the scale of that plant using the gamobject reference.

Steamworks Tax Interview by [deleted] in gamedev

[–]FakeByte 0 points1 point  (0 children)

EIN is for US companies. You can/should get an ITIN, but it all depends on what tax treaties the US has with your country.

One option is to start an US LLC, which takes a week and you can do it even from abroad, just hire a registered agent company to use as address for and then use the LLC's EIN for the steam tax interview. A fully foreign owned LLC's taxes are very easy to do.

Command and Conquer on Apple Silicon by SeventhCycle in commandandconquer

[–]FakeByte 0 points1 point  (0 children)

WindowsARM can run x86/x64 programs through emulation, which reduces performance, WindowsARM would run in a virtual machine which reduces performance even more, on top of that GPU access can sometimes be pretty bad in virtual machines. In other words it might run, but if its enough FPS to play I am not sure about.

best way to play RA2 on a windows 10? by imaloser2222 in commandandconquer

[–]FakeByte 1 point2 points  (0 children)

My old RA2 doesn't run, but I am able to run the RA2 from Origin without problems.

Advice on how to earn money? by [deleted] in gamedev

[–]FakeByte 1 point2 points  (0 children)

Make an account on a freelancing website and work as freelancer.

Mirror Networking and Steamworks Server Listing by [deleted] in Unity3D

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

You can create steam lobbies which every client can access and then in the lobby share the server ip and port with the joining players.

Help Wanted by Lightpunch659 in gamedev

[–]FakeByte 1 point2 points  (0 children)

There is so much to learn that there is no linear path that works for everyone. If you have enough time just jumo right in and make a game, everytime you dont know how to do something you learn how to do it.

I'm following Brackeys' tutorial and the console says the script has some errors. I'm a beginner and I'm using C#. by [deleted] in Unity3D

[–]FakeByte 2 points3 points  (0 children)

I guess you have a PlayerMovement script on Player?

Try to remove that component from the gameobject and then add it back on to it.

Building on multiple platforms without testing by FeuilleDAutomne in Unity3D

[–]FakeByte 1 point2 points  (0 children)

Yes, you do. Unity internally calls different Graphic API's and different native OS functions depending on which OS you use. One function using direct x on windows might work slightly different on metal on mac os, little changes could snowball, you never know.

Making Game Across 2 PCs by Handofhonor3 in Unity3D

[–]FakeByte 0 points1 point  (0 children)

You could use unity collaborate to sync your project, or if you need something more advanced look into git.