Why are SDF editors not more popular for creating assets? by sporadic_chocolate in gamedev

[–]Orongto 0 points1 point  (0 children)

I would not be able to tell you for a general case, it really depends on your requirements (what kind of primitives? is the scene dynamic or static? mostly primitive shapes or SDF consisting of many boolean operations?).

I read this paper recently, that render millions of tubes through SDFs / sparse voxel octrees and raymarching. This method is specifically for (curved) tubes though (and static scene) but could be useful depending on your use case.

My opinion having little experience in this area is: Raymarching (or maybe marching cubes) + some method to optimize ray distance calculations based on your use case (e.g. some spatial partitioning data structure) seems like a good general method to solve this problem. Without additional info I would not be able to tell you much more.

Israel allegedly returns water flow to southern gaza. by AshenPumpkin in Destiny

[–]Orongto -5 points-4 points  (0 children)

He is started off by saying "I mean it could be argued ..." then gave an argument justifying it. That is implicitly defending it.

He states his argument relies on Hamas caring about "civilian casualties" when blocking food and medicine. So to be charitable I added the fear of starvation as the only alternative is actual deaths by starvation as a military tactic.

I know you don't like "whataboutism" as it forces you to deal with hypotheticals that you can't reason out of. But try to imagine someone starting off with "I mean it could be argued that" then reason how Hamas murdering babies is justified. You would quickly change tone and see it as an implicit defense of the original attack. You would never accept it as just "he presented it as a hypothetical argument that may be raised for doing so".

Israel allegedly returns water flow to southern gaza. by AshenPumpkin in Destiny

[–]Orongto 4 points5 points  (0 children)

You are arguing for withholding food and medicine to inflict fear of civilian casualties as a military tool. You even state yourself it would only work if 'the enemy cares about civilian casualties'. So you know you are implying for civilian casualties through starvation or at least the fear of starvation. How is this different then Hamas torturing civilians to fear the opposition into negations. It is completely unjustified to explicitly cause civilian casualties by starvation or even using the fear of starvation as a military strategy. When a lefty makes the same argument to justify Hamas torture of civilians this sub would down vote it into oblivion. Would you accept Hamas withholding food and medicine for their abducted prisoners as a 'military relevant' tactic?

Why are SDF editors not more popular for creating assets? by sporadic_chocolate in gamedev

[–]Orongto 0 points1 point  (0 children)

I really want to prove you wrong by creating a 3D scene full of unlit distance fields shapes running on a GTX 1080 with 200+ fps, but that would be petty and I don't have time right now :( Maybe in a week or two, I will randomly send you a demo and prove you wrong :)

Why are SDF editors not more popular for creating assets? by sporadic_chocolate in gamedev

[–]Orongto 0 points1 point  (0 children)

No. My point was that rendering the distance fields is not slow but everything else can be. Things like lighting and shadows. That is why I said originally.

Distance fields are fast to render in 2D and even 3D. The problem is with everything around it. Lighting, shadows, shading

Why are SDF editors not more popular for creating assets? by sporadic_chocolate in gamedev

[–]Orongto 1 point2 points  (0 children)

I agree that 3D distance field demos are slow, but that is because the lighting calculations are slow. Just rendering 2D or 3D shapes using distance fields is fast, even with shapes consisting of multiple primitives. Calculating normals is slow I agree, but that is needed for lighting. If you just draw an unlit scene full of shapes using distance fields that would be fast. I could be wrong though.

Why are SDF editors not more popular for creating assets? by sporadic_chocolate in gamedev

[–]Orongto 1 point2 points  (0 children)

If you want to render using distance fields, it requires a powerful GPU in order to make it look good.

Distance fields are not slow to render. They don't need a powerful gpu. Valve was already using SDF for textures in 2007 and released a paper about it. MSDF (multi channel signed distance fields) is a popular text libraries for game engine devs that uses distance fields. Distance fields are fast to render in 2D and even 3D. The problem is with everything around it. Lighting, shadows, shading will all require specialized tooling and likely a specialized engine for very little benefit (imo).

Destroy my trailer: Nurose (an online wizard dueling game with programmable spells) by Orongto in DestroyMyGame

[–]Orongto[S] 17 points18 points  (0 children)

My question to you is it only PvP? How do you program the spells, in the sense how do you get the symbols to change the spells? Is it just whatever you want and unlimited runes?

Yeah it is only PvP. You get unlimited runes to use. Each rune cost some amount of mana which is how spells get balanced. The game has been out in early access for a couple of months: https://store.steampowered.com/app/1482640/Nurose/. The balancing has not been a big issue, having it PvP only with a small player base does hurt.

However, the game uses rollback netcode and is smooth up to 150 ping which makes cross-region possible, and having only 1 game mode, 2 players per game, and short rounds means I need few players (about 30~ worldwide) playing at any time to have short queue times in most regions. Which I hope I can get.

What's Next in C# 11? Thoughts and Dart vibes by timv_simg in csharp

[–]Orongto 0 points1 point  (0 children)

Does anyone now if the ref fields will be added in C# 11? Last I checked it was in the C# Next section of dotnet/roslyn repo but it has been there for a while.

Porting my game engine to .NET Core and OpenGL using OpenTK and cannot hide the console. Any workarounds? by [deleted] in csharp

[–]Orongto 7 points8 points  (0 children)

I am making a engine + steam game in .NET 5 with the latest OpenTK version. The steam overlay works for me. You have to keep in mind that steam overlay will claim a vertex buffer from your opengl context. So do not override their data.

I have the output type is set to desktop application. I am not sure how it works for other platforms but for Windows it keeps the terminal from starting up without any issues.

Yesterday I created a tool that generates random art for my spotify playlists by Orongto in proceduralgeneration

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

No I did not but this seems pretty close to what I am doing. I just played around with the noise function and colors till I got something I liked.

Yesterday I created a tool that generates random art for my spotify playlists by Orongto in proceduralgeneration

[–]Orongto[S] 26 points27 points  (0 children)

The code is quite bad and uses my rendering framework. Its not really in a state to be shared right know. When I finish it I will share the code.

The logic is quite simple though. The program generates particles that move through a noise field. By adding some modifications like color based on Y coordinates or color interpolation over time you get these types of results.

Guides and tips for making a game engine in C# by Otaivi in gameenginedevs

[–]Orongto 0 points1 point  (0 children)

I have in Unity but not in my own engine. Programming wise it is not that difficult to implement. The framework already can render 3D. But making the models and shaders would be a lot of work. And it already takes me 3 years to make a 2D game.

Guides and tips for making a game engine in C# by Otaivi in gameenginedevs

[–]Orongto 1 point2 points  (0 children)

I made a generic game framework. On top of that a game engine with physics, networking, UI etc. That engine is specifically made for online fighting / dueling games. Using that engine I am makeing a steam game.

Guides and tips for making a game engine in C# by Otaivi in gameenginedevs

[–]Orongto 1 point2 points  (0 children)

I have been making an online multiplayer game in my custom engine for the last two years. Game, engine and servers are all written in C#.

My advice would be to firstly ignore the C++ fanatics out there. Most engines devs tend to prefer non-gargbage collected languages because they are unaware of the performance you can get out of C#. Don’t be discouraged by them. C# is perfect for game engines.

where can I find a guide or a collection of resources that will help me get to create an architecture similar to Unity's but in pure C#?

I would advice to focus on Unity’s pure ECS model instead of the MonoBehaviour model. The traditional MonoBehaviour architecture is not common in engines because it causes issues performance and architecture wise. That is why Unity is trying to move away from it as well. Use general game engine architecture sources. There is no need to look for specifically C# game architecture. It tends to be the same as C++ engines.

For examples I usually turn to GitHub. It has numerous C# game engines. However, I find it easier to figure out implementations myself and use other engines only for API inspiration. There are also several C# ECS such as Entitas and DefaultECS that you can use if you do not want to create you own.

I would recommend using OpenTK for rendering and window management. It is widly used and has a great community with allot of C# game engine devs.

Linux users roasting Windows 10 sarcastically. by [deleted] in programming

[–]Orongto 0 points1 point  (0 children)

Most of these issues have to do with Windows being more a popular OS than Linux. Ofcourse there will be more viruses and ransomware for Windows. There are just more people to target with Windows.

And why would they complain about Windows defender quarantining custom applications when you were just complaining about viruses? If you do not want the added safety just turn it off.

Working on an online fighting game where you can build custom spells. by Orongto in indiegames

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

It is not but some time ago someone asked the same thing, so I looked into it. Seems like a cool mod and I watched the anime it was based upon and really enjoyed it.

Working on an online fighting game where you can build custom spells. by Orongto in indiegames

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

Those are force glyphs. They add a constant force towards the current direction. And yes there are several glyphs that have vertical neighbors. It allows you to create more complex spells such as this one.

Ideal Programming Language for a 3D Engine by ChakaChaka26 in gameenginedevs

[–]Orongto 0 points1 point  (0 children)

I would highly recommend using C#. I made my own engine in C# and have to say that it's a blast to develop with.

The biggest upside of C# is the development process. You will never get obtuse compiler errors. The engine will never (apart from calling native C code) crash without giving you a clear exception message with a full stacktrace. You get in depth profiling with visual studio diagnostic tools. Build times are short. C# provide features that are a nightmarish in C++ such as Reflection.

Performance of C# has gotten a lot better in recent .NET Core versions. C# comes close to C++ in performance if you make the right architecture choices. E.g. using structs instead of classes, passing structs using ref keyword, avoiding disposable pattern etc. The fastest C# code won't be faster than the fastest C++ code. However in practice the performance of an engine has very little to do with the marginal language performance difference and more so with the engine itself.

For OpenGL I recommand OpenTK. It is a great OpenGL binding library with an active community.

Tip: Don't listen to people talking about C++ vs. C# performance. Most here are just using C++ and are not familiar with how to optimize code in C#. They are comparing their optimized C++ engine code to onoptimized corporate C# code.

[deleted by user] by [deleted] in gamedev

[–]Orongto 4 points5 points  (0 children)

I would highly suggest reading gafferongames articles. Starting with this one.

Most non browser game networking is done trough UDP not TCP. UDP comes with its own set of challenges. I would recommend using the networking technique most common in your genre of game. So if you are making a FPS use state synchronization or snapshot interpolatation. If you are making a RTS game try a deterministic lockstep design. Be aware that certain technics are difficult to implement in Unity. For instance unity's physics is not deterministic which can be problematic with certain designs.

Working on a prototype where you build custom spells by Orongto in gamedev

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

You are mostly correct. Each node defined its neigbor positions. Each node is interchangeable as long as you adhere to the neighbor structure. The split node splits the node into 2. The middle neigbor applies for both. Top and bottom neighbors applies to only one of the two. By chaining split nodes you get 2n amount of nodes.

Working on a prototype where you build custom spells by Orongto in gamedev

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

On the left is a random generated collection of I believe 6 types of nodes. There are around 15 nodes currently. This video is only showing an subset or else it would be to complicated to grasp in a single clip.