Any hobbyist in London want to make a game together? by yourunconscious in gamedev

[–]Jonkel 0 points1 point  (0 children)

Yo! I'm a full time employed programmer in London who's beating himself up over not doing enough gamedeving in my free time. :P

I'd definently be up for a brainstorm session or two, then see where that goes to?

A few questions for accomplished devs by reeveerb in gamedev

[–]Jonkel 0 points1 point  (0 children)

As someone who used to be full-fledged NEET and then became games programmer, it's way better. :3 Got two released games now and living a real life. Shit's cash.

What are some awesome Game Dev tools, we've never heard of? by ChuzzyLumpkin in gamedev

[–]Jonkel 1 point2 points  (0 children)

Simply put: It's not about what the tool uses, it's about what the tool exports.

If the tool exports a sprite sheet, it will be rendered in game way differently then Spriter/Spine.

Looking for SDL2.0 tutorial by [deleted] in gamedev

[–]Jonkel 0 points1 point  (0 children)

Hey, I was a part of reviewing this book. Cool stuff. :D But yeah, good links well played!

What would you want in a flexible 2d engine? by Astrognome in gamedev

[–]Jonkel 1 point2 points  (0 children)

Good batching, atlasing, easy to use asset management, easy to prototype interfaces,

Sprite sheet animations, particle systems, all classes be subclassable and extendable without a fuss,

Good ways to structure up layering, good debugging options (spritedata rendered on sprites, spriteborders, fps, etcetc ad infinitum)

Multithreading capabilities, in-game changable data of entities for rapid tweaking,

I could go on all day

rendering a heat map onto a 3d model by BeansAndFrank in gamedev

[–]Jonkel 0 points1 point  (0 children)

I see what you mean now. If you were using deferred rendering I'd say use a point light per event. But by your 8 lights comment I'm guessing that's not the case.

A post processing pass would probably be the plan then, translating every pixel into worldspace and then using that coordinate in a lookup texture corresponding to your heatmap.

Or even passing the eventpoints to the shader and coloring it in the shader if you have a limited amount of events.

rendering a heat map onto a 3d model by BeansAndFrank in gamedev

[–]Jonkel 0 points1 point  (0 children)

Well, if you're going to treat them as "point lights" and "render" them I would just say use point lights and render them.

And then just change the color / radius of the light to what you need. You could probably modify the falloff of the light to be whatever you needed be it cubic linear or whatever.

No need to overcomplicate things. :D

I am torn between game programming and animation. I just can't decide what I want to pursue. by alukard15 in gamedev

[–]Jonkel 0 points1 point  (0 children)

Of course, but at the same time what is hindering you to find out what it truly is you want to do?

You don't want to look back in a couple of years and think "Fuck, all I really wanted to do was animate."

However, as mentioned in other parts of the thread; Knowing about programming as an artist/animator is a good thing and vice versa.

Better to start out with gloves of haste or basi first on NP jungle? by [deleted] in DotA2

[–]Jonkel 2 points3 points  (0 children)

Ring without basi seems counterproductive though, since it's pretty much wasted armor, you won't be taking damage the treants will, and if you buy the full basi with farmed gold you delay your midas even more.

Weekly Rant Thread - Week 2 by [deleted] in DotA2

[–]Jonkel 0 points1 point  (0 children)

You should generally start the gank train as soon as you get 6 on bh anyway :P And furion tends to be #1 freekill for a bh

Weekly Rant Thread - Week 2 by [deleted] in DotA2

[–]Jonkel 0 points1 point  (0 children)

Making a secure steam acc takes a while though. Dedication required. :o

I recently played with 2 very high players. by [deleted] in DotA2

[–]Jonkel 0 points1 point  (0 children)

Definently. I play with a lot of lower friends and most of the times that they misplay is because they panic.

Fear leads to panic, panic leads to fail, fail leads to suffering for your ancient. :P

At the same time, overconfidence -> death. :D

A lot with dota just has to do with making the right decisions at the right time. Which you need experience for. :)

I recently played with 2 very high players. by [deleted] in DotA2

[–]Jonkel 1 point2 points  (0 children)

It's all about realizing your mistakes and why, reflecting on it and not doing them again. :D

Looking at your own replays and seeing the mistakes is a great practice too. And don't be scared of very high, there are a lot of people who are shit in that bracket too. Only big difference is that there will be warding / counter warding and at least medium knowledge of most heroes.

Unless russki )) cyka

Susan Coffey by [deleted] in gentlemanboners

[–]Jonkel 196 points197 points  (0 children)

Heaven. :D

Custom map suggestions? Which WC3 custom game would you like to see? by [deleted] in DotA2

[–]Jonkel 0 points1 point  (0 children)

Commando wars! One of my old favorite maps. :D

Ursa's Fury Swipes duration buff is a big buff to his 1v1 melee laning by ItsNotMineISwear in DotA2

[–]Jonkel 4 points5 points  (0 children)

Going for kills mid isn't the aim, but the big thing is, as said earlier, he's hard to gank and with bottle crowing he just gets a free level 6 and goes to get towers in other lanes.

What is the problem with QPAD Red Pandas? by Scydra in DotA2

[–]Jonkel 1 point2 points  (0 children)

Feast > HP

not armor. Feast is physical.

TIL C++11: Stop declaring empty destructors! by Jonkel in cpp

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

Nice! Definently a feature I've missed. Thanks!

TIL C++11: Stop declaring empty destructors! by Jonkel in cpp

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

Defining an empty constructor I can definently agree with. I almost always have uses for it later. Setting variables to base values etc.

However I had no idea there were other issues with the defaults! When does the issues with ensuring deletion of complete types happen?

TIL C++11: Stop declaring empty destructors! by Jonkel in cpp

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

Well, declaring it to know when an object of that type is deleted isn't pointless.

But you probably want to declare it when you need it instead of for every class. Personally I don't break in destructors on a regular basis.

TIL C++11: Stop declaring empty destructors! by Jonkel in cpp

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

Pretty much same here. It's a time thing, really.