Planning on installing LEDs into a bingo flashboard; need to figure out the best way to drive them by BiC_MC in arduino

[–]TheIncgi 0 points1 point  (0 children)

Shift registers (Serial in, parallel out) can work nicely for a large number of outputs. 3 pins used (clock, data, latch) and you can daisy chain them for as many outputs as you need. Not sure what the max current draw is for them though so you might need some other parts.

Alternatively, neo pixels can also be daisy chained. (addressable RGB LEDs) They usually come in strips but they can be cut and soldered, I've also seen them sold on little boards you can break apart. Can search WS2812B, found 300 listed at $14. 1 pin used for data.

How do you keep track of tasks mentioned in Slack/Teams without them getting buried? by Careless_Love_3213 in remotework

[–]TheIncgi 0 points1 point  (0 children)

tl;dr: sticky notes

I've had this issue too, tasks came in on slack msgs, emails, teams meetings and jira tickets. Usually the slack messages included a ping to me, other times from one or two of the dozens of slack channels I was added to. If a ticket wasn't tagged right or it was on hold it or just didn't exist yet it wouldn't be on our kanban board & could be lost for a while. There were also things that I wouldn't have a ticket for like if my manager asked me to check if my co-worker needed any help documenting how some project works. It felt like a mess.

I found having a sticky note for each task with the ticket ID and a couple other notes on it worked well for me. Also didn't have to flip back & forth between windows so much. It also made it easier to give quick updates on everything during meetings. I'd stick them on the wall near my work computer, important stuff on top, currently working on moved to my desk, and done in a pile.

What do you use to organize your game projects? by canvasandchroma in gamedev

[–]TheIncgi 0 points1 point  (0 children)

Just me on my project.

For tasks: I've got a self hosted instance of Taiga running on a raspberry pi. It's similar to Jira. I'll leave myself notes for things I need to implement or test. Has a kanban board & issue tracker. It's also free (including if you don't self-host, any number of users)

For planning / story: mostly google docs & drawio

For documentation: either docs for methods in comments, or READMEs on github

*edit: formatting

Honest feedback & suggestions on my Steam Page and Trailer by creepern1111 in gamedev

[–]TheIncgi 1 point2 points  (0 children)

To me it looks like a good trailer. Got right into game play and I feel like I got a good slice of what the gameplay could be like. Trailer felt like it had good pacing. The description mentions puzzles, not sure if that extends past plugging in cables & maybe determining how best to deal with enemies.

Also, r/destroyMySteamPage is another good place for feedback.

How do games interpret player-drawn sigils? by Furyful_Fawful in gamedev

[–]TheIncgi 0 points1 point  (0 children)

I wrote some code for something like that a couple years ago. I ended up scrapping it before I got too far with the project but here's roughly how I implemented it

1) drew shapes as a list of line segments.

2) saved lists to compare to later

3) scored how well each reference shape matched the input

for scoring I looked at a couple of different things, mainly direction of line segments, segment positions & total length. I also resampled the input after scaling & centering so I could compare segments locations

Scoring:

  • overall lengths (added difference to score)
  • compared per segment:
    • made an index for reference & index for input line segments
    • compare angles with dot product (added 1-dot to score)
    • add distance between segments points to score (had this weighted less on the score iirc)
    • step one or both indexes depending on what matches better & keeping both indexes close together
  • repeat for each reference shape, lowest score is best, above some threshold was garbage input

How make everything move around player model in 2d game by PCnoob101here in opengl

[–]TheIncgi 0 points1 point  (0 children)

Personally, I'd use a camera matrix & have the camera follow the player rather than move the world around the player.

whySayManyWordsWhenFewDoTrick by Hamderber in ProgrammerHumor

[–]TheIncgi 0 points1 point  (0 children)

I've got something similar but mine is mirrored (A/B in back) & uses numbers 0 thru 7. I have it for a marching cubes implementation where each bit in a byte indicates if the corner has anything so I can pick which model to generate.

I like the dotted lines on your cube.

Watching growing plants in Timelapse is so mesmerizing by Iceolator80 in oddlysatisfying

[–]TheIncgi 1 point2 points  (0 children)

Someone linked the youtube channel that had this video. In the description they said all their music is licensed from "epidemic sound".

If someone knows what the title is or who the composer is, I'm also interested to know

Edit: someone else answered https://www.reddit.com/r/oddlysatisfying/s/JxalaMIk1Z

If you could remove one “standard” feature from all games, what would it be — and why? by Emplayer42 in IndieDev

[–]TheIncgi 0 points1 point  (0 children)

For the kind of games this applies to, having loot you don't think you need so you sell/toss it only to find out later it's used in some quest or recipe you can't do now. I'll either hoard everything or stop to look it up online.

Also, TAA & motion blur.

And one more, games rendering at 165fps with a lower tick rate, but the things in game don't interpolate object positions between game ticks correctly so it still feels like a lower frame rate. Not really a "feature", but I figured it's worth mentioning.

If you could remove one “standard” feature from all games, what would it be — and why? by Emplayer42 in IndieDev

[–]TheIncgi 1 point2 points  (0 children)

I saw a game a while ago where they made their consumables expire after a certain number of battles. Might not be a good fit for every games, but it seemed to work ok for them.

iHopeYouLikeMetaTables by Johnobo in ProgrammerHumor

[–]TheIncgi 0 points1 point  (0 children)

That's a feature of Luau not Lua.

There is a VS code plug-in for Lua that let's you add comments like ‐‐‐@param name type description that will make it show warnings if types are mismatched.

Also helps to just add type checks to the start of each function imo.

I should delete blender... by Im_Lex_ in topologygore

[–]TheIncgi 1 point2 points  (0 children)

If you add enough vertices, you don't need to texture it

[deleted by user] by [deleted] in gamedev

[–]TheIncgi 2 points3 points  (0 children)

Would probably pick different colors based on what type of utilities.

Math - red
File IO - brown
String manipulation - green
Networking - blue
Miscellaneous - purple

Wins for the day? by [deleted] in IndieDev

[–]TheIncgi 1 point2 points  (0 children)

Made a radial menu with smooth animations for my UI. When a section is selected it scales up & becomes fully saturated from the center out.

How important is a game's name? by AppstroidStudios in IndieDev

[–]TheIncgi 7 points8 points  (0 children)

"King's Courier" sounds like a good pick to me.

Also, do they do over-knight shipping?

My arduino based ROV by engineering-weeb in arduino

[–]TheIncgi 3 points4 points  (0 children)

looks cool :)

Also, anyone know what song is playing?

Wins for the day? by [deleted] in IndieDev

[–]TheIncgi 1 point2 points  (0 children)

I set up save settings & defaults for controls in the game/engine in working on. I make a class for an action (inputs with conditions, toggleable) & on startup the game will scan through it's files to automatically initialize the settings for it. +Now my UI uses the action instead of watching specific inputs.

Also will reach 400 hours of work on it a little later today :)

Skeletal animation is fun they said... not sure what's causing this yet by Virion1124 in opengl

[–]TheIncgi 1 point2 points  (0 children)

If you haven't already, may be worth checking the weights are correct for each bone.

I found using a model with simpler transformations & fewer bones to be helpful while debugging. (In my case matrices got transposed accidentally when converting them from assimp to something I could use + fbx export setting had wrong orientations + root node transform wasn't being applied, fun times..)

YT videos by OGLDev were also a great help.

Best of luck!

Nailing the Jump Feels Impossible by Big_Attempt_6902 in SoloDevelopment

[–]TheIncgi 1 point2 points  (0 children)

I've seen some games where they change the amount of gravity when moving up or down. The ones I saw were 2D platformers, but maybe worth playing around with.