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Member Since 28 Apr 2007
Offline Last Active Aug 23 2016 04:14 PM

Posts I've Made

In Topic: I have an Idea..........

23 August 2016 - 01:11 PM

My question is are there any easier engines that i can use to make this game. Also I dont really understand the tutorials online .

Making in through those online tutorials will be one of the easiest parts of making your idea. There are easier game engines, but easier to use generally means less capable. No game engine will make your idea simple enough that an inexperienced person can make it. You need to start much smaller to build your skills. Think pong or space invaders small.

In Topic: Scene graphs in an Entity-Component Framework

23 August 2016 - 12:18 PM

I would go with option 3. It allows each system to handle the scene in the way best for itself. Keeping the systems decoupled will simplify your code making adding new features or fixing issues easier. I like to treat code complexity like a resource just like CPU usage and memory. Complex code will use up more developer time and be more bug prone. With that in mind, I like to write my code in a way that uses little complexity budget.

In Topic: if party strength changes, quest encounters can become imbalanced.

23 August 2016 - 10:14 AM

If your party can drop power at any point in the game then you can allow the player grind or do other things to boost your party strength. Maybe even a temporary consumable boost. As long as the deficit can be overcome then I don't think such a scenario would be a problem. I think there is a sense of accomplishment to planning out on how to defeat said monster, executing the plan and succeeding.

In Topic: OpenGl or Vulkan?

23 August 2016 - 09:16 AM

OpenGL is more stable and there is more tutorials available. If you just want something up and running quickly I would go with OpenGL. If you are more interested in the learning Vulkan, I would use Vulkan.

However, if it were me, I would just use Blender to build my scenes, export to the collada format add support for importing collada files in my ray tracer. Unless you really just want the learning experience of trying to make your own, I wouldn't make my own 3d modeler.

In Topic: Theory Behind These Uncharted 4 Bullet Trails

04 August 2016 - 09:38 AM

Try manually creating the smoke trail you want in a 3d modeling program such as blender first. Once you have figured out how to get the look you want manually, then try to write code to automate it.

If I had to guess how they made that effect, I would suspect they generate and manipulate a triangle strip with a texture/shader applied to it. Similar to a trail renderer but more customized.