Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


3DModelerMan

Member Since 23 Jan 2009
Offline Last Active Jan 28 2015 09:39 PM

Posts I've Made

In Topic: Live 2D Euclid

04 January 2015 - 09:38 PM

So there's a LOT of artist work going into each character then. If I understand the technique correctly, I'd think that means you'd need the pictures for all the front angles, so front eye layers, front mouth layer, front eyebrows/hair layer, etc. Plus possible two side angle versions of each layer, and some way to match poses or synchronize frames from various angles.


In Topic: Serializing individual entities

18 December 2014 - 08:13 AM

Okay. So basically just creating component templates using structures and allocating them individually. For the amount of things I'll actually be spawning that way that actually sounds pretty good. I think the only real big loading costs are going to be the things that are placed on levels at the start anyways. I'll be having probably 9v9 player counts at most, so spawning 18 prefabs like that, plus whenever I have to spawn some sort of rocket or other slow moving projectile wouldn't be too bad.


In Topic: Serializing individual entities

15 December 2014 - 03:46 PM

What do you mean by regen them from scratch? Like have some sort of descriptive format for saving them and build them from that?


In Topic: Serializing individual entities

15 December 2014 - 09:29 AM

In gameplay terms I want to be able to place an object with a spawn point that will have a reference to a player prefab. Any special properties... I allocate all entities in one contiguous array, and they're just an index and a generation value like in the BitSquid article. Component data is usually allocated as a structure of arrays, although it's kind of dependent on the system whether it is or not, it's pretty common to have some of the data that doesn't get iterated a lot (GUIDs, tags, etc.) in a hash map instead.


In Topic: Building bgfx in Visual Studio

12 December 2014 - 07:21 PM

Nevermind. I figured it out. You can just run make from the bgfx directory on the Visual Studio command prompt without specifying any arguments and it will generate everything...


PARTNERS