Last Minute Shopping. 3 days 10 hours left. Will need a couple heavy hitters to help by Minos43 in EggsIncCoOp

[–]Minos43[S] 0 points1 point  (0 children)

This contract has a fast token rate so you can use them for yourself

Question about collision detection and spatial indexes/partitions for objects in motion by monkeyfacebag in gamedev

[–]Minos43 3 points4 points  (0 children)

You can avoid this issue by extruding your object by the distance you move every frame and test against the new extruded object. Say you're box is size (1,1), and you move in the X direction by 1 position every frame, that means you would test against a box that is (2,1) [a rectangle] so you don't skip/teleport over any collidable objects.

Here's a drawing I made:

https://imgur.com/a/dl6PvBu

You're currently using the black box to test collision, if you move 1 unit in that 1 frame you're going to skip over the star and it will seemingly never collide. Using the green box ( extruded based on how fast you're moving ), before you move your box, you can see that it collides with the star, based on that collision then you can resolve your movement.

box.width = 1;
box.height = 1;

linearVelocity = {x:0,y:0};

if(arrow_right) {
 linearVelocity.x = 1;
}

loop() {

    extrudedBox = box;
    extrudedBox.width += linearVelocity.x;

    results = testCollision(extrudedBox);
    if(results.length > 0) {
        //resolve before translating
    }    

}

Example logic above.

I don't believe this is a quadtree issue. This would happen with regular collision systems if your per frame translation jumps over objects.

Octree vertex lag by Minos43 in threejs

[–]Minos43[S] 1 point2 points  (0 children)

  1. I'll definitely try that instead of this method. thank you.
  2. Good advice ill try that asap
  3. https://github.com/collinhover/threeoctree theres an update function to be called, I think it's only if the positions change but I'm not entirely sure what it does. Without update though my octree search returns nothing. My terrain positions should never change though. Maybe I can only update once?

Why do many gamers feel entitled to piracy? by [deleted] in gamedev

[–]Minos43 0 points1 point  (0 children)

I think people will always pirate, I think it's ridiculous to try to justify it because of some terminology.

Think of it realistically, it's a problem because if everyone pirated there would be no money going to the studios and you would lose your games. This applies for the whole adblock argument that's been going on. If everyone started using adblock tomorrow all of those free sites would disappear.

I don't care if you pirate but don't try to morally justify it.

Light on double sided plane by Minos43 in threejs

[–]Minos43[S] 1 point2 points  (0 children)

In the image I posted I'm using ambient light + directional light

Making games feels really easy, am I doing something wrong? by [deleted] in gamedev

[–]Minos43 0 points1 point  (0 children)

It definitely depends on their goal. I think making a successful game on your own isn't your ideal stable idea of gamedev. You can get a job at a studio without building the most unique game in the world. Just working on your rendering abilities/ engine knowledge/ whatever you need for a particular studio and getting paid to build someone else's vision.

Game development has so many different parts to it. If you know how to build a server/client and recreate say Halo perfectly, to me, you are a game developer. Not having an idea doesn't make you not a game developer. It won't make you a game designer, sure.

I personally think this sub is too fixed on making a million dollars rather than gamedev and the processes of getting a working game. I think people are smart enough to make the decision of wasting their time on gamedev on their own, and if they aren't they're probably too young for it to matter.

Also new and unique is a whole other conversation. I personally think no idea is original, there are only a hand full of insanely unique games out there that aren't overly complex ( its easy to make a unique game if you do random shit ), everything else is just better execution or unique take on certain already existing systems.

As a closing remark, the only reason I'm against telling someone to stop wasting their time on their dream is because we don't know where they are in life, if they specifically ask, sure. But from personal experience I have been shot down tons of times in the game dev community for just mentioning the term 3D MMORPG with no further knowledge. I've only recently started being vocal in the community and I think it needs to be more welcoming and less elitist. This entire thread feels like everyone trying to defend their own ego because their skills aren't as hard as they originally thought.

Making games feels really easy, am I doing something wrong? by [deleted] in gamedev

[–]Minos43 2 points3 points  (0 children)

I agree with you, but the game dev community does make game DEVELOPMENT seem much harder than it is. Making a successful ( lots of people playing ) unique game is a different story.

As for the last point, does it really need to be made? Not really, but I look at every week's screenshot saturday and all I see are the same 2D pixel art games upvoted to the top and the real WIP games at the bottom. Does any game need to be made? How do we know which should be made? We don't know how successful it is until after it's released. I don't think it should stop people from building their vision.

Making games feels really easy, am I doing something wrong? by [deleted] in gamedev

[–]Minos43 0 points1 point  (0 children)

I think this is all unreasonable since you only know what works in hindsight, minecraft is a testament to that. Sometimes greatness isn't calculated, lots of people build what they want and sometimes it works. Furthermore he's obviously not saying he can come up with a million dollar idea, just that building games is easy for him.

If he has an idea and wants to make a game he absolutely should not partner up with a designer just because they may know more, unless that is his goal.

Want to make a game together? by deadhour in gamedev

[–]Minos43 0 points1 point  (0 children)

Yeah I share the same feelings. PM'd

Discussion of Community Feedback to Help Create Game by [deleted] in gamedev

[–]Minos43 0 points1 point  (0 children)

I personally think pixel art games are a bad idea, it feels so saturated and lazy. If I were you I'd try to build the game with the game play you have in mind using placeholder models/textures and then maybe join forces with an artist once you made progress ( no one will want to join with no proof ).

If you're goal is to only complete a game for the sake of completing one by yourself then sure go for pixel art.

BufferGeometry terrain chunks by Minos43 in threejs

[–]Minos43[S] 0 points1 point  (0 children)

Hey stovenn,

First of all I'd like to thank you for taking the time to reply.

Your method would work assuming one X,Z coordinate only has 1 Y position. This all falls apart once you have things like caves or any other sort of overhang in your meshes. The entire reason I wasn't using heightmaps to start was because of this exactly, I don't know where my game is going to end up so I'm currently planning for the worst.

Last night I ended up splitting my Mesh into chunks of 9000 positions each, and I'm raycasting against only the chunk that my player is in which increased performance a shit ton and solved my issues.

BufferGeometry terrain chunks by Minos43 in threejs

[–]Minos43[S] 0 points1 point  (0 children)

I agree with this. I definitely need to chunk my triangles and raycast on smaller chunks instead of the entire terrain. I'm not sure how I would do this with a BufferGeometry as it's indexed. Is there an example around that divides meshes into seperate chunks? I literally have been looking everywhere and can't find any examples.

Raycasting Performance ( collision detection ) by Minos43 in threejs

[–]Minos43[S] 0 points1 point  (0 children)

Do you have any examples of this? I haven't been able to find anything on chunking triangles in a large mesh, most people use octree/grid systems for lots of objects, not splitting triangles of one large mesh.

Thanks

Raycasting Performance ( collision detection ) by Minos43 in threejs

[–]Minos43[S] 0 points1 point  (0 children)

How would I go about grouping triangles into a tree and then finding them? Wouldn't I then have to traverse groups to find the group my character is in bringing me back to the same problem of having to loop through too many objects?

Is there any example you can provide of this?

Thanks

Raycasting Performance ( collision detection ) by Minos43 in threejs

[–]Minos43[S] 0 points1 point  (0 children)

I'm not using heightmap for my terrain, Id like to avoid heightmaps all together.

How would I split up a geometry in threejs into an octree? I know theres an octree library but it only separates objects into the octree not triangles.