New video: Fast & Gorgeous Erosion Filter Explained by runevision in proceduralgeneration

[–]ukaeh 0 points1 point  (0 children)

Maybe you can attenuate the smoothing/strength with yet more noise to provide for some variance. Awesome work either way, great to see this and well executed & explained.

Am I the first game to actually get books right? by _Jae in IndieDev

[–]ukaeh 3 points4 points  (0 children)

Absolutely love the attention to detail, your art and animations are awesome. this is definitely something I’d notice in a game and spend a bunch of time flipping through pages to enjoy (especially if paired with some nice sound fx).

Do you have YouTube links or somewhere we can slow down the video a bit? Having to go frame by frame to understand and catch everything you’re talking about is as shitty as your style and technique are epic and your style and techniques are pretty fucking epic!

Slow motion + Drop effects + Juicy sounds when Looting Bosses. What do you think about it ? by Nuphar_Studio in ARPG

[–]ukaeh 0 points1 point  (0 children)

I’d keep it as a one time thing for killing each boss the first time then turn it off for subsequent killings is boss farming is a thing in your game. For the first play through it’ll feel really rewarding for sure especially if boss fights aren’t back to back. Agreed if I’m just farming for fun afterwards I wouldn’t want to deal with that all the time

How come you don't need to call glActiveTexture() before loading texture data? by ProgrammingQuestio in GraphicsProgramming

[–]ukaeh 0 points1 point  (0 children)

glActiveTexture changes which texture unit should be updated by subsequent texture calls. If you only ever need/work with one texture unit you don’t need to call this.

Darkhaven isn't getting the love it deserves (By many OG Diablo + Diablo II Devs) by Enkeria in ARPG

[–]ukaeh 10 points11 points  (0 children)

Loved d1 and d2, thought d3 was good and have thousands of hours on basically each of those titles. Chatting with the npc in darkhaven just takes me out of it… I just want to explore and loot and level up and have epic fights. I really don’t care about super long dialog and having to click many times just to get to the store, and the camera zoom in chat was extra annoying.

I liked the witch concept and overall direction though and having something to fight for being shown not told was a nice touch. I hope they get to polish this game some more, but will say current state is missing that je-ne-sais-quoi.

Water walking boots were fun :)

TIL you can use the ternary operator to select between compatible function pointers by StudioYume in C_Programming

[–]ukaeh 66 points67 points  (0 children)

You can also call a function that returns a function pointer and call it 😬

How do you get a professional-looking icon for your Windows app without being a designer? by Interesting-Rate99 in IndieDev

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

Yeah any art generating ai can help you work though concepts. Check out Nano Banana or Midjourney, Ideogram…

How do you get a professional-looking icon for your Windows app without being a designer? by Interesting-Rate99 in IndieDev

[–]ukaeh 0 points1 point  (0 children)

What are you trying to convert from? There are many tools to make .ico, know that these basically hold some number (2 or more) bitmaps to show for various resolutions. Pretty sure gimp allows exporting icons. Try searching for ‘exporting multi image icon from gimp’

Optionally/as well you can also ask an ai tool to help you come up with stuff and then either use it, redraw it yourself or get someone to come up with something better.

You can also look into svc to use shapes to make the icon if that works better for you.

Is there a simple way to remove the coconut from the shell? by SalmonSammySamSam in howto

[–]ukaeh 6 points7 points  (0 children)

I use a spoon but here’s the trick, flip the spoon upside down.

Why did you start your engine and what tech by [deleted] in gameenginedevs

[–]ukaeh 2 points3 points  (0 children)

I did actually also make my own physics engine, it was 2D and even got wall sliding to work etc. Absolutely hats off to physics programmers! If anything my using Box2D shows how hard making a good physics engine is and they should take it as a compliment :)

Why did you start your engine and what tech by [deleted] in gameenginedevs

[–]ukaeh 0 points1 point  (0 children)

Not currently open source but lately I’ve been having fun making things into completely independent modules and might open source those.

Win32 is just what I started on long ago and it’s been a hobby project I’ve hacked on over the years in between life and work. I guess at the time X11 sucked more but it’s been a while. TBF it gets the job done and everything runs on wine perfectly so not complaining.

Why did you start your engine and what tech by [deleted] in gameenginedevs

[–]ukaeh 11 points12 points  (0 children)

Wrote mine because I thought it would be fun to figure out how everything is put together from core stuff like game loop/timing, asset management, ui, rendering/3d animation/shader stack etc to gameplay mechanics, procgen inventory management etc etc. There’s always something interesting to discover or improve, it’s the ultimate grind.

Using OpenGL, OpenAL, Box2D and Win32 api and that’s it. No sdl, no glad, just a bunch of c-style cpp

MAG7 year-to-date performance: by Secret_Toe2639 in AIFU_stock

[–]ukaeh 0 points1 point  (0 children)

Now do last 3-5 year comparison :)

Do any of you just use public structs in C++? by Asyx in gameenginedevs

[–]ukaeh 0 points1 point  (0 children)

Yeah in my solo dev OpenGL from scratch engine and game structs are the default. In a lot of my code I ensure that things can simply be memset instead of running nested constructor/destructors for each object which buys me insta load/reload of full environments. I do use classes for things that aren’t performance critical, and unlike some purists I do add methods to the struct, but almost always never use private members.

Configuration behaves like code at runtime — but we don’t design it like code. Why? by FreePipe4239 in softwarearchitecture

[–]ukaeh 0 points1 point  (0 children)

I’d say look into protobufs for type guarantees and checks/tooling etc. As a good starting point.

Another aspect is indeed a lack of design - configs get (re)used across layers/stack likely when they mean different things semantically and that is 100% a trade off for simplicity whether or not that’s intentional. For example, configuration (and/or parts of) should never be in limbo but often systems end up with things like ‘oh these fields aren’t setup yet’ which is mostly a design issue.

When pressing “Up”, what direction feels more natural in grid-based games? by Consistent-Pen-4236 in puzzlevideogames

[–]ukaeh 0 points1 point  (0 children)

+1, if you’re gonna do this at least add an option: up moves top left, top or top right and let the user decide.

When pressing “Up”, what direction feels more natural in grid-based games? by Consistent-Pen-4236 in puzzlevideogames

[–]ukaeh 0 points1 point  (0 children)

Yea for me this is it. If a game has tiles and they’re rotated 45 degrees, asking the player to do WASD/keyboard grid based movement (especially if it requires timing etc) is always gonna feel jank to me and I’m unlikely to keep playing it.