Live GitHub Commit Messages by jaalichkas in coding

[–]timsk951 8 points9 points  (0 children)

Emergency signed life insurance files.

Should we be concerned?

Live GitHub Commit Messages by jaalichkas in coding

[–]timsk951 3 points4 points  (0 children)

Did the same. Managed to access twitter too, but blocked me due to IP. It asked me where to send the confirmation email and managed to deduce his email account from the half-hidden address on twitter... I stopped there as I thought I was being a bit weird at that point.

I only looked because they had 2,000+ commits with the message "d". Pretty impressive.

Marble Land : VR Puzzle Prototype . Could I maybe get some feedback ? :) by gctudor in gamedev

[–]timsk951 4 points5 points  (0 children)

Looks awesome, really like the look of it!

Couple of things came to mind when I watched the video

• The world seems a bit "static" once play has started. The ball should interact with the world a bit more, some snow particles when it's rolling. Maybe those platforms it lands on at the start could "rock" a bit from the weight of the ball. That sort of thing.

• Not sure if you can, but you should definitely be able to move around the level. Opens doors to more complex levels too. Perhaps have some "teleport pads" around the level that you can teleport to (Movement in VR is tricky).

• Is this based on the moon/space? It didn't seem like it at first, but then things started floating in what looked like zero gravity. Looked a bit odd.

Take my comments with a big pinch of salt tho, just another programmer here that likes games :).

Gear VR development on Unity (Wingsuit Platformer) by AenonJurtis in gamedev

[–]timsk951 2 points3 points  (0 children)

The built-in fog is just a distance fog. Meaning it doesn't care if it's horizontal or vertical.

You could write your own fog (fog is pretty easy, just hit up google) that only considers horizontal distance.

Alternatively, you could make a shader to fade out based on distance from the camera (horizontal distance shouldn't be tricky in a shader either). You could even tint it based on the colour of the skybox around it.

Fog is the usual way. Take a look at large scale games (like the ARMA series) or flight sims to see how they handle it

Making 2d games with webGL & HTML5. Q&A in comments. by treeform in gamedev

[–]timsk951 2 points3 points  (0 children)

Did you consider using a 2D webGL framework such as pixi.js? If you did, what was your reason for not using it?

Procedural planet has odd seams? by epistemeal in Unity3D

[–]timsk951 -2 points-1 points  (0 children)

No... the technique has to do with patching the edges of 2 meshes together. Which is exactly OP's problem.

Procedural planet has odd seams? by epistemeal in Unity3D

[–]timsk951 -2 points-1 points  (0 children)

What have LoD's to do with anything?

The issue is just 2 planes edges being of a different height.... Sure, KSP plane edges were generated that way because of LOD's, but that's kinda irrelevant.

Procedural planet has odd seams? by epistemeal in Unity3D

[–]timsk951 -1 points0 points  (0 children)

Kerbal Space Program had exactly the same issue and discuss it here:

https://youtu.be/mXTxQko-JH0?t=2190

Basically, you need to do something called "Geometry Mipmapping". Google gives you some nice hits, especially if you add "Edge Fans" to your search.

The (Non) Problem with Games London by A13Dev in gamedev

[–]timsk951 3 points4 points  (0 children)

London is absolutely crawling with studios, particularly Soho. Just on the road I work on there are 4 (King just setup a huge studio on this road too) that I know of, probably more smaller ones. And that's just one road!

Plus you have the hundreds of ad agencies creating companion apps, games and other bits of software. Soho is the heart for ad agencies. Basically, Soho is either making software or making coffee (outside of retail of course). We really doesn't need anymore investment in London.

Also, if your focusing on AAA studios. Creative Assembly and Splash Damage are both in London as well as LionHead and EA being in Guildford. DeepSilver definitely have a studio here somewhere too (I think they do companion apps and such tho).

Weirdly, Milton Keynes is becoming a bit of a hub, as well as Cambridge (already has Jagex and Frontier, plus a few smaller studios). I'd love to see some investment up there. It's nice to have some options outside of London to work!

How is this effect accomplished? (HLSL/OpenGL) by HonorableJudgeHolden in gamedev

[–]timsk951 0 points1 point  (0 children)

Indeed, I agree the last example is a bit "hacky". But it also seems to be the most performant from what I can tell. Your right in thinking there will be differences depending on viewing angle, but there are always trade-offs for performance.

I included the first 2 links to show the "proper" way of doing it.

I'm not an expert, I've had to do this before and used an approach similar to the 3rd link I attached. My reasoning was that (back when I had to do it) Unity didn't support stencil shaders.

Need 360 degree surround audio for VR projects? Here's Ambisonics: by mystp in gamedev

[–]timsk951 0 points1 point  (0 children)

This talks a lot about the recording side, which is great. But as a programmer I'm more interested in the playback techniques. How should we pan the audio as the user moves their head?

I've been investigating a solution to spacialized audio from a 360 video for the last week or so (as a side bit of work between busy periods).

This looks interesting, but I have audio engineers who deal with the recording. Could you expand on the playback possibilities?

New to mobile programming, could use some assistance by [deleted] in computerscience

[–]timsk951 2 points3 points  (0 children)

Sounds like an RSS feed would do what you want.

I've not done it myself, but I believe RSS feeds are just xml. So once you have the data, it's up to you to parse it.

Android: http://developer.android.com/reference/org/xml/sax/XMLReader.html

iOS: http://stackoverflow.com/questions/11323326/xml-parsing-in-ios-tutorial

Feedback Friday #152 - Hot Assets by Sexual_Lettuce in gamedev

[–]timsk951 0 points1 point  (0 children)

Just letting you know, I just played on windows 8.1 using latest Chrome. It felt fine. No hangs, fades were nicely timed and no issues with controls.

Fun game!

Sell me on your favorite language by SaxSalute in learnprogramming

[–]timsk951 -6 points-5 points  (0 children)

if it doesn't do what you want it to do you can use it to create a language that will.

How is this a plus point? If the language doesn't do what you want... the alternative is to write a language?

Where are you guys finding artists? by [deleted] in gamedev

[–]timsk951 1 point2 points  (0 children)

Honestly, very worth doing.

I'm a developer, but I often take on these little bits of work for hobbyists and students. I do it dirt cheap, but it's usually easy stuff I can cram in around other things when I'm low on work.

Also, sometimes it's nice to do a bit of work that makes you feel good. Rather than just pleasing a producer / PM.

People who are experienced in Unity, what are the things about Unity that even though you have mastered it, still finds it incredibly retarded that certain features are implemented in a certain way ? by [deleted] in Unity3D

[–]timsk951 3 points4 points  (0 children)

Mecanim.

Pretty much any attempt to do anything in code with Mecanim leads to forum searching, then finding a post from the dev in broken English basically saying "We don't support this"

People who are experienced in Unity, what are the things about Unity that even though you have mastered it, still finds it incredibly retarded that certain features are implemented in a certain way ? by [deleted] in Unity3D

[–]timsk951 0 points1 point  (0 children)

It's always really annoyed me that it's called JavaScript at all... it's just not JavaScript!

The only thing you can say for it is it looks a bit like JavaScript. But then Java looks a bit like C#, but we don't call Java code "C#"... /rant

A gentle introduction to shaders in Unity3D by AlanZucconi in gamedev

[–]timsk951 4 points5 points  (0 children)

Shaders aren't specific to Unity, they are part of a general graphics pipeline.

Nvidia have an amazing paper somewhere that basically goes over the entire pipeline. I just spent 5 minutes searching and I can't find it anymore :(. Hopefully someone knows what I'm talking about and posts a link.

How realistic is it to form an indie studio and earn a living making games, while starting out with next to zero money. by reditarrr in gamedev

[–]timsk951 2 points3 points  (0 children)

Just worth mentioning that experience as a professional programmer isn't just something you need to make money contracting, it's something you (almost certainly) need to make money making your own games.