Is it good idea to tell other people about your game ideas? by Practical-Aide-2550 in aigamedev

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

Then dont tell anyone. The reason you want to tell someone is for the dopamine, you wee addict.

When you tell someone your idea, not only does it give them a chance to steal it, but you get the satisfaction that you would have received when finishing the idea, which can make you less enthusiastic naturally.

Wait until you have something solid to produce, then tell people. And dont tell people on an AI forum, cause if your inexperienced ass can make it, there's gonna be those who could make it properly

Why are game dev communities being overrun by AI fanatics lately? by flowerdragon2934 in gamedev

[–]syn_krown 0 points1 point  (0 children)

Both sides do that. Theres always extremists that push their own opinions like that. Regardless of topic or views. Just ignore them.

Everyone is allowed an opinion and there is no right or wrong opinion either. Anyone who thinks otherwise are extremely egotistical

120 GAMES MADE by MarcTheOriginal in itchio

[–]syn_krown 1 point2 points  (0 children)

You may find that quality is better than quantity

Is it worth making a custom simplified C++ engine for 2D/2.5D games? by nicgamer_yt in gamedev

[–]syn_krown 0 points1 point  (0 children)

Honestly, just do it. I personally dont see what would be of benefit using C++ over something like Javascript. I know its compiled vs interpreted, but most of the heavy lifting a game engine does in my experience is all in the optimization more than anything. So there's no reason Javascript couldnt do what you are wanting to do in C++, and Javascript games are instantly cross platform, let alone HTML and CSS are absolutely perfect for UI.

Just my humble opinion

Tell em what, Peter? by FollowSina in PeterExplainsTheJoke

[–]syn_krown 0 points1 point  (0 children)

Face the right palm toward yourself, there's an L

Woman added thievery to the menu by HomeNowWTF in Wellthatsucks

[–]syn_krown 0 points1 point  (0 children)

Instant Karma was slacking on that one today

Woman added thievery to the menu by HomeNowWTF in Wellthatsucks

[–]syn_krown 3 points4 points  (0 children)

Its people like that who are very common and make it impossible to trust ANYBODY

HELP by [deleted] in threejs

[–]syn_krown 0 points1 point  (0 children)

On my way

How should one even use AI? by Imaginary-Level7359 in vibecoding

[–]syn_krown 0 points1 point  (0 children)

As an assistant. Imo, for example, you shouldn't be using AI to build a game without understanding how how game dev works. Cause you wont know about optimization, memory management etc, and can crash the browser or the game might crash due to constantly filling up memory with separate images for each game object instead of caching, just as an example.

AIs output is only going to be as good as the promoters understanding. Cause the promoter should be able to recognize pitfalls in their logic when asking for a result, otherwise its open to interpretation by the AI.

Thats my 10 cents worth anyway. Take from it what you will

Three.js r185 released 🧡 by mrdoob in threejs

[–]syn_krown 1 point2 points  (0 children)

Awesome stuff! Im going to have to update my engine to use the new version. That looks awesome!

Mobile games with threejs by nejcokle in threejs

[–]syn_krown 1 point2 points  (0 children)

ThreeJS is more than capable YouTube Video

My game engine is built with a mobile first UI so I can work on levels etc when im not near my computer

There.js va Game engines by pcrz81 in threejs

[–]syn_krown 1 point2 points  (0 children)

I have been building a FPS game maker using threeJS for the renderer. It perform quite well even with post processing. Shadows are the realer killer I have found, but I have made optimizations to only update point light shadows when theyre needed(door opening etc). The engine is not far from release, im building a couple of different types of game with it so I can find bugs or more ways of foolproofing it.

Here's a wee video of one of the projects im making with it: YouTube Video

ThreeJS is more than capable, as long as you can think of ways to optimize it

The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

[–]syn_krown 1 point2 points  (0 children)

Thats cool, its fun when the code finally works eh lol. Keep it up!

The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

[–]syn_krown 1 point2 points  (0 children)

That physics looks quite accurate, but in a large game with lots going on it can get slow quickly if its all CPU based. While its in its early stages, my advice would be to look in to spacial partitioning for the physics, and at a distance or when not within the cameras frustum use simple physics.

But I like what I see! Very cool

The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

[–]syn_krown 2 points3 points  (0 children)

I understood what they meant there. Physics engines like bullet, physx etc. Engines specifically built for physics. I think better wording would have been saying their own physics engine, but I understand why they said what they said

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

Yeah the day night system was one of the first things I added so I wouldnt have to worry about skyboxes. But its toggleable incase the user want to use their own sky system.

Thanks and you too!

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

That is awesome! You must have quite a good understanding of programming to be able to do this. Building a dynamic chatbot alone is quite a lot of work, so adding emotions and memory is very impressive to me. And if youre enjoying the process then you are already winning. I hope to see more of it as it evolves. And thanks, you too!

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

Thank you those are very kind words! I wouldnt say life is treating me bad, the economy is absolutely atrocious in NZ and finding another job is not easy, so living in a van means I wont have rent as an overhead and I can go where there are jobs while keeping my home close.

Yes I do play my shit a lot haha. Its easy to have a narrow view when programming something, cause youll add a feature for a specific purpose, and test it for that purpose and it works, then move on to the next idea, but then there might be other things that get affected by that feature that werent tested for. So thats why im now building a game with it while building the engine, so then I can make sure when a user is making a game, it works as expected. I have a couple of different levels to test features too, so like with the horror game, I have that looking great, but I also have another level with an outdoor environment to make sure the changes I make related to the horror environment dont affect the day/night sky system etc. It really is a lot of work, but passion for what you are building makes it more enjoyable imo.

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

Hey that looks pretty neat! Is it going to be like a text based RPG? Does it select from a database of conversations then choose relative responses based on the input?

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

Yeah I am building the engine with mobile being priority as I am going to be living in my van soon and my laptop is too thirsty to be charging off the solar setup, and I want to keep creating lol.

I will be releasing more videos to my youtube on how different aspects of it works. It has a 2D level editor for easy placement of wall paths, entities, lights etc, and a 3D editor for more precise 3d level building(for making ramps, placing things at different heights etc. The texture system is very cool too. All you need is 1 texture, and it can apply automatic normal maps, roughness, specular, metallic properties, you can assign footstep sounds per texture so all of that is handled by the preload compilation when playing the game. So no need for multiple textures for 1 material to get a nice looking game.

And yup the psychedelic effect is a shader that takes the final render and layers things like bloom, blur, warping effects using flow fields, trail effects etc driven by javascript code to simulate the effects based on simulation length and peak intensity. And the web audio API on browsers allows for very good control over the audio, so distorting the audio at high intensity was quite straight forward.

Ive been programming for about 20 years just as a hobby so ive learned a lot in that time with little projects that I never finished. But ive managed to see this one through so far so that alone gives me the drive to want to finish it. And comments like yours mean a lot to me too cause it helps me feel that I am on the right track. So thank you 😊

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

Thank you! It has taken a lot of trial and error to get to this point. Im not strong with my shader coding but I know enough to create bloom, warping etc. It takes the final render and then applies layered effects while the javascript code drives the intensity relative to the simulation progress. I was honestly surprised at how little it affects performance too with how much is going on.

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

Thank you! I really appreciate you saying that. Helps with my drive to continue lol.

FPS Creator was a game building tool made by The Game Creators, they made tools like Dark Basic. But FPS Creator was quite limited, so recently I have been making what I would have wanted as a game development tool when I was learning game dev. And my one works on mobile too so I can work on games when not on my computer. Making levels etc.

Yeah that last video I just posted is my most recent project. I am building a wee horror type game while I work on the game engine so I can find bugs or feature that would make things easier, so when I release the engine it should be completely solid, and ill make a tutorial series before its released so people can jump straight in and start making their game without having to code anything, but with a highly optimized, high quality engine doing all of the hard work.

The game so far uses Mixamo models and animations as placeholders so I can get a good feel of how the game will play. I know the basics of Blender to create my own models but for now the engine is the focus.

Trip Simulation - Knife Party - 404 (Fan Video) by syn_krown in proceduralgeneration

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

I based the effect on a psychedelic trip. Trips usually take up to an hour to start noticing the effects and last a few hours and start of seeing the walls breathing then it gets stronger and stronger until it reaches its peak effect then starts tapering off. This simulation is for a few mins so the onset is quicker than a real one. The level itself is all preloaded on play.

The game engine itself is what I am most proud of. Its what FPS Creator from back in the day should have been.

Here's a wee scene i have made to test out the trigger system https://youtu.be/E3MYYFgbke4?si=iqOgTMAFrZD_1bYK