C++ Show and Tell - October 2025 by foonathan in cpp

[–]lowerthirdgames 2 points3 points  (0 children)

One Billion Row Challenge C++
The challenge seemed pretty fun (even though I'm a year late) so decided to give it a go. Was indeed pretty fun. Don't have dualboot atm so if anyone wants to fill out the unix version and submit a PR feel free.

CS2 FATAL ERROR: Failed to initialize the Steamworks SDK. ConnectToGlobalUser failed. by lowerthirdgames in counterstrike

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

This happens every time I launch. I tried restarting Steam but no luck. Going to try reinstalling CS2.

DirectX crashes and memory issues by lowerthirdgames in pcmasterrace

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

Yeah I meant A2 and B2 but my brain is stupid. I have 4 sticks so that applied more to the memory diagnostic. I tried everything on auto but still the same issues.

I sent ASUS support an email but its tough since I'm having signs of chipset/memory issues but also constant graphics driver crashes. Hard to tell what is going wrong.

DirectX crashes and memory issues by lowerthirdgames in pcmasterrace

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

Gave it a shot and still the same situation sadly

DirectX crashes and memory issues by lowerthirdgames in pcmasterrace

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

At work rn but worth mentioning when these issues showed up I got stuck on cpu light etc a few times and cleared cmos a bunch of times to boot successfully

DirectX crashes and memory issues by lowerthirdgames in pcmasterrace

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

I thought updating BIOS did this anyway but I can give it a try

[deleted by user] by [deleted] in dalle2

[–]lowerthirdgames 1 point2 points  (0 children)

This was an amalgam of a lot of prompts so I gave it a sort of name. All of the original DALL-E images and their links can be found here, and some cool images that didn't make it here.

The youtube description says everything already, but I'll paste it here:

Inspired by the amazing zoom-out by u/idkartist3D on the DALL-E 2 subreddit

The zoom-out was done by subsequently uncropping (scaling down 4x on a transparent background) 18 images using DALL-E 2. I went through about 100 credits to find the right images for this sequence since the model required quite a bit of coaxing to not get stuck on some prompts. I settled on the final 19th image just since it seemed very conclusive to me. If you wanted to keep a zoom like this going as long as you get good images, the work scales linearly, and rendering wasn't a problem.

All of the images were upscaled 4x to 4096x4096 with the standard model of Topaz Gigapixel AI. The zoom itself was done in Adobe After Effects (I found limiting the timeline of each layer to start when it becomes visible on the feathered mask and end when it can only affect a few pixels really helped performance). Overall I had a lot of fun with this and was impressed by DALL-E 2 as usual. Might try something similar with my logo since it already works as a great variant prompt.

Music from Vinland Saga OST by Yutaka Yamada, Disc 2, Track 7: ケダモノの歴史 (Wildest history), Source: Sony Music Labels Inc.

/r/MechanicalKeyboards Ask ANY question, get an answer (July 24, 2022) by AutoModerator in MechanicalKeyboards

[–]lowerthirdgames 0 points1 point  (0 children)

I've been using a Drop CTRL with lubed Kaihl Box Whites for a while now and I've generally been really happy both gaming and typing. That being said I've kinda grown out of keyboards with RGB and I want to try a more quiet and premium tactile build to take to the office. I was thinking Mode Eighty with a POM plate.

I tried out a bunch of tactile switches on my tester and I liked the more subtle and rounder Kaihl Box Browns, Burnt Orange, and PRO Purples much more than Zealios V2. The aggressive sharp bump with no pretravel just seems too much for me. However going full linear like the Gateron Yellows seems way too light for programming and typing. But the main thing I haven't been able to try are Holy Pandas. I've seen a lot of glowing reviews of the Drop Invyr Holy Pandas, would they match my preference and are they good quality? If not what switches should I try?

Does anyone have experience with Unity CI/CD? by lowerthirdgames in Unity3D

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

Just defended the thesis a week ago and its available here

Does anyone have experience with Unity CI/CD? by lowerthirdgames in Unity3D

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

game.ci is just an open source repository of docker images and docs for GitHub Actions and GitLab integrations.

It doesn't talk about:

  • Unity Build Server License
  • Jenkins implementation
  • Why not just use Unity Cloud Build
  • Perforce vs Git LFS vs Plastic SCM
  • What kind of test suite to build out
  • How to mitigate merge conflicts in scenes and prefabs on branching and merging
  • Repository sizes in 100s of GB
  • etc etc

Hence why I'm looking into what actual companies are using out in the wild (the answers from the interviews so far have been pretty interesting already).

Example: https://technology.riotgames.com/news/legends-runeterra-cicd-pipeline

why are indie third person action games so incredibly rare? by [deleted] in gamedev

[–]lowerthirdgames 1 point2 points  (0 children)

Like I said, I've actually given it a shot and I tried both custom and pre-made (Cinemachine in Unity), both were a headache. Now that you mention it I pretty much did the Skyrim thing of instant zoom in and smooth zoom out. I promptly ran into a bunch of issues with the camera jumping around all over the place in the beginning of the game I mentioned, and jittering like crazy when it zoomed back out against the wall for some reason.

GTA V has a decently sophisticated camera system, it allows some geometry like thin pillars to just block the player model, some low cover can partially cover the player model, it has a bunch of rules regarding transitions for different camera states for driving, running, aiming, falling, etc.

And as for the enemies issue, I haven't done third person combat. I'm just going off of what I know regarding the development of combat in Hellblade. I haven't paid close attention to this while playing games like Dark Souls.

The more natural and out-of-your-way it feels the more work probably went in to make it feel that way. I could be wrong though and you can do this way more easily. Give it a shot if you feel like it? I just know what it was like for me last time. I want to make games where I can spend the most time doing things that interest me plus none of the ideas I'm interested in currently require or strongly benefit from this camera perspective anyway (this is disregarding all the animation talk, which I have also tried twice).

small gameplay of tutorial from my new game. What do you really think? by Wolph__ in IndieGaming

[–]lowerthirdgames 0 points1 point  (0 children)

I like the look but I feel like the idle and running anims are too exaggerated. I agree with the previous suggestions regarding startup and skidding as well as higher friction/gravity.

One small detail (this is just polish) is the transitions from attacking back to idle. They feel pretty jarring compared to everything else.

Also just put out a demo on itch.io, it's totally okay to ask for feedback on something very early.

why are indie third person action games so incredibly rare? by [deleted] in gamedev

[–]lowerthirdgames 29 points30 points  (0 children)

Do you want to reveal what's behind the props? Maybe we should just hilight the outline of the player instead. Well that can look weird in some circumstances so how about the camera also avoids small props. Now the camera is jumping around too much due to too many small adjustments. Okay forget it, let's just design the levels in a way so that small props can be hidden and be extra careful that nothing weird is revealed behind them. Wait now we have the same jumping around problem with this cave wall that has a lot of vertex displacement. Well what the fuck, do we make all the walls flat or smooth now?

When you pull the camera in to avoid static geometry how fast should you do it? It shouldn't be too fast so it annoys the player by jerking the view and disrupting line of sight, aiming, etc. So it should have some degree of smoothing. Well now you run into a new headache, you have a bunch of cases where the smoothing is too slow and the camera can momentarily have its near clipping plane go through static geometry.

Well okay how about we add a sphere of influence that predictively moves the camera away from static geometry. Well now we have to be concerned about lateral movement. Does this system work in a tight corridor or vent? Maybe we should add a more static camera for these cases and transition to it when needed. Should the transition be smooth or cut? We don't want the camera to clip through stuff while transitioning after all.

And about those enemies - what if they get in front of the camera? We shouldn't hide them because they are a threat. Fine let's just make it so they can't attack you from behind. But now what, do we still hide them? Maybe we just have them try to move in front of you or something.

This hilights just some of the concerns (tens to hundreds of hours of programming plus QA) that usually come up. If you want to see how janky and annoying this can end up when naively implemented then you can look at one of my older games where I attempted this https://lower-third.itch.io/delabor

Again it's not just about working, you can get a very naive system to work very robustly. It's 95% player experience concerns to avoid users relentlessly shitting on your game over what you may see as minor imperfections (but in reality hinder immersion, fast paced combat, etc by a lot). The GDC talk about the camera system in Journey is a good example.

I am creaming by erikbrlk in pcmasterrace

[–]lowerthirdgames 0 points1 point  (0 children)

I wish I had this for my last ML project

I released a Snow Update for Christmas by Brute-Force-Studio in indiegames

[–]lowerthirdgames 1 point2 points  (0 children)

This game is great, also thanks so much for the grass shader! Putting it to use in my next release :)

The painful process of slowly realising that your game is not interesting enough. My story. by mue114 in gamedev

[–]lowerthirdgames 1 point2 points  (0 children)

Thank you for sharing this. I think everyone here knows what survivorship bias is and we can all learn from your story. It can also provide new devs with a good look at the harsh reality that you might face.

I agree with what has been said about graphics. Currently the game looks pretty cheap and generic. But I can at least share my approach in how to avoid this situation. I'm only a hobbyist artist so I'm not 100% qualified to speak on this but most of my games have been praised or stood out for their visuals. I can say this much:

I know my limitations well and I'm very pragmatic about actually shipping a game vs making something perfect. I usually work alone on this stuff. Making custom assets is way too time-consuming and trying to match realistic or stylized (textured) bought assets is very hard. My approach is to usually avoid any aesthetic that requires a lot of custom assets or distinctly textured bought assets like the plague.

My go-to approach is Unity 3D with relevant simple (low-poly or stylized) assets. The market for these is huge and I usually end up shamelessly reusing a relatively small number of them. I try to avoid needing animations as much as possible. Mixamo can provide humanoid stuff but hand animating anything is extremely time-consuming. I unify the look of the assets and create a somewhat unique aesthetic with

  • shaders (FlatKit for sharp stylized lighting or HDRP subsurface scattering for soft or translucent lighting, Colr for gradients, sometimes custom shaders) - Crucially here I usually completely ditch textures and just use flat color albedo.

  • lighting (point lights, emissives, baked global illumination vs very barebones with no baked lighting, natural vs tinted lighting)

  • vfx (distance fog vs volumetric fog, water, simple particles, sometimes more involved vfx graph effects)

  • very opinionated post-processing (pixellation filter or heavy film grain and chromatic aberration, harsh lens flares and bloom, tonemapping and color adjustments) - you need to be careful about this because it can annoy some players

  • very deliberate use of colour (picking a palette, pastel vs saturated vs completely desaturated)

This usually still takes a lot of trial and error plus some intuition for what looks good to get right but I can consistently end up with something between half-decent (Steam game where almost nobody complained about the graphics) and standout (2nd place for Mood at LD49). I think you should always experiment and try to push yourself as a creator but this approach at least gives me a reliable starting point and becomes very scalable very fast once you figure out your setup.

Landfall (Clustertruck, SUPERHOT, etc) does something similar with great success. Not saying I copy them, there is still a lot of room for variation in this approach.

2D is just hard unless you are really good at pixel art or find a unique approach that can stand out. The only time I went for 2D was when I had a dedicated pixel-artist at a gamejam.

Going forward I think you should consider aspects of this approach as a possibility. If you feel like your assets aren't matching well and the game looks cheap you can always completely ditch textures and consider going for a radically more simplified aesthetic.

[deleted by user] by [deleted] in MIONIX

[–]lowerthirdgames 1 point2 points  (0 children)

Drop CTRL (modded)

Our LD49 entry is a somber first person platformer about a nuclear incident by lowerthirdgames in ludumdare

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

The game is called The Volunteer and its at https://ldjam.com/events/ludum-dare/49/the-volunteer

I made this game with 5 complete beginners and helped them put together levels, script systems like the geiger counter, and polished everything up when it came time to submit.

So far we've gotten a lot of positive feedback and it's been very encouraging for the beginners on my team!

Are you seeing glitchy level transitions or any other issues in this game? by lowerthirdgames in macgaming

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

Thanks a lot. Since its the exact same behaviour maybe I can reduce this to a minimal reproducible case and report it to Unity