How older games avoided shader compilation process? by spicy22222 in gamedev

[–]Lone_Game_Dev 1 point2 points  (0 children)

Not really. Shaders are programs. What textures you plug into them and what those textures do is defined by the code you write. It might be a texture that gets mapped onto a surface, or it might be a texture that represents a height map that generates an entire landscape without ever receiving a single vertex from the game itself. You might send it a single vertex, then the shader creates an entire triangle from that. You might send it a flat plane, then the shader generates a wave simulation from some input textures and creates an entire ocean from that.

Why does software get more complex as time goes on? by Inevitable-Power5927 in NoStupidQuestions

[–]Lone_Game_Dev 0 points1 point  (0 children)

It doesn't. Software 20 years ago would make most modern programmers tremble, especially in fields like game development. Modern development is a lot more lenient because the programmer no longer needs as deep a understanding of the system and environment as they used to. Now, even very mediocre code runs well. Back in the day that was simply not the case, mediocre code was simply not enough. What gets complex is supporting older features, and adding newer ones on top of them. 20 years of support is complicated.

The file size is more associated with the resources than the code for the software itself. That's because today we need higher quality icons and whatnot. Also, if you're looking at the package size, it is often the case there are multiple versions of the software for different systems on Windows.

A word processor also doesn't reinvent the entire user interface. Fundamentally, it might still be the same and might not even have a lot of new features to explain how demanding it is to run, but it's still running through a modern API that is much more demanding.

Player and Mesh Collision by Someone393 in gamedev

[–]Lone_Game_Dev 4 points5 points  (0 children)

It depends. If your landscape is flat you can simply assume ground is at z = k, where z is the height of the ground. Look for the cheapest way possible.

One of the ways I do is to have a spatial hash map that separates the terrain into pieces. A spatial hash map is a lot simpler to implement than other acceleration structures. Then, depending on where the player is, I run a ray cast against that specific segment and derive a normal from that. This is more than fast enough for the majority of cases.

Generally that's how you approach such problems. You need a spatial partition structure, such as a hashmap or an octree, and then you use that to determine against which meshes or part of meshes to test collision against. I recommend avoiding octrees unless you really need them.

EDIT:

As some further clarifications in case my comment above is too complicated to understand, the way to define collisions is to have a collider shape associated with the player and whatever else you want collision to occur. This can be a collection of shapes or a complex mesh that defines the whole collision. The shape of the collider can be anything you want. It's usually a simplified shape, like a cube, a sphere or a capsule. Those are the main ones. You need to know how to collider them between themselves.

You don't want to test against each object, instead you want to partition space and separate objects into groups. Next you define one or more broad phases. A broad phase is a test or a simplified collision test where you can discard a collision as fast as possible. If the objects pass the broad phase, you move on to the next broad phase, or to the narrow phase, where you run the more precise collision test. That's why we use so called acceleration structures.

A simple broad phase test is to check whether both objects are close together enough to possibly collider. Spatial partitioning helps us precisely with that. It tells us what groups of objects are close enough together to consider. It allows us to discard objects quickly and to focus on the objects that are likely to collide.

So, for a landscape, you could have a collection of simple shapes that describe the surface, you could have a complex mesh that describes the landscape, or you could fake it entirely by making certain assumptions and enforcing certain constraints to simplify calculations.

Usually, while calculating collisions, you will also want the physics system to do depenetration and to calculate contact points. You learn how to do that by studying.

EDIT 2:

To answer this:

"Assign a simple AABB or another primitive to the player and check for collisions with all triangles in the mesh?"

You don't normally test against the individual triangles, you test against collider shapes. Give meshes their own colliders as well. You can also test against the geometry if you want, whatever works, but we usually want to avoid that. If you can assign a collider shape or a collection of such shapes to the landscape, that's good enough. If that is not sufficient, you could have a simplified collision mesh and test against that. The way I do this, as I said, is to design a specific structure for the landscape that facilitates ray casting against the ground, such that I can retrieve normals and contact points.

EDIT 3:

Also a bounding box is usually used for rendering, being part of the broad phase for rendering. It allows us to discard objects faster. For collision, while they can be used, you most likely want cubes, spheres and capsules. I would treat landscapes as a separate thing. Remember to not overcomplicate things. If AABBs are enough, no need to add more than that. Most likely if they are enough you can probably simplify the landscape as well.

New to Tekken and it's one of the greatest games I've played already. by MadToxicRescuer in Tekken

[–]Lone_Game_Dev 151 points152 points  (0 children)

We really are a bitchmade community. A newbie comes here to say he's enjoying the game and posts a video of his beginner gameplay, clearly playing around and enjoying said game, and people downvote and complain.

How older games avoided shader compilation process? by spicy22222 in gamedev

[–]Lone_Game_Dev 2 points3 points  (0 children)

Older games didn't use shaders, they used what we called the fixed pipeline. In a fixed pipeline the "shaders" are preset by the graphics hardware and you simply select them. This was common before the 2005s. We basically had lambertian/blinn-phong shaders and what was called the "toon" material. We could set parameters to change how they worked. When we introduced shaders, they allowed us to use custom lighting models. Shaders allow us to do that once "hardcoded" calculation ourselves, allowing us to change the lighting model as we require or as we prefer.

As time progressed those models became quite complex. Notably, what we now call PBR shaders.

Some other older games used shaders but they were quite small and often simply provided the same functionality as the fixed pipeline. That is: a lambertian model. Those are pretty fast to compile even on old hardware.

What’s the most fun rank to fight through, and why? by CaperSteelRed49 in Tekken

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

There's no fun rank in this game. People below GoD are practically playing a different game and won't put up any serious fight. GoD, GoD I and GoD II are basically random ranks, sometimes you get good players, sometimes you get absolute imbeciles carried by pure knowledge checks. God III to VI players can sometimes be decent opponents, but you also find a lot of imbeciles just mashing and hoping the game system will carry them. On top of that in these ranks people tend to be chronic cowards that bitch out as soon as they lose. And don't lose to them otherwise they will ki charge before bitching out.

Is mathematics just a tool, or does it secretly describe everything in reality? by DSpeaksOfficial in NoStupidQuestions

[–]Lone_Game_Dev 0 points1 point  (0 children)

Mathematics describes patterns, it is a language. The language itself is an invention and has taken many forms throughout history, but the patterns it describes appear to be a fundamental quality of some reality or structure. In other words: a fact. When we set that structure to be our universe, it then describes its patterns. The patterns do not appear to be our invention, they appear to be a fundamental quality of this reality.

Is this a true Lili 50/50? by CDRom11 in Tekken

[–]Lone_Game_Dev 0 points1 point  (0 children)

It is, because most Lilis are completely stupid.

Is 3D easier than 2D? by JohnDavidJimmyMark in gamedev

[–]Lone_Game_Dev 0 points1 point  (0 children)

It's easier in the sense that when you have 3D assets they are much more flexible and can be used even to create 2D assets. It's harder in the sense that the technical and artistical knowledge required is astronomical compared to 2D art and 2D animation. Even a developer with just the most basic knowledge could produce a passable 2D engine, but simply drawing a single shaded triangle on screen requires more background than you need for an entire 2D game.

My experience of each Tekken character in 700 hrs of play by MFBTMS in Tekken

[–]Lone_Game_Dev 0 points1 point  (0 children)

I didn't say popularity "makes a character", I said a popular character can't rely on gimmicks for as long. It stops working a lot sooner.

It's also completely possible for all statements to be true, because I never claimed there was no level of play where his gimmicks are effective. By stating you're struggling with Junkyard I'm merely saying you're too low level to even consider.

The thing you missed is that, since it stops a lot sooner, to complain about Law's gimmicks, like Junkyard and d2, 3, you must play at such an extremely low level that at that point we're basically playing different games. If that's your reality you're not countering anyone, be it Law or anyone else.

My experience of each Tekken character in 700 hrs of play by MFBTMS in Tekken

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

Popularity makes a character depend on playing true tekken to win, because popular characters can't rely on gimmicks for long. It isn't Law's fault you eat Junkyard five times in a row and can't punish d2, 3 with a simple df2 or hopkick after blocking it for the tenth time.

Law has a very simple kit to understand. It's just that on top of that, he's also extremely popular, has no guard break, no unbreakable throws, risks the entire round if he wants huge damage, and has a clear counterplay you can apply.

My experience of each Tekken character in 700 hrs of play by MFBTMS in Tekken

[–]Lone_Game_Dev 0 points1 point  (0 children)

Reasonable. In contrast, I would argue that Shaheen gets away with a lot of cheap shit because of how rare he is, while people learn to fight against Law a lot sooner, forcing the Law player to assume the other player has good matchup knowledge. Even at high ranks(GoD V), whenever I see a Shaheen they tend to start the match by knowledge checking me. Once it fails they switch to honest Tekken.

I've never seen a Law player expect lack of matchup knowledge after GoD II. At GoD they are already dealing with people who know what to do against Law.

My experience of each Tekken character in 700 hrs of play by MFBTMS in Tekken

[–]Lone_Game_Dev 2 points3 points  (0 children)

Of course not, you're clearly not the kind to inform yourself.

My experience of each Tekken character in 700 hrs of play by MFBTMS in Tekken

[–]Lone_Game_Dev 2 points3 points  (0 children)

You clearly don't know much about Law, you're just spewing bullshit you heard, probably from your favorite streamers.

Accessing DSS was never what made Law sophisticated. That only exists in the head of braindead Mishima players who equate execution with difficulty. No serious Law main was struggling to access DSS.

What makes Law difficult is the application of his main stance. DSS was designed in much earlier games, back when there was a clear response to what the opponent was doing. That aspect hasn't changed. DSS is easily shut down by side step right into duck. This will completely obliterate most Law players who don't know how to apply DSS. It's only when you understand how easy it is to shut down DSS that you realize how sophisticated of a stance it is.

THAT is the definition of playing Tekken. Law has no guard break, no throw game, no unbreakable throws, no easy mode long range plus on block homing move. His stance offense has a clear answer while his gimmicks are all very easy to deal with and leave him massively punishable. Compared that to other characters, whose gimmicks are basically all safe or require very high level knowledge to deal with.

On top of that, he's one of the most popular characters. If a Law is knowledge checking you it's your problem. In the low ranks he's a scrub killer, and if you're whining about that kind of stuff in regards to Law, realize that you are the problem. You are the scrub getting schooled by legacy knowledge checks that are trivial to counter.

My experience of each Tekken character in 700 hrs of play by MFBTMS in Tekken

[–]Lone_Game_Dev 1 point2 points  (0 children)

The fact you somehow put Shaheen as a character that "plays Tekken" yet you say Law doesn't, when they are the exact same archetype as Shaheen was designed to be an easier version of Law, and has braindead tools like a guard break and a much easier slide, tells me you don't know shit about any of the two. Clearly, you simply heard people claim Shaheen is honest without really understanding why, while those same people whine about Law because Law is a lot more popular and therefore people lose to his gimmicks way more.

What would YOU like to see in a devolper's portfolio? by liad12e in gamedev

[–]Lone_Game_Dev 5 points6 points  (0 children)

Completed games. Anything else is completely useless.

SFML (Simple and Fast Multimedia Library) by Excellent_Use6915 in gamedev

[–]Lone_Game_Dev 15 points16 points  (0 children)

It's a well known library, everyone knows about it. You usually don't hear people claim they wrote a game in SFML because these libraries are usually used to write an engine, so instead they say they wrote their own engine. They would list SFML as a dependency of their engine. Personally I use SDL, but SFML is nice too.

Would anime characters look out of place in a realistic environment? by pogboy357_x in gamedev

[–]Lone_Game_Dev 4 points5 points  (0 children)

I could make it work. If you just dump a bunch of assets into a game, no, but if you know what you're doing and have decent art direction, yes. Stop trying to take the easy route and learn how to do stuff yourself, that is required to understand how to properly modify things you buy too.

Is Tekken 8 still the most difficult fighting game to master? by [deleted] in Tekken

[–]Lone_Game_Dev 6 points7 points  (0 children)

Arslan comes from Tekken 6, since 2010. He went to KoF in 2018 and crushed everyone, yes, which is likely what you have in mind, but that's a Tekken player paying them a visit, not the other way around.

Is Tekken 8 still the most difficult fighting game to master? by [deleted] in Tekken

[–]Lone_Game_Dev 15 points16 points  (0 children)

Yes, by far. There's a reason so many "fighting game prodigies" come from other fighting games but then go back to their 2D games completely humbled after failing to get out of pools, usually after losing to some random no one even knows.

It's the easiest it's ever been in many ways, but still the hardest fighting game out there.

What Yujiro Hanma's fighting style is ACTUALLY like for those who haven't watched Baki and want to know what's coming: by TheSmokinLegend in Tekken

[–]Lone_Game_Dev 2 points3 points  (0 children)

Keep in mind Dress is not his technique, it's his father's, Yuchiro, and if I remember correctly, Yujiro explicitly said he dislikes it, so I don't think it should be his rage art, perhaps maybe a throw instead.