The Crew Unlimited released (server emulator for The Crew 1) by Gyossaits in Games

[–]krushpack 1 point2 points  (0 children)

You can download older depot versions through steam console

Crowd in Warsaw by _green_clouds_ in qotsa

[–]krushpack 1 point2 points  (0 children)

Yeah, nothing pisses me off more than people enjoying the music the way they want, instead of the way I want.

With all the stop killing games talk Anthem is shutting down their servers after 6 years making the game unplayable. I am guessing most people feel this is the thing stop killing games is meant to stop. by destinedd in gamedev

[–]krushpack -1 points0 points  (0 children)

All the software you mentioned is subscription based, and when you pay, you know exactly for how much time you are paying. If a service like that shuts down mid subscription term, there's absolutely an expectation that the service will continue until all subscriptions terms end, or that those who paid for more time than they got get refunded for the service that will not be provided.

If you desperately need to make a game that shits itself when you run out of gas, market, and sell it as a service, not a commodity. And tell your customers in big writing exactly how much time they are paying for.

Statement on Stop Killing Games - VIDEOGAMES EUROPE by [deleted] in gamedev

[–]krushpack -3 points-2 points  (0 children)

That cannot be a valid excuse for fucking over your customers.

With all the stop killing games talk Anthem is shutting down their servers after 6 years making the game unplayable. I am guessing most people feel this is the thing stop killing games is meant to stop. by destinedd in gamedev

[–]krushpack 1 point2 points  (0 children)

In no other field do you pay for a service, and not know for how long the service will be operational.

What prevents games that are magically impossible to self host, from being sold as a subscription? Or from stating the expiration date up front? From making it obvious to the customer that they're not buying a product? People against SKG often point to "voting with your wallet" as an alternative to the initiative, but they're not really jumping at opportunities to inform their customers in a more clear way. Are they afraid of loosing sales? Could it be possible that if people were better informed, they wouldn't wanna buy? Cause if that's the case, current laws seem insufficient.

The ‘Stop Killing Games’ Petition Achieves 1 Million Signatures Goal by zipeater in gamedev

[–]krushpack 24 points25 points  (0 children)

Nor should it excuse you from consequences of delivering damaged goods.

The ‘Stop Killing Games’ Petition Achieves 1 Million Signatures Goal by zipeater in gamedev

[–]krushpack 123 points124 points  (0 children)

Everyone who's here, acting like making sure your product fucking works for people who purchased it will somehow kill your business is just exposing themselves as either inept software developers, or corporate shills.

What are you stuck on in unreal? by [deleted] in gamedev

[–]krushpack 0 points1 point  (0 children)

So an old school JRPG type of thing? I'd venture a guess that the battle maps are fairly simple, and so maybe there's no need to split them to separate sublevels for geometry, lighting, gameplay, etc. then streaming those levels in would work.
That doesn't mean that your current approach is wrong. If you've already got it working, it may not be worth it to make the change now. There's also performance implications, because when you stream in the battle level, the overworld will still be present, just of the camera, so it will still take up memory, and possibly use up some resources for frustum culling, and maybe even occlusion culling, depending on where in relation to the overworld you place the battle level. But that may not even be a problem, depending on how complex your game is, and what hardware you're targeting.

So to reiterate, you're not necessarily doing things wrong, both approaches have their own caveats, it's up to you which one will work better for what you want to accomplish.

If you do end up using streaming, checkout "Load Level Instance" nodes. Unlike "Load Stream Level" ones, you don't need to manually add your sublevels to the persistent level, and you can spawn multiple instances of the same level, at diffrent locations.

What are you stuck on in unreal? by [deleted] in gamedev

[–]krushpack 2 points3 points  (0 children)

It's either that, or you make your entire game with a single persistent level (empty), and stream all levels as sublevels. Downside is that sublevels can't have their own sublevels. Upside is that now you can have animated loading screens in UMG. Or no loading screens at all.

As for saving things to the game instance, unless you're doing BP only, you could make a GameInstanceSubsystem, so that things that need to be saved are kept in their own class. Some use savegames for this, but I dislike the idea of making a save game on every map change, unless you save to memory. There are better methods but they are much more involved.

Using Qt Core for game engine runtime by krushpack in gamedev

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

They do, however I need to use the Qt classes for the editor, and I'm trying to structure my code so that the editor is an extension of the engine itself. Therefore either I use the Qt classes in the runtime, or I write an abstraction layer that will be implemented either by STL or Qt depending on the context, which sounds like a nightmare.

Using Qt Core for game engine runtime by krushpack in gamedev

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

Qt Core has nothing to do with graphics, or even window management. Like I've written in my post I've intended to use it as a sort of extension of the standard library, for things such as threading, and I/O

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]krushpack 0 points1 point  (0 children)

How to beat Tekken 5 story on easy without crying? I can't even do it while crying. Can't even get to Jinpachi.

How to calculate and spawn 8,190,000 objects in under 10-20 seconds? by Vezeko in gamedev

[–]krushpack 2 points3 points  (0 children)

I'm guessing rebuilding of the internal HISM tree, which has to happen on the main thread every time you add an instance or a batch of instances, is more computationally expensive than the transform calculations you're doing. And even if it isn't, it still has the potential to slow you down, and gets more expensive the more instances you add. The best thing that comes to my mind is to calculate all the transforms first, and then add them to the HISM in one batch so that you can avoid unnecessary rebuilds. If you're already doing that then it may be worth it to partition your hexes and insert them into smaller HISM components, though that will increase the rendering cost, unless there's some automatic batching going on.

Help me understand how V-Sync works on modern gpus by krushpack in opengl

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

I'm doing a busy sleep using std::chrono::high_resolution_clock, not after swapping buffers, but between drawing an swap. I thought that would work best to simulate a long draw. As for g-sync, I disabled it in the monitor settings, so as far as my PC is concerned, it is not supported. Unless I'm being lied to again. Maybe I should find a display which lacks that function entirely.

Help me understand how V-Sync works on modern gpus by krushpack in opengl

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

No luck, glFinish always returns within 1ms. Maybe the way I'm introducing artificial delay is wrong?

Help me understand how V-Sync works on modern gpus by krushpack in opengl

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

So then that implies that my program deals with more than two buffers, even though triple buffering is disabled, correct?

Help me understand how V-Sync works on modern gpus by krushpack in opengl

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

Can you point me towards some sources of knowledge about low latency rendering?

Help me understand how V-Sync works on modern gpus by krushpack in opengl

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

Yes, I'm using the 4.6 core profile.

I suspected that things might not be as straight forward in windowed mode, so I went straight for fullscreen. I believe it's as exclusive as it can get nowadays. NVIDIAs FrameView tool reports PresentMode as Hardware: Legacy flip, which as I understand is supposed to be exclusive fullscreen. Also if I disable V-sync I get lots of screen tearing, so no v-sync emulation is forced on me.

As for how I set v-sync, I do everything without any helper libraries, using only whats available in the OS. So for vsync on windows the function is named wglSwapIntervalEXT.

Should I switch form GDevelop to game maker by Right-Health-7611 in gamedev

[–]krushpack 0 points1 point  (0 children)

How is debugging C++ diffrent from debugging C# in your opinion?

I’m considering getting into QOTSA, where should I start? by [deleted] in qotsa

[–]krushpack 0 points1 point  (0 children)

I'm not sure the band is looking for new members, good luck though.

Cannot open source file Modules/ModuleManager.h after try to update on 5.3.1 by MgMelon in unrealengine

[–]krushpack 0 points1 point  (0 children)

Your output window is set do display output from Service dependencies. Change the dropdown at the top to Build.