Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 13 Sep 2012
Offline Last Active Yesterday, 07:56 PM

#5151068 Why do Indies use Pixely Graphics(16 bit style)?

Posted by TheChubu on 02 May 2014 - 10:42 PM

There seems to be an ongoing trend with indie devs to go with a pseudo 16 bit art style when approaching game developing. Is there a particular reason why they choose to make this style, or is it a design choice?
Making realistic looking textures is hard as fck and time consuming. With "16 bit style" you can appeal to the "good ol' times", get nice graphics working, and you're good at it, get an artistic result too.


Its the natural result of resource constrained development, you try to make the best of what you have.

#5150997 How much time do you need to finish a beginners book?

Posted by TheChubu on 02 May 2014 - 03:48 PM

How long is a piece of string?
About this long.

#5149979 Applications vs. Webapps

Posted by TheChubu on 27 April 2014 - 06:06 PM

I'd go for a web page if there is some framework/application/service that is designed to do what you want to do. Say, Oracle's APEX is made for that sort of "business" stuff, reports, client lists, inventory lists, etc. So if you know your way around it, you might get something working real fast (disclaimer: I hate it and I think its awful, but its a good example).


That said, if the application required isn't something that could be catered from a known framework/application, and requires quite a bit of custom functionality, I'd go for a desktop app. I'd prefer it in Java + JavaFX/Swing so you can get OSX/Linux compatibility without much further thought and using standard GUI toolkits. If you target only Windows, .NET with WPF is probably a better choice.


For server connections, report generators and "enterprise frameworks", both Java and C# got plenty of options for whatever database/environment you're working afaik.


If you need also mobile compatibility, you could roll a desktop Java application restricting yourself to whatever Dalvik supports only so make Android deployment possible, or just use one of the several frameworks out there that support exporting to Adroind/iOS/etc.


With web sites this aspect isn't as tough since pretty much any web site framework out there is kinda prepared to provide you the tools to have a mobile version of the website working if the mobile device doesn't supports the full site as it is already.


I wouldn't do any "heavy" app in a web site. There could be plenty of time/work lost if the work being done through the app needs lots of interaction and/or the internet connection in the place isn't good enough.

#5149976 How to do certain things with OpenGL in 2D?

Posted by TheChubu on 27 April 2014 - 05:46 PM

1) Make a 3D renderer.

2) Drop the Z coordinate.

3) ???

4) Profit.

#5149767 recommended, up to date tutorials for begining open GL

Posted by TheChubu on 26 April 2014 - 09:15 PM

cheers people, i have loads to go on now


You can get pretty far with OpenGL 3.2 or 3.3 and "core" profile.


After you have practiced with that for a while, you can get into OpenGL 4 things as you need them. Most of them are pretty advanced and mostly useful on specific cases, although there are a few extensions here and there that are just nicer to work with than plain OpenGL 3 "core" profile (like shading_language_420pack for example).


http://www.g-truc.net/ is your friend when you have to check what extensions/features are supported where.

#5149592 Differences between programming for consoles and PC

Posted by TheChubu on 26 April 2014 - 03:37 AM

While I can't say a word about the API's, tools, code, etc. used (other than the fact it's in C++ because what else do you expect?)
Half-Life 3 confirmed.

#5148788 Can a non-programmer make games?

Posted by TheChubu on 22 April 2014 - 12:19 PM

only a few thousand LOCs but many man years of work by excellent experienced engineers to meet the safety critical cert

Yeah I imagine the years of work that could go in such long projects and the certifications, on the other side, we all know UnrealEngine was made in 7 days (not 15 years) and its at most 3 hundred LOCs (not a couple million), and made by 3 people (not hundreds).


Not even mentioning that Nathan2222 recreated like 80% of it with his JarvisOS in an afternoon.


Oh, and sorry, overpriced hardware/software doesn't impress me. A dish washer circuit board can cost as much as a 300 million transistor CPU. Doesn't makes the first one as interesting though.

#5148783 Classes as HashMap keys

Posted by TheChubu on 22 April 2014 - 12:09 PM

As it is, I doubt it.


You're using Component runtime classes as "categories" more or less. So you end up adding a component in the, say, StaticSprite category, but trying to retrieve it from the Sprite category.


You could create some concept of "slot". Maybe an index. Each Component type has an index, so when you add that Component to an Entity, it goes into that index. Sprite would define its own index, and subclasses of it would end up in that same slot.


Thing is that retrieval would depend on implicit knowledge. Ie, you would end up trying to retrieve a Sprite from an entity and casting it to StaticSprite or AnimatedSprite somewhere along the road, and there is no guarantee the Entity has one or the other. It isn't very safe.


Now, outside of the specific problem at hand, why do you have a StaticSprite and an AnimatedSprite? AFAIK the ECS approach is to separate behavior by separating the components, sprite is one behavior, animation is other, so you'd have Sprite component and Animation component.


Off the top of my head (thus possibly not adapted to your actual needs), Sprite would hold the current Sprite frame that has to be drawn, Animation would hold the data of the rest of the animation frames, AnimationSystem would grab your Animation and Sprite components, and update the Sprite with the next frame the Animation component holds.

#5148636 Can a non-programmer make games?

Posted by TheChubu on 21 April 2014 - 07:56 PM

No-one gets a nobel prize for game coding, it's just not that hard.
That was a very, very bad call to make dude.

#5148245 Custom view matrices reduces FPS phenomenally

Posted by TheChubu on 19 April 2014 - 05:22 PM

If you modify a model matrix, don't update your projection matrix just for shits and giggles, that's inefficient and a huge performance drop. Imagine how many times per second you are doing that!


You don't update the uniforms each time you modify a matrix.


First you do all your computations (rotations, translations, scaling, model view projection, whatever) for all your objects. Then, when you're about to draw the mesh, you update the uniforms for that object.

#5147522 Fast GUID generator

Posted by TheChubu on 16 April 2014 - 08:39 PM

If you're worried about "wasting" IDs, you could keep an uint counter and a stack. Every time you destroy/unload a game object, you grab its ID and push it on a stack, so when the next game object is created, it queries first if there is an available ID on the stack, if there is, it just pops it and uses that one, if there isn't, increment the counter and use that instead.


When saving to a file then I'm not so sure. Since I doubt you'll save every single thing that has an ID, you might have gaps in between the game IDs you store and those you don't. You could "flatten" the IDs of all serialized game objects, so when you load them up, there is a max ID number and no gaps between that max ID and zero. That way you can just assign the max ID to the counter and for new game objects you start to count from there.


But I can see its kinda annoying since you'd have to update the ID and all the places were is being referred from...

#5147520 How to stop users from manipulating Game Save Data

Posted by TheChubu on 16 April 2014 - 08:24 PM

The save file needs to be a textfile because Java has this file input and output object that knows how to handle textfile. I am not sure if it can handle any other file extensions.
Like with any other language, whatever the standard library doesn't supports, you have to code it yourself. The thing with Java is that the standard library is pretty big as it is, so you can get pretty far without ever touching anything else.


Java can write primitive types, strings, supports compression (deflate and a few more iirc), provides facilities for object serialization, etc. With all of those tools you can easily build your own format (I think you can even mix compressed/uncompressed data in a single file rather easily). Design a header, write the binary data. It's not very different from what you would do in other language, you got standard input/output, work with that.

#5146904 watercyfle

Posted by TheChubu on 14 April 2014 - 07:50 AM

Sorry man, I don't give my watercyfle code to anyone.

#5146570 SSAO performance problems

Posted by TheChubu on 12 April 2014 - 02:33 PM

The system specs don't really matter. 

What if the OP has a GeForce 8400GT and wants 300 fps out of it? "Performance problems" are relative. For some hardware 40 fps might be poor, for some other hardware it might be very fast, for some people it might be not enough, for some people they'd be fine with just 30 fps.


Before saying this is a performance problem, you have to define it first (what it would be the desired performance) and give it context (what hardware is being used), then you can say "Yep, this is running slow" or "Nope, numbers like those are expected with that configuration".

#5146513 512x384 15 Layers 30Million Double Precision Calculation Software Blitting wi...

Posted by TheChubu on 12 April 2014 - 07:15 AM

Wasn't NVAPI to like, query video card temperature and things like that? lol

I'm really sorry for the last trolling incident
No you're not.