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Member Since 29 Sep 2009
Offline Last Active Mar 17 2016 02:48 AM

#5205121 Max Player Update

Posted by on 18 January 2015 - 02:05 PM

I'm already limiting the updates a player can receive about players and NPCs to only players within a certain distance.

My question is, should I also limit the amount of updates to a fixed number? Like if 500 players/NPCs are in range should I only send updates about 200?

If all my players are within update range without another limit it could be a 40MB a second upload. Although it's doubtful this will be a common occurrence.

NPCs will naturally be spread around, so that's not as much of an issue.

#5204198 Unity Optimal Bone/Polygon Count

Posted by on 14 January 2015 - 07:34 AM

As I understand it, GPU skinning is only availabe with the pro version, So wouldn't a high poly count be pretty taxing on the CPU? Increased with a lot of bones as well?

#5195257 Voxel Rendering Engine Tips

Posted by on 28 November 2014 - 04:11 PM

No, not really. Polygon based voxel renderers get really slow or too complex when you start trying to render all of them with a higher resolution than something like minecraft. Also, my main goal is to remove GPU dependency. So if I can get a complete fast CPU version working at a moderate voxel and screen resolution, with plenty of spare room for other game component processing, then my only problem I have to solve is how to best get my render buffers into video memory, which may result in forgoing API's like OpenGL and Directx completely.

#5177061 Suggestions in Finding an Interesting Game Ideas

Posted by on 30 August 2014 - 09:28 AM

I don't really agree with something I've heard repeated on here, that ideas are worthless... maybe bad ideas or mediocre ones, but really good ideas that can really improve your games chances of being successful, aren't all that common.

#5176563 Roguelike / NetHack Clone

Posted by on 27 August 2014 - 07:40 PM

Well, my game isn't doing much in the graphics department, it has pixel art around nes/atari resolution but with more colors and hopefully, they're more readable and attractive. I think I remember you saying you don't like pixel art, but I love it and high quality 3D models are out of my ability.

I'd like to have something like a procedural quest generator, but something like that might have to wait for after release.

I like having a little direction also.

I don't really like perma death either, I don't think I'll have it in, but I would like to have a death penalty. I don't know about losing loot since in my game you won't be able to carry a lot. For gear you only have whatever is equipped, and have to make a choice to pickup a gear piece and leave the other behind or not, of the same slot. I could have experience loss or something.

#5176486 Make games with skill, not luck!

Posted by on 27 August 2014 - 01:16 PM

Why are they playing games like Hearthstone if they don't like RNG? What do they expect to play a card game where you can just pick the card you want every turn? It depends on what the player likes, and there's games for all types of players. RNG can be frustrating at times but it also adds an element of excitement.

#5030271 How you design your games? And where to start?

Posted by on 08 February 2013 - 09:19 PM

Usually start out by creating a list of features or mechanics and things I want in the game. Then go in to detail of each feature. The go on to implementing things. Of coarse things get added and deleted also through development.

#5030255 Game development on: Linux or Windows

Posted by on 08 February 2013 - 07:55 PM

Use Unity 3D, you can build for PC, Mac, and Linux with the change of an option :)

#5030000 Absorbing power from slain enemies

Posted by on 08 February 2013 - 01:52 AM

I havn't really thought of the details yet, I'd have to thinkg it trough. I think it would be cool to allow temporary alpha status though.

#5029893 Absorbing power from slain enemies

Posted by on 07 February 2013 - 05:39 PM

I'm thinking of adding this to the MMO I'm working on... Players will absorb a portion of the enemies power they slay. The bonus power decays over time and is completely lost when they die. It also has diminishing returns. Players become battle hardened and gain less than previous kills.


If a player is killed by another player they will gain a percentage of the slain players power.


The bonus power is pretty much just a stat boost.


what do you think? Sound like an interesting mechanic?

#4990887 Multiple Lights, adding dot product?

Posted by on 16 October 2012 - 03:51 PM

What I'm doing in the engine I'm working on is calculating each different type of light value seperately... so like GI and diffuse...

Then I just add then together at the end in this form (lighta * basecolor) + (lightb * basecolor);

#4930147 Character Progression and Balance

Posted by on 11 April 2012 - 12:37 AM

Can the two co-exist?

It seems like if you want a player character to feel more powerful as they play, balance has to be sacrificed. What are some ways to keep both working adeqautely?

#4904762 Normalization Approximation in 30 operations

Posted by on 20 January 2012 - 10:44 PM

Just delete the post since the community seems to think it's useless.

#4904761 Normalization Approximation in 30 operations

Posted by on 20 January 2012 - 10:39 PM

So something that produces an approximate normal to what the real normal would be isn't normalizing... ok. If this was turned into SSE code it could be done in 11 operations.

This could work fine for lighting, generating normals as they are needed, but whatever, it's obvious no one here appreciates what I'm trying to do so I'm done.

#4903886 Normalization Approximation in 30 operations

Posted by on 17 January 2012 - 10:36 PM

I knew about those. I'll test my code against those and see what happens. I'm guessing the SSE will go faster.

Although if new things are never tried, nothing is ever advanced.