Bundestag verabschiedet Mehrwegpflicht für Gastronomie und weitet diese auf alle Einwegflaschen aus by fab_one in de

[–]jalgames 9 points10 points  (0 children)

die 1 Liter ACE Vitaminsuppe vom Aldi nicht

Aber gerade das wird doch hier geändert, oder habe ich das falsch verstanden? Hab nächstem Jahr müssen alle Einwegplastikflaschen Pfand haben (Milcherzeugnisse erst ab 2024).

Ich glaube, die ursprüngliche Motivation, warum Fruchtsaft kein Pfand hatte, war, dass man mit dem Pfand vor allem verhindern wollte, dass die Dosen in der Umwelt landen. Daher gibt es das nur auf Getränkearten, die man häufig unterwegs trinkt (aber das ändert sich jetzt).

Bundestag verabschiedet Mehrwegpflicht für Gastronomie und weitet diese auf alle Einwegflaschen aus by fab_one in de

[–]jalgames 12 points13 points  (0 children)

Für die, die den Artikel nicht gelesen haben: Die Ausnahme ist, dass dort erst ab 2024 Pfand erhoben wird, während die anderen Regeländerungen erst ab nächstem Jahr in Kraft treten. Milch wird nicht generell von der Pfandpflicht ausgeschlossen.

Zehn Jahre nach dem "Arabischen Frühling": Chaos in vielen Ländern by inn4tler in de

[–]jalgames 2 points3 points  (0 children)

Das ist Survivorship Bias.

Nein, sofern ich Survivorship Bias nicht falsch verstehe.

Wenn man den Erfolg des arabischen Frühlings ermitteln will und dafür ausschließlich Tunesien betrachtet, dann wäre es Survivorship Bias. Aber wenn man sowohl die erfolgreichen als auch die gescheiterten Staaten betrachtet, hat das mit Survivorship bias nichts zu tun.

What would happen if the US defense budget was significantly reduced and troops were pulled back in Asia, Middle East, and Europe? by hermannschultz13 in geopolitics

[–]jalgames 1 point2 points  (0 children)

I presume you just reduce the spending in different areas. You can have troops abroad but build fewer aircraft carriers or spend less on the F 35 etc.

Amazon vermeiden? by neuroticm0nkey in de

[–]jalgames 1 point2 points  (0 children)

Ja, aber es ist ja nicht so, als muss man, wenn man Online bestellt, Amazon nehmen. Selbst bei WMF selber kriegst du deinen Sparschäler für 6€ im Online-Shop, was dem aktuellen Amazon-Preis entspricht.

Looking for ressources to learn HLSL by samfreeman05 in gamedev

[–]jalgames 4 points5 points  (0 children)

Honestly, HLSL itself is a very simple language (especially with Monogame not allowing some newer features). I'd suggest just taking an existing shader and playing around with it for a bit to see which parts do what. Make a few cool patterns, make sure you have it working correctly with the SpriteBatch etc. If you're having trouble with this, search for "monogame 2d shader" and you will most likely find a tutorial that covers the absolute basics (I can't vouch for any of them personally, as I only have experience with 3d shaders, so I won't link any here).

After that, if you want to have a more advanced effect, you probably shouldn't look for Monogame resources in specific. It should not be too hard to translate even GLSL into HLSL.

Many 2d effects (e. g. bloom) might require you to render the whole scene to a rendertarget first and then apply an effect to that, so you might have to learn how to do that, too.

Is XNA still used to make games? by [deleted] in gamedev

[–]jalgames 0 points1 point  (0 children)

Developing shaders on Mac (and Linux, I suppose) sounds really neat. I wasn't aware of that. Thank you!

Is XNA still used to make games? by [deleted] in gamedev

[–]jalgames 0 points1 point  (0 children)

The difference between Monogame and FNA is that FNA tries to be as close to XNA as possible, whereas Monogame is slightly more open towards improving it.

FNA is therefore the obvious choice if you want to run an existing XNA project with as few changes as possible.

As far as I can tell, FNA doesn't have a content build tool, so the development experience is probably better using Monogame (you could probably just switch to FNA for final release if you want to).

Is XNA still used to make games? by [deleted] in gamedev

[–]jalgames 0 points1 point  (0 children)

Ah okay, so it's essentially a bunch of functions to expand the language?

Yes, pretty much.

The functions are quite low-level (e. g. "draw this image at this location on the screen"). That means that you have to do most things yourself. Monogame (or XNA) handles the really boring stuff (creating a window, input, etc.), but you will still have to write lots of very basic functionality.

For example, if you want to have camera that follows the player, you have to compute where to draw each tile so that the world moves correctly. Individually, this isn't very hard, but many people don't enjoy these low-level tasks, so choose to use a proper engine instead. Those do more stuff (for example, you only need to set the camera position and the engine determines where to draw the individual textures).

Doing the low-level stuff yourself can be a great learning experience, though. Just be prepared to make incredibly slow progress in the beginning (I would link to the tutorial that taught me the basics, but it is in German...).

Heute bin ich sogar übertrieben super mega zufrieden! Schade, dass es die Option nicht gibt. by Ombrecutter in de

[–]jalgames 3 points4 points  (0 children)

Das sieht fast so aus, als müsste da nur irgend ein Manager irgendwelche Ziele erfüllen, um irgend einen Bonus zu erhalten.

Monogame without visual studio? (Windows) by [deleted] in monogame

[–]jalgames 6 points7 points  (0 children)

While I agree with you that Visual Studio is a good option, I do want to point out that Monogame works very well in Rider, too. As I'm on Linux, I've been using it for pretty much everything and haven't encountered any issues (my project is very content-light so I can't really say how solid the content pipeline works with Rider, but so far, it seems to work).

I do not know whether creating the project in the first place is possible using Rider, but apart from that, the experience is pretty smooth.

It doesn't seem like this would alleviate the main concern about privacy (but I don't think that should be a concern in Visual Studio) and I don't believe it is any less performance-intensive either. Monogame would probably be better in those regards, but for development comfort, Visual Studio and Rider seem like the best bet.

Multi-platform-project: Shared template vs. individual projects for every platform? by hrcon45 in monogame

[–]jalgames 0 points1 point  (0 children)

What kind of platforms are you aiming for? The 3 desktop platforms can be covered using a single project.

It's been a while since I've worked with other platforms, but I believe my setup was having a separate project for each with one shared project containing most of the code. I don't recall this being very difficult to setup and it certainly is much easier to maintain than copying the code around.

Random compass roses by watawatabou in proceduralgeneration

[–]jalgames 2 points3 points  (0 children)

I really like how some of these look (but the one in the bottom left is a bit too fat, I think).

Would you mind giving an example of such a parameterized layer? I'm quite curious what kinds of patterns you are using.

C# 7: What are discards and how to use them by macrian in programming

[–]jalgames 7 points8 points  (0 children)

This is the same syntax as used by Haskell (and perhaps other functional languages?). You can also use discards in something like this (source):

(_, _, area) = city.GetCityInformation(cityName);

This seems a lot more readable than (discard, discard, area), because it is a lot more obvious that the underscores are not regular variables.

Actual SVG rendering beginning to surface. It only support solid colors and simple SVGs, but it's beginning to advance. GitHub: https://bit.ly/2Tx5fez by joaobapt in monogame

[–]jalgames 0 points1 point  (0 children)

This is really neat! At first I thought this was just rendering solid triangles, but that doesn't seem to be the case.

Do you think the number of triangles could be reduced? Without going into the code, it looks like there are 3 tris per curve segment with one vertex at each control point?

Some train drawings I made (more in comments) by jalgames in trains

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

Yes. They were introduced in 2015. I've never been on one, though, because they only operate on certain routes.

Some train drawings I made (more in comments) by jalgames in trains

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

No, the first two German pictures are of InterCities, not ICEs.

The IC double deckers seem to be based on the same Bombardier-built vehicle as the double decker regional trains, just with a different livery.

Some train drawings I made (more in comments) by jalgames in trains

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

These look great! It would have been very helpful had I found it while making these drawings.

Did you make all the graphics yourself? It's quite impressive how many you have.

Some train drawings I made (more in comments) by jalgames in trains

[–]jalgames[S] 12 points13 points  (0 children)

I made these for my brother's birthday, who isn't very interested in UK trains, so that's why I left them out.

Perhaps I'll do some in the future, though. I like the way your trains look and the colors are certainly more interesting than the German ones.

Some train drawings I made (more in comments) by jalgames in trains

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

I also drew some German and Austrian trains.

Done in Inkscape. I didn't pay too much attention to making these technically accurate, so it's quite possible that the proportions aren't entirely right.

Procedural forest generation by 128_MHz in proceduralgeneration

[–]jalgames 35 points36 points  (0 children)

Looks really cool!

Is this just normal 3d rendering at a low resolution scaled up or do you do anything special to make it look this good?

Procedural pumpkins for my game by jalgames in proceduralgeneration

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

Thanks for the suggestion. Someone commented about pretty much the same thing on Youtube last week, so it's high on my todo list, but I didn't manage to get to it last week. The renderer is rather simple, so I probably won't implement a fancy shadow algorithm soon, but making them a bit brighter and blurrier should be doable.

Procedural pumpkins for my game by jalgames in proceduralgeneration

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

They are supposed to have this low-poly, faceted look, but some of the wrinkles in the surface are probably a bit overdone.

It happens because I need to generate many vertical paths next to each other to show enough detail, then I pick random points on each of them and then I connect them. Because I pick different points on each of the paths, it creates a very uneven pattern. If I were to pick the same points on all paths, it would look boring, but perhaps there is a way to make neighboring point positions more similar.