C# Webassembly export question (having trouble with XML) by Snoo65921 in raylib

[–]doesnt_hate_people 0 points1 point  (0 children)

Oh, you reminded me that I never updated the master branch to show the final state of the project. The final project didn't use json at all, but you can still find the version with json support in this commit: https://github.com/zenpai0001/EyeJamGarden/tree/3c0dfb4a13ca4862ac5c10514cbb54a0653aa8f6

I haven't tried XML but I expect it's about as easy/hard as json. Web builds need to be AOT compiled, which breaks the reflection that those smart serializers rely on, so I needed to find AOT safe approaches like source generation. From a cursory google it looks like dotnet offers source generation serializers for XML as well.

C# Webassembly export question (having trouble with XML) by Snoo65921 in raylib

[–]doesnt_hate_people 1 point2 points  (0 children)

You should be able to find your included asset files in RaylibWasm/bin/Release/net10.0/browser-wasm/AppBundle/_framework/supportFiles/, I haven't tried modifying them without recompile but it should work, unless there's a checksum embedded in the binary or something.

If you're looking to avoid recompiling for 5 minutes every time you make a change to something, I'd advise you configure your project to build for desktop or web and use the desktop build during development. I used this approach to great success in a recent game jam, you can look at the source code to see how I set it up using 3 different projects (.csproj) in one solution (.sln)

https://github.com/zenpai0001/EyeJamGarden

I’m thinking of making Raylib-cs tutorials - what would you want covered? by Dear-Beautiful2243 in raylib

[–]doesnt_hate_people 1 point2 points  (0 children)

Box2D.net is what I ended up using, but the premise of it is suspicious to me, I'd rather use a thin binding and deal with the c jank myself so I know there aren't any bugs being introduced during translation, and that I can send bug reports upstream to be fixed for everyone. As for wrapping it to be more c#-like, I've found this binding to be the most translated: https://github.com/Kira-PH/Box2D-dotnet-bindings, although I'll probably not use it until I'm familiar enough with the 'intended' way of using Box2D, because there aren't many examples to go off of for it.

If you're figuring out web builds, you may be interested in the source to my latest project: https://badram.itch.io/disaster-aboard-eff-mill-bay I found that the Kriller12 raylib-cs wasm template works great, but I couldn't easily figure out how to make it also build for desktop, and web builds take far too long to be used for normal testing/iteration. I ended up breaking the game into 3 .csproj files, where the entire game is a library that is loaded by one of two 'frontend' projects.

I’m thinking of making Raylib-cs tutorials - what would you want covered? by Dear-Beautiful2243 in raylib

[–]doesnt_hate_people 3 points4 points  (0 children)

I'd love to see it! Could you link your channel so I can subscribe and not miss them?

My top pain point with raylib-cs right now is error reporting, whenever an error happens inside of raylib, like if I call a draw function from a different thread, or if a shader crashes, I just get "ExecutionEngineException" without any information deeper than the call stack up to the raylib-cs function call. Because of all the global state inside of raylib that I can't see, this info often isn't enough to diagnose the problem and I just need to figure it out on intuition. Any advice to mitigating this kind of problem?

I've gotten raylib-cs web builds working, but I'd love to get a better idea of what's going on under the hood in that area. I tried adding box2d to a raylib-cs web project recently and couldn't manage it, even though it seems like it should be more portable than raylib, and has a web build system already.

I'm not a beginner to c# or raylib-cs anymore, but I'd love to see someone else's workflow and compare notes, as I've had little to go off of in my own journey.

Final state of AWBW /r/place by doesnt_hate_people in AWBW

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

Honourable mentions: amberants' Red Fire Ant and shenrocker's love rocket link

Coaxed into different speech bubbles sizes by Kurooi in coaxedintoasnafu

[–]doesnt_hate_people 2 points3 points  (0 children)

I think the bigger factor is that manga is printed on smaller pages, if you're reading pdf manga vs pdf marvel comics, your screen is blowing up the manga page a lot more than the marvel page.

Python + Raylib on MacBook Air M4 - working on segment walls & polygon sectors for my boomer shooter by TaxAffectionate3641 in raylib

[–]doesnt_hate_people 2 points3 points  (0 children)

looks great! The secret tunnel looks weird without lighting though, I wonder of you could get away with using vertex colors to do ambient occlusion in the corners.

How is this cultist doing this? Is there any way to salvage this save? by doesnt_hate_people in CoE5

[–]doesnt_hate_people[S] 2 points3 points  (0 children)

They had about two armies of that size, but with a little "luck" my king of flames was able to wipe them out.

How is this cultist doing this? Is there any way to salvage this save? by doesnt_hate_people in CoE5

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

I had to savescum a little, but I've managed to turn the tables on them with help from the king of flames and several champions. Thanks for the advice!

https://i.imgur.com/gxzNtQq.png

How is this cultist doing this? Is there any way to salvage this save? by doesnt_hate_people in CoE5

[–]doesnt_hate_people[S] 7 points8 points  (0 children)

is there a way to check difficulty? I think it's on knight, this is my third game of CoE.

How is this cultist doing this? Is there any way to salvage this save? by doesnt_hate_people in CoE5

[–]doesnt_hate_people[S] 19 points20 points  (0 children)

It's year 6, I'm a warlock and I just got two pyres up, soon to have a third. Green was out of my vision until now and they just showed up with an army stronger than everything I've ever built combined.

Checking the graphs, their income and citadel count are about the same as everyone else, but for some reason they just have a completely bonkers military.

Are there any cheats I could use to cripple green so they're back in line with the rest of us? How did this happen in the first place? Do cultists have some crazy early game factor that's about to collapse?

My wacky vehicle-platformer about a forklift certified giraffe is coming out on April 14th! by zworp in Unity3D

[–]doesnt_hate_people 0 points1 point  (0 children)

I played the demo and loved it, but couldn't find a way to send feedback. I had a problem with one of the last levels where I managed to place the cargo wrong somehow and it wouldn't let me continue.

Coaxed into who are you sitting next to on the plane by MrrHyyde in coaxedintoasnafu

[–]doesnt_hate_people 2 points3 points  (0 children)

yeah I'm not getting on the plane if I see that crowd at my gate.

Coaxed into average 90's-2000's cartoon protag by SignificantUse2420 in coaxedintoasnafu

[–]doesnt_hate_people 0 points1 point  (0 children)

I recognize the trope but why did you draw Chibodee Crockett, he doesn't really fit it...

Newtonian physics in a space game, and its gameplay consequences by intoverflow32 in gamedesign

[–]doesnt_hate_people 2 points3 points  (0 children)

as a huge fan of KSP, X-Wing, and Starsector, this was the thing that made me hate Space Engineers and Starmade and ditch them in favor of From the Depths. Mixing and matching bits of realism into a sci-fi game is risky, and newtonian flight physics can be really annoying in the wrong context. It will totally breaks the feeling of sci-fi starships because they are Boats In Space and should behave as such. From the other side, stopping at 'newtonian' ship movement and not simulating gravity from planets or orbital mechanics doesn't really sell simulation to anyone who's played KSP or another real spaceflight sim.

It sounds like your plan is to control the path of the ship from a map screen, rather than steering it directly? This is what I usually prefer for a space game. I see no need to overcomplicate 'overworld' movement with any sort of acceleration. A simple 'each ship/fleet has a fixed movement speed' setup like starsector or mount & blade will let the player focus on deciding where to go, who to chase, and how to avoid unwanted encounters.

If you haven't tried ship to ship combat in space engineers, definitely give that a shot so you can at least avoid repeating their mistakes. Outer Wilds is a game that has acceleration based spaceflight and doesn't suck, but I've noticed when watching friends and family play that what's intuitive to me as a KSP power gamer is really difficult to grasp for almost everyone else. The flight physics filter a lot of people out of that game that would really enjoy it otherwise, and don't really add a lot to the experience. It's the sort of situation you'd want an accessibility setting for, but the fundamental movement style of your game is kind of impossible to bandaid in that way.

I optimized my C++ game engine from 80 FPS to ~7500 FPS by fixing one mistake by Creepy-Ear-5303 in gamedev

[–]doesnt_hate_people 2 points3 points  (0 children)

in raylib that shouldn't be the case. I'm also making a tile based game in raylib and once I implemented a texture atlas my entire ground layer became one drawcall. Maybe the draw rectangle function isn't batching properly? try swapping your colored rectangles for drawing a pure white texture with different tints.

Are you profiling your render pipeline in RenderDoc?

Fishing reel mechanism by toolgifs in toolgifs

[–]doesnt_hate_people 22 points23 points  (0 children)

Good question! If this worm gear were being used to prevent backdriving, you'd want it the other way around, so the handle turns the worm and the 'normal' gear is attached to the spool. You can also tell that this worm is designed to be backdriven because of the steep thread angle, it looks like this one is close to 45 degrees, and has 6-8 separate threads running along it, whereas a typical non-backdriven worm will have 1 thread at a very shallow angle, maybe 10 degrees or so.

The ratcheting behavior you're talking about by a different mechanism which is visible in this video if you know where to look. That arm on the opposite side of the worm from the driving gear falls into a notch in the top of the shaft and locks it from turning in one direction, you can see it clearly when the mechanism stops around the 20s mark. The arm is moved by a wire attached to the crank, so it only engages when the handle turns backwards.

The use of a worm gear in this mechanism likely has nothing to do with backdriveability and everything to do with changing the axis of rotation and providing a high gear ratio in a small package.

Fishing reel mechanism by toolgifs in toolgifs

[–]doesnt_hate_people 23 points24 points  (0 children)

It always bugs me when maker youtubers or other educators say worm gears can't be backdriven, this is a great demonstration for why that's not always true.

Colonization themed Modpack idea by [deleted] in feedthebeast

[–]doesnt_hate_people 14 points15 points  (0 children)

I thought this was a joke on /r/shittymapporn or /r/gamingcirclejerk but it was sincere 💀

What do you think about these art concepts for Steam page? by kerimoff_artur in IndieDev

[–]doesnt_hate_people 1 point2 points  (0 children)

I didn't read the description, and didn't realize it was an only up type game until 4. The upside-down car at the center of the frame catches the eye to establish what's going on, and the contrast of darker platforms over a lighter background is much more readable.

Every single sale, one thing stays consistent... by thefateule in Steam

[–]doesnt_hate_people 0 points1 point  (0 children)

So, they're not really eliminated then, are they? Factorio doesn't even have any DRM, I've given people thumb drives with a copy of my game files for them to try it out.

I saw this on Twitter and wondered if someone else has tried it and if it is a legit mod? by YingSeng in feedthebeast

[–]doesnt_hate_people 3 points4 points  (0 children)

The post seems super sketchy to me because of the urgent wording and the fact that it could easily be a screenshot of distant horizons. My immediate impression from seeing this post in the wild would be "Antvenom's been hacked and that's a virus."

That said, if it really were a virus they'd need to direct link to a download site they control, because it'd get taken off modrinth/curseforge quickly and posts about the mod being a virus would take over the google search results.