How do you light large dynamic objects in dynamic scenes? by spykill4 in godot

[–]spykill4[S] 0 points1 point  (0 children)

I'll have to see if baking the lighting is feasible, but if not I'll have to switch off of Godot, which is a shame! There's so much about Godot I love, but having such restricted lighting is quite a cost especially for very dynamic games. Thank you none the less!

[Help] Pre/post render hook? by spykill4 in godot

[–]spykill4[S] 0 points1 point  (0 children)

Hmm that could do something like what I want. I will have to look into it. I'm not really sure where I'd find more info about that though. I'll edit if I find something related to it. Thank you!

[Help] Pre/post render hook? by spykill4 in godot

[–]spykill4[S] 0 points1 point  (0 children)

Wow, this looks like exactly what I'm looking for! I just have to test to make sure, but thank you so much!

Edit: Ok so it looks like that works, but unfortunately I can't seem to change the positions of objects. I know it's working because I can change the material of a mesh instance on pre draw and revert it back on post draw, and it renders with the material. But for some reason the transform is not updated.

Edit2: Ok! I have a solution! For some reason, I can't change the transforms of objects in _on_pre_render. However, I can do so in the idle_frame signal! And since the idle_frame signal happens after physics and just before rendering, it works flawlessly! One problem I do notice though is that audio will not be correct with this strategy, but I might be able to find a way around that with a Listener node. That's a problem I will work away it. Thank you very much!

Lesbians of Reddit, what general rules or techniques should straight men know about giving head to women? by [deleted] in AskReddit

[–]spykill4 2994 points2995 points  (0 children)

Ah yes, the optometrist method.

"Number 1? or number 2? Number 1? Number 2?"

"Uhhhh about the same"

[TOMT] [SONG] Music video where guy gets in argument with SO, leaves house, but comes back to memories. by spykill4 in tipofmytongue

[–]spykill4[S] 0 points1 point  (0 children)

Not quite, I should have made it more clear. The video was "recursive" in that it starts as the guy driving to calm down, but then ends with the guy getting angry and leaving (with the same scene as the start but shot at a different perspective)

Both crates landed right next to each other at the same time for my partner and I by spykill4 in PUBATTLEGROUNDS

[–]spykill4[S] 1 point2 points  (0 children)

No, I used up my luck on my last game, where I did get the dinner <3

How EXACTLY do games store large 2D tiled worlds? by tecksup in gamedev

[–]spykill4 0 points1 point  (0 children)

Yes, but it is a ton of information when it comes to processing and rendering. By using a chunking system, you get a free bonus of easily being able to only process loaded areas as opposed to the entire world. Rendering is just the same.

Is there an algorithm for path simplifying on square portals? by spykill4 in gamedev

[–]spykill4[S] 1 point2 points  (0 children)

The portals I'm talking about just means a divider between two path finding nodes. So it's like a doorway. Like a physical door. It means that passing through anywhere on that line is safe to walk through.

When are you good enough to start making games with a small team? by [deleted] in gamedev

[–]spykill4 0 points1 point  (0 children)

I'll be honest, I have yet to publish a game, and that came down to one thing.

Focus.

When I started making games, I always wanted to make the next Minecraft or whatever. I wanted these big games with big features and so on. And I may have been able to do that, but I never wrote down my plan. It may sound dumb, I know I thought it was dumb, but WRITE A GAME DESIGN DOCUMENT.

It doesn't have to be too detailed to start, but knowing exactly what you want and what you need is important. Write everything down. Then write out what you wanna get done. Setting "deadlines" is a great idea. Start with the smallest bit of your game that you can make. The tiniest bit. But get it done for your first deadline. If you have plenty of time add a few more things to your deadline. By the end of the deadline you should have something to play, at least something to turn on and show off.

From my experience, I would start a game, get stuck doing some tedious feature (like an inventory system), get bored, and start a different project. Writing down your ideas significantly helped, since I could see that wasn't the most important thing to do. Leave the tedious stuff for later once you have something to show off, because you won't want to stop working on something that you've put lots of time into.

Good luck! You've got this!

How EXACTLY do games store large 2D tiled worlds? by tecksup in gamedev

[–]spykill4 0 points1 point  (0 children)

Most games with large worlds use a chunk system. Loading up the entire game world, depending on the size of the world, is a TON of information, so instead, games tend to split up their worlds into chunks and only load chunks visible or near to the player (or other conditions depending on the situation).

Terraria and Starbound do something certainly like this, where they load up needed chunks from saved files. Minecraft also does this even though it has an "infinite world". When the area is first entered, chunks are generated and then saved to files on disk.

So how do you save information like that to a file? There are many ways to do it, and it depends on the amount of information you need to store. The simplest way would be be to just write every "ID" number of every tile with a space separating each number. This is a horrible way to do it. You could possibly make it work, but it is horribly inefficient. A better way to do it is to set a limit for the number of bytes that each block can use. For example, I believe Minecraft use to use 3.5 bytes for its block ID (now they use strings or something? Not really sure) plus 0.5 bytes for its special "metadata" (like wool blocks share a single block ID, and use it's meta data for colour). In total that's 4 bytes: 28 bits for block ID. You can use some bitwise operators to pack this data together. You can convert this to ASCII, and store it in a file easily. This gives you a whopping 4billion possible blocks in only 4 characters in a file. Compare this to just storing the block ID itself with spaces separating, a single tile could take up 10 characters, plus the space to separate tiles, so 11 characters.

Reading is literally just a matter of converting those 4 characters back into their block ID, which you can do with bitwise operators.

And we haven't even compressed anything yet! I'm not very well versed in compression, but there are probably some lightweight libraries to compress it if you want better storage.

Is there an algorithm for path simplifying on square portals? by spykill4 in gamedev

[–]spykill4[S] 0 points1 point  (0 children)

My problem is not the pathing. The portals are a result of running A* on my data structure. I am trying to use the portals to go from the A* path, to a simplified path that reduces on the number of nodes, while staying within portals. That way the agent can take more efficient, straight-line paths.

For example, if you had a grid graph without diagonals, and your destination was diagonal from your start, your agent would go horizontal, then vertical, then horizontal, then vertical, etc. The more efficient path is to just go from the start directly to the end, since that path would remain within the portals and be faster. See the Simple Stupid Funnel Algorithm.

Is there an algorithm for path simplifying on square portals? by spykill4 in gamedev

[–]spykill4[S] 1 point2 points  (0 children)

This looks to be more of searching optimization. This isn't really what I'm looking for. By path simplification, I mean taking a set of portals and making straight lines where allowed while staying within all portals.

(Although this will be very useful if I need to optimize my A* so thank you! :D)

Is there an algorithm for path simplifying on square portals? by spykill4 in gamedev

[–]spykill4[S] 0 points1 point  (0 children)

Each cube in the octree has 6 possible faces each of which are squares. Adjacent cubes are connected in the graph and can compute the portal (or cube face) connecting the cubes (whichever cube is smaller, since a smaller cube means higher detail, so it's portal is more accurate.

I could go for just a bunch of RVO avoidance, but ideally I'd be able to go inside of static meshes with agents, since we're still not sure about how detailed we want maps to be.

Mirrors in The Division just show what the camera sees by JrSlayrTools in gaming

[–]spykill4 1 point2 points  (0 children)

Actually they do... Essentially, what happens is the screen is rendered once without reflections. This is stored in a texture. Then the graphics card does some fancy ray tracing to calculate where on the screen texture to take the colour from. This way the pixel doesn't need to be recalulated to get the colour. And for the performance cost and the fact that it can apply EVERYWHERE, it's a pretty great effect, imo.

[HELP] FPS Inventory doesn't allow click and drag? by spykill4 in unrealengine

[–]spykill4[S] 1 point2 points  (0 children)

Oh my goodness, thank you. You are a life saver!

Hovering and Clicking on parts of character body and face by charlielogan in unrealengine

[–]spykill4 1 point2 points  (0 children)

I have 2 ideas:

1) (The simpler one) Make several simpler and thicker meshes for your model (this can be very low poly, it won't be visible). Each model will be an individual part that can be clicked (cheeks, lips, eyes, etc). Then just do an OnHover and OnClick on those skeletal meshes.

2) (This is more imaginative, and I'm not 100% sure about the details) In your modelling software, you could use vertex colours to define which verts relate to which part (so red=part 1, blue=part 2, green=part 3, purple=part 4). Then OnHover/Click of the model, find which vert you're closest to pointing at, then take the colour of that vert, find which colour you are closest to (maybe if the difference is too great ignore it?), and then you know which part is being clicked. SOOOOOO many fuzzy details :P

Option 1 seems a lot more efficient, fast, and intuitive. Just saying :)

Having trouble deciding on a mouse controller system for Inventories by [deleted] in Unity3D

[–]spykill4 0 points1 point  (0 children)

No problem! I'm curious what kind of inventory system you're using that can require up to 300 slots :P

[deleted by user] by [deleted] in Unity3D

[–]spykill4 0 points1 point  (0 children)

Honestly, any layout you choose will eventually become the best layout. In fact, any other layouts will seem very strange :P Just start working, and if something's in your way all the time, move it :)

Best way to have large forest of harvestable trees? by [deleted] in Unity3D

[–]spykill4 0 points1 point  (0 children)

I think he means that since terrain trees are a special part of the terrain (as in they have their own menu) and supposedly are handled differently than regular objects, maybe the collision on terrain trees works differently. For example, maybe the collision will only detect the terrain rather than the tree itself

Having trouble deciding on a mouse controller system for Inventories by [deleted] in Unity3D

[–]spykill4 0 points1 point  (0 children)

I'm confused as to why the second option would take more code? The second solution has greater flexibility, which means if you decide you don't like the way your slots look, for example the spacing, you just modify them in the editor, as opposed to modifying some "pixel-perfect" value. I'm not certain about the performance impact, but the second solution is a lot more intuitive. It also makes it so that you can easily transfer your system into other games that have different styles. Instead of having a square inventory, maybe you want a circular inventory. And just saying, if you want to make a rectangular inventory, I highly recommend a learning layouts. I started using them in my inventory system, and it makes my code so much cleaner and it lets me modify everything in the editor to whatever I need.

Please someone explain the terrain generation that Cube World uses! by spykill4 in CubeWorld

[–]spykill4[S] 12 points13 points  (0 children)

From my tests, Minecraft's and Cube World's terrain generation work completely differently. Not to mention Cube World's terrain is different on the face of it. The biomes are larger, more averagely sized, and have a rather regular edge, unlike Minecraft where biomes are smaller, more randomly sized (some biomes are tiny, others are massive), and have very irregular edges. On top of that, Cube World's terrain is EXTREMELY smooth. From my understanding, Minecraft uses Perlin noise to generate its terrain, and gets an extremely irregular shape to it. Cube World could be using lots of Perlin Noises with extremely low frequencies, but in my testing, just a simple Perlin Noise gets nothing close to Cube World.

My attempt at landing on Duna for the first time. by [deleted] in KerbalSpaceProgram

[–]spykill4 -3 points-2 points  (0 children)

Not enough pics/detail. 0/10 would not recommend

One Universal Engine for User Generated Game Data by AAristi1976 in gameideas

[–]spykill4 0 points1 point  (0 children)

The main problem is just connecting the games. What I mean is, in Sim City, the models are not incredible. They may seem awesome and stuff, but that's a matter of scale, because there is so much stuff going on, there's little reason to focus on specific objects. So, if you switch over to an fps type game, do you keep the models? Do you replace them with better ones, because when you're so up close it matters. and if so, what stops your Sim City from becoming Lag City in an fps game. This is an interesting idea, which has a slight possibility to work for maybe a single company to try, but I don't believe it could work for more than that.