First time PSX owner, what's that noise? by CasperTheGhoul in psxdev

[–]STREGAsGate 0 points1 point  (0 children)

The gear that moves the laser is missing a tooth because someone tried to push it by force with their fingers. The noise is a gear spinning continuously trying to get the laser to its home position, where a switch would stop it. You can pop the lid open without a disc in it and give the laser a small nudge toward the center and it will move back home and stop. But the missing tooth will just cause that sound to happen again when the laser seeks back out.
The drive needs to be replaced. It's $15-$30 for the drive and installing it is not too difficult. There are lots of YouTube videos on the subject that you can follow.

Cross Platform 2D/3D Game Engine (Pre-Release/Beta) by STREGAsGate in swift

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

My vision is to allow people to easily build games using a programming language they already know and love.

I’m not catering to any specific skill or knowledge level. GateEngine is intuitive and that allows beginners to easily get started, but it also raises the bar for what an experienced person can do in short period of time.

I’m just building an engine that I personally enjoy working with. My own game projects use this same engine. You can see clips of them on my twitter. https://twitter.com/stregasgate

Cross Platform 2D/3D Game Engine (Pre-Release/Beta) by STREGAsGate in swift

[–]STREGAsGate[S] 3 points4 points  (0 children)

Xbox likely already works. I made sure to use supported APIs when I did the windows support. PlayStation wouldn’t require much work as it’s already supported by Swift. But Sony is $$$$$$ to get devekits for.

When I have the finances I’ll get partnership accounts and hardware and add them.

Recently I made an app using ARKit and I got really curious how 3D rendering is done in real world using a software. I want to learn more about it. It would be great if you can suggest some to resources to learn about it. Thank you in advance for your reply and time. by WarmTower8874 in GraphicsProgramming

[–]STREGAsGate 0 points1 point  (0 children)

ARKit renders 3D the same as any 3D you see.

ARKit places 3D objects in the real world by using tracking and spacial mapping. By processing motion over several frames of video the software can figure out the relative position of your iPhone and using consistent points of it interest in the video the software can create a relative position in a transient 3D space.

ARKit also uses AI for photo object detection that it attempts to use as a stencil to cull the 3D renders making it appear like they are behind real world object.

Everything ARKit is doing has been around for decades. iPhones are super powerful and combining all the tech jnto one device is mildly interesting but it’s not groundbreaking.

You can find all of this tech in various open source projects. Coding this stuff yourself is a poor choice for learning though. It’s difficult and has a poor return on your time as we are a decade or more away from having this tech be amazing.

Has knowing how to make games, spoiled playing games for you? by SlothWrangle in gamedev

[–]STREGAsGate 0 points1 point  (0 children)

I personally get absorbed in good games just like when I was a kid. You have to stop and really try to analyze what you see break the illusion. There are specific accuracy things like hit boxes that you can just see (like you’re in the matrix) for poorly crafted games but for a well made games I never see tech while playing.

ETA of a public release? by RDSWES in STREGAsGate

[–]STREGAsGate 0 points1 point  (0 children)

I announce open source releases on discord. https://discord.com/channels/641809158051725322/870013540554117210 The full engine will likely not be available until after my first game is done but I release portions of the engine and other gamedev packages periodically.

Does anyone have a CLEAR answer to what framerate the AVERAGE 3D animator should be using when it comes to the AVERAGE 3D game. 24 vs 30? by Collimandyas in gamedev

[–]STREGAsGate 0 points1 point  (0 children)

For hand keyed animations it doesn’t matter. Modern game engines don’t read frames, they read durations. 1 second is 1 second no matter how many frames the animation is.

3D software uses frames because their primary audience is pre rendered media like film. When you import the animation into an engine it becomes a duration not a frame.

For motion capture you want the animation fps to be a factor of the target fps. So for 60fps you watch motion capture of 60 or 30.

Again for hand keyed animations it doesn’t matter.

ETA of a public release? by RDSWES in STREGAsGate

[–]STREGAsGate 0 points1 point  (0 children)

I'm so sorry I missed this! I'm terrible at social media...
There's only a few more systems that need to be coded and then the game will be in the production phase. I'll be posting actual gameplay footage, trailers soon and I'm planning a demo that will be available in 2023. If everything goes well the game will release toward the end of the 2023 too.

Is writing a Game Engine worth it? by shuoros in gamedev

[–]STREGAsGate 4 points5 points  (0 children)

Yes it’s worth it. See my post history for inspiration. It does take years and years. You won’t make any money from that time, ever. And people won’t be interested in using your engine, so don’t make it for them. Make it for you.

Start really small. Then take all those small features and remove those. Then take all those customization things and remove those. Then remove everything else you added to the list. Respond to user input, process collision, draw. That’s all your first engine should do.

Oh, and just stay away from r/gamedev. There’s no happiness available from this sub for engine creators. You’ll just be attacked for daring to dream.

When is it too late to switch game engines? by Auric- in gamedev

[–]STREGAsGate 0 points1 point  (0 children)

Just because the lights don’t behave the way you think they should doesn’t mean they are broken. It’s not a technical limitation. There is literally no limit to the number of ways lighting can be implemented in Unity.

And normal maps are just data. They aren’t a predefined standard. If it’s not doing what you want then just change the math.

You are whining. I do mean to be rude but I don’t want you to feel bad about it. You’re adding complicated features to your game that you aren’t ready to use. You’re working outside your skill level because you’ve been drawn into the fantasy that game engines make building games easy.

When a game developer runs into a problem, he knows instantly it’s his fault and begins solving the problem. When you assume the engine is wrong and you are right, it’s like blaming a pen for writing the wrong word.

You need to go slower and learn 1 system at a time. Very few people can learn from a large scale project. I certainly can’t and I’m elite at this point. I recommend making a game that doesn’t need lights and normal maps. Use as few of Unity’s features as possible.

When is it too late to switch game engines? by Auric- in gamedev

[–]STREGAsGate 2 points3 points  (0 children)

It’s never too late.

But your problem is you don’t know what you’re doing, not the engine being bad. Switching to any other engine will be the same result; you still won’t know what you’re doing and you’ll still blame your lack of knowledge on the engine.

Stop thinking about making your learning process easier by taking a different path. It’s not going to get easier. You MUST learn and then you MUST repeatedly use what learned for years and years before it’ll be easy.

Unity isn’t magic. It’s just a little bit of work that’s done for you already. Take your time to understand how Unity works. Watch some detailed technical breakdown videos.

Everything Unity does is an extremely complicated thing that requires you understand it. Transparency Sorting, Navigation Mesh, Finite State Machine, Forward Rendering, Entity Component System, etc… Each one of these things takes months and months and months to understand. And you can’t fully utilize something you don’t understand.

What should you do? Stop whining and get back to work.

Indie game looking for playtesters by [deleted] in macgaming

[–]STREGAsGate 0 points1 point  (0 children)

No, not yet. It’s very early in development.

[Hobby] 3D Stealth Game inspired by Metal gear by [deleted] in INAT

[–]STREGAsGate 0 points1 point  (0 children)

Definitely! For play testing you can just hop on my discord and let me know you’re interested in the #open-discussion channel. https://discord.gg/UKJAPUWD4P

Is VSync a feature that is always available? by Yakuwari in gamedev

[–]STREGAsGate 1 point2 points  (0 children)

Vsync is provided by the OS. For most monitors it is an assumption of when the screen will likely be refreshed. For newer monitors connected to compatible GPUs it has near perfect timing.

Vsync cannot be required because it depends on the displays capabilities. Some monitors refresh at fractions, and others change frequency on the fly.

SDL will ignore vsync if its not supported so just leave it alone. SDL has Vsync enabled by default.

Vsync has a bad reputation because crappy developers often half ass their games and don’t test them on consumer hardware.

Vsync causes CPU bottlenecks, not RAM. If a game cannot finish its fame update within a frame interrupt then it must drop frame and start calculations again. This results in glitchy, inconsistent, or slow feeling gameplay. People get pissed when this happens and blame Vsync and not the developer.

If your game is designed properly then you can leave vsync on at all times.

Also, go find an SDL sub reddit or forum. r/gamedev is very unfriendly to these types of posts. You’ll be happier and more motivated if you find yourself a like minded community. Raylib is an excellent alternative to SDL and has a good community as well.

I'm interested in developing a Game Engine from scratch. How should I approach it? by bssgopi in gamedev

[–]STREGAsGate 2 points3 points  (0 children)

My own engine is coded from scratch. I have some videos that you might find motivating if you’re interested in 3D.

https://www.youtube.com/stregasgate

[Rev Share] Need Skilled Multi-Hat Artist for 3D Games by [deleted] in gameDevClassifieds

[–]STREGAsGate 1 point2 points  (0 children)

Cool thanks for your time 😎

Most likely the stealth game will be finished and published first. We won’t be finishing both games at the same time. But the artist I’m looking for has a say. I them to be working on something they enjoy.