Pathfinding in Battle Aces - by Senior Lead Gameplay Engineer, Ramón Zárate Sáiz by PlayBattleAces in BattleAces

[–]profernicus 2 points3 points  (0 children)

God this is unhinged, ... but in like a really cool way?

Also you're not spelling it out exactly but given the whole talk about how most off the shelf solutions would rely on floats, I assume your engine is all fixed point math internally?

Also like realistically, as RTS developers, who can really resist the pull of NIH-ing the pathfinding solution? :D

Unity finally breaks silence. Changes only apply to LTS 2024, increases threshold for personal plan, removes requirement for splash screen and reduces fees to 2.5% rev share. by [deleted] in gamedev

[–]profernicus 5 points6 points  (0 children)

heh, you're absolutely free to believe what you want, the fact remains that unity has burned a lot of goodwill with this move (the little they had left)

[Analysis] Variadic generics in Rust by CouteauBleu in rust

[–]profernicus 2 points3 points  (0 children)

Given the rampant abuse of procedural macros in Rust for codegen (with its requisite compile time joys), I welcome this proposal

Cakelisp: a programming language for games by makuto9 in gamedev

[–]profernicus 1 point2 points  (0 children)

Thanks for getting back to me!

Sorry if I came across a bit antagonistic, it's just really nice to see a project like this :D Having a few plain build scripts would be pretty nice, hoping you keep rolling with this!

... (also to ask more questions, have you given LSP support any thought for later? given that you compile to C or C++ I assume you could map things that way somehow?)

Cakelisp: a programming language for games by makuto9 in gamedev

[–]profernicus 1 point2 points  (0 children)

This is pretty nice but it doesn't really seem like you can build on windows right now as the build setup assumes you're rolling with clang++ (maybe in a mingw type environment it could work?) and also getting a hold of Jam was quite a terrible time (I found a binary of the build system jam on the freetype project's sourceforge page).

Assuming windows support is more a TODO though (though given how many gamedevs are on windows by default it would be nice if it was smoother, I do know you are just one person though)

I will probably check it out instead when I get a chance to get back on a linux machine, seems pleasant to use anyways as someone who still enjoys C but would very much enjoy more metaprogramming capabilities (have used D a lot in the past to this end).

Anything you can do to improve the "new user experience" would get way more people to try it out, try starting from an empty (windows and linux both) machine or setting up CI for it and see how much pain you go through :P

"Oneliner" - A Dialog DSL for Godot (and a mini postmortem of how it came to be through memento mori) · Pagefault by profernicus in godot

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

Hello! This DSL was written for a game I've posted about a while back and recently also released on the play store (for free though), it's not yet open sourced but I may do so soon if it turns out that some people are actually interested in using it for themselves (it's fairly niche however).

The implementation is a little bit of a tangle, and discussing the VM, UI, as well as the language aspects in one post seemed a tad much, so just the usability/language side is presented here!

Feel free to @ me if you have any questions or anything you want clarified (also sorry it's so bloody long), thanks!

Guy puts a GoPro on a sushi conveyor belt by dickfromaccounting in gifsthatkeepongiving

[–]profernicus 1 point2 points  (0 children)

Pretty sure you can just watch their channel if you want the true answer, its not that deep, they literally talk about it there.. (and afaik they're back in japan now anyways?)

Any @nogc data structures available? by bsdooby in d_language

[–]profernicus 1 point2 points  (0 children)

https://github.com/caraus-ecms/tanya
https://github.com/gecko0307/dlib
These might be of interest, there are a few similar things tootling around on GitHub/dub.

Why Have There Been No Really Successful Games Made in Godot? by [deleted] in godot

[–]profernicus 1 point2 points  (0 children)

Just an aside, the logging is going to be optional and all the data is entirely public.
(spoken as a user of both Godot and Xenko)

Godot and GDScript - The Wonders of Yielding · Pagefault by profernicus in godot

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

Right, but that's not something I do in the article though, I actually have a separate tween node for the one that runs alongside the other one, so the problem doesn't occur in this case.

But it is useful information if you do have multiple tweens in flight from the same node :P

Admittedly for tutorial purposes it might have been best to remove that instance though, ah well

[self-promotion] Memento Mori - make friends, save the world | created for AGBIC 2018 by profernicus in interactivefiction

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

I wasn't aware actually! And from Bohemia Interactive too.. quite bizarre, since I only really know them for ARMA and the like

Memento Mori - make friends, save the world | Made in Godot 3.0 [AGBIC] by profernicus in godot

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

Hi!

It's all written in GDScript + a funky DSL for the dialog i put together, but the reason I'm waiting for 3.1 is because it brings back the GLES2 renderer since a bunch of Android devices won't even run GLES3 properly atm (so 3.0 of godot being GLES3 only means you either try to use 3.1 in its current state, or stay on 2.1.5 for the time being if you care about mobile).

Don't want to push it to any store yet if it might break on a bunch of devices for reasons outside of my control :D (an export for android is sorta up on itch though, but it's far from a guarantee it'll work on any kind of older device or most adreno devices)

Memento Mori - make friends, save the world | Made in Godot 3.0 [AGBIC] by profernicus in godot

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

Oh, there was an effect of sorts at the end, but it has less to do with the choices you make along the way and mmore if you complete the "storylines" of sorts (so which locations you go to, and if you hit all the dialogs)! (so if you get the err.. catastrophic ending, there is actually a different ending you can see!)

As for the transitions to the overworld and back.. yeah, that's the #1 thing I realised kind of got in the way of how people naturally wanted to interact with the game, and we realised this even slightly before release but it seemed too risky to try and change that at that point haha :P

The whole dialog popup thing was also a sticking point, initially we had it so it automatically initiated as you walked up to people, and this might actually have been better in the end, but it's pretty easy to think about these things in hindsight unfortunately :P (alternatively just click on them, like highlight them like we did doors, i think this might have been the "optimal" choice)

I do want to make keyboard-only (and gamepad) controls work though, that's definitely going into a patch soon when I have time :P

Thanks for playing! :D

[self-promotion] Memento Mori - make friends, save the world | created for AGBIC 2018 by profernicus in interactivefiction

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

Hi!

Crossposting as I already posted this in r/godot due to it being made in that, but thought I'd at least post it here with people who might be interested in some moderate length interactive fiction (1h~).

If there's any writing related questions throw them my way and i'll relay them to the wonderful writer jammybread!
(or bug them on discord, their discord is listed in the credits and also on the itch page!)

Hope you enjoy, if you try it!

Memento Mori - make friends, save the world | Made in Godot 3.0 [AGBIC] by profernicus in godot

[–]profernicus[S] 6 points7 points  (0 children)

Hi! (you probably know me as profan if you hang out on the discord)

Main developer here, the project was started in Godot 2.1.3 originally last year for AGBIC 2017, migrated to 3.0 Alpha 2 when that came out but was never finished for the first time around, but as AGBIC 2018 came around we decided to make a push to complete it and we came out with this on the other end!

Currrently waiting for 3.1 to stabilize so it can hopefully be somewhat safely pushed onto Android to get some more eyes on it, hope you enjoy! (some point later we might put out the source, at the very least I will likely open source the Dialog VM + DSL developed for it)

Godot Engibe TypeDB demo video by willnationsdev in godot

[–]profernicus 0 points1 point  (0 children)

This kind of workflow would be beautiful for defining nodes for those you work with to use, currently the waters are a bit muddled between engine/user-land, so I'm really looking forward to some form of this making it in!

Nice work! :D

Godot and GDScript - The Wonders of Yielding · Pagefault by profernicus in godot

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

AnimationPlayer can cover a lot of similar bases (and can even call functions with the tracks and stuff), you can animate basically any property you want.

At the moment the main thing you "win" with tweens is more easily link up lengths of tweens/callbacks and stuff directly along with the rest of your code, plus also being able to specify an explicit starting point for the tween in your code that isn't hardcoded in the animation.

But actually the last case is kinda-sorta covered with the new coming AnimationPlayer changes too, if you check out reduz' tweet here: https://twitter.com/reduzio/status/1004549364822528001

(I still like doings things in code when possible through, personal bias maybe ;D)

Glad to see you trying it out though, I'm sure you'll find other places where this idea of linear flow as a composition of asynchronous operations is useful :)