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MichaelNIII

Member Since 10 Feb 2013
Offline Last Active May 30 2013 10:46 AM

#5059658 3D object on top of 2D Sprite/GUI

Posted by MichaelNIII on 06 May 2013 - 12:58 AM

You could set a surface as a render surface, and then draw the 3d image onto it, then you transform the surface and render it in 2d to where you want it to be. Use a different surface for your 3d world etc. I havnt played minecraft - they could just be using prerendered sprites if the animations it does are fairly simple.


#5059565 Can shaders apply to specific polygons?

Posted by MichaelNIII on 05 May 2013 - 03:30 PM

I believe this answers this shared vs seperare files for effects wellish in that there isn't really a clear cut winner from what I know. http://stackoverflow.com/questions/14271083/multiple-shaders-vs-multiple-techniques-in-directx


#5059561 Damage types and melee weapon damage calculations for multiple genres. Feedba...

Posted by MichaelNIII on 05 May 2013 - 03:18 PM

Pleae sptop referencing my spelling - I am on a phone and this site doesn't conform to my android browser well to the extent of - I can not see what I am writing - and type at the same time. This is insanely difficult to try and do. Also judging by what your saying you don't actually have anything yet - sooo... oh well I'm done here I said what I needed and you think you got it all figured out and can't just accept any answer as truth. As I clearly state in the quote you quote - I don't see any division by 0 errors - however that is not the only error like that, that can happen due to the complexity of the code. I guess the one thing that I didn't mention was that if you wanted to make this game an mmo - bet you either you will need a million doller server to double check all the math - or it would be insanely easy to hack.


#5059412 Damage types and melee weapon damage calculations for multiple genres. Feedba...

Posted by MichaelNIII on 05 May 2013 - 04:06 AM

Don't be so rude to people not following your first post perfectly - your asking for help and advice, not the other way around. Also they more they likely did understand what you wrote, as you said it would be dependant on shot placement, out - what is "shot placement" is it bone based? Does each bone also have a map of vital organ and blood vessle placement attached to it (see THAT'S what they ment, cause 99% of the time shot placement is just head, chest, arms, legs)? I feel when you actually go to impliment this - there comments will be much more helpful then your thinking. if a machine doesn't have hp, how do you intend to damage a part of it. Without recoding an hp for each part. Is it really logical to have a whole new monster class for non-organic life? Also it does matterif your users can tell how strong weapons are - who wants to have to run all the way back to noob monsters to make sure there new weapon can produce as much or more dps then their current weapon? I think this method would be enjoyable, however I do ask - try and read what people say without getting upset that you feel you completely covered it in your first post. Even if where not the most apparently worthy of helping you out - this is one of the few game development forums and the people trying to help are actually one of a few dozen people with knowlege willing to freely give there time to help you achieve your goals.


#5059403 'Communication' in a 4X game

Posted by MichaelNIII on 05 May 2013 - 03:31 AM

I has an idea. You could make it so once it was out so far - any commands you sent would have a relative to its distance delayed signel - and as I'm not sure what your doing but if enemys or such where seen/ damaged the ship - you would not be informed of it until a little after it happened - giving your opponent time to do a little more effective damage - without the ai killing your fleet for you. More or less - each ship has a ping.


#5059397 Shadow map surface aspect ratio ?

Posted by MichaelNIII on 05 May 2013 - 03:08 AM

They use the powers of 2 because textures are automatically resized with blank space on non-power of 2 textures. So reducing the quality of the map in order to achieve a perticular resolution may cause very slight accuracy improvement on that resolution (I believe it might because of the removal of floating point accuracy) - but would slight drop when used on any other resolution because the image has less detail. this may change as more graphics cards are accepting non-power of two textures, but I believe will remain the norm even after that - until there is a large movement for an industry standard for highest resolution at which point they would switch over to whatever that may turn out to be.


#5059396 Can shaders apply to specific polygons?

Posted by MichaelNIII on 05 May 2013 - 03:00 AM

If you do use the alpha check to remove the shader effect, but still render - and are working in a group make sure you document this somewhere where they are likely to notice it. There are a few reasons to draw invisible triangles. One decent one I can think of is a window pane with what should be clear - with a light glare effect applied - being rendered black instead.


#5057581 Reason for TPV + a gameplay mechanic

Posted by MichaelNIII on 28 April 2013 - 05:28 PM

I see what you mean. I guess it can be done, in mario cart the third person was some dude floating in a cloud. I see what your getting at I can think of lots of tp games but none that really give a good reason as to why, games that use a fixed camera position can claim they are all real cameras I think the one resident evil did that as well. I've noticed in some stealth games I've felt that the 3rd person to view your opponents was too much of an unrealistic advantage.


#5051007 My dream mmo

Posted by MichaelNIII on 07 April 2013 - 05:05 PM

The prego thing is weird to mix in with combat games. However I would enjoy seeing a game where I could teach a fake child too. Mega so if I could teach it by talking to it with a microphone and it could learn language and other things like a real child. I am quiet sure that falls out of the range of realitic expetations at this point on earth.


#5049366 Easter Eggs

Posted by MichaelNIII on 02 April 2013 - 04:45 PM

You do realize a lot of easter eggs are known and well tested by the companies that own the game/program? You think google doesn't know if you ask its maps how to get to mordor, it will warn you that one doesn't simply walk into mordor. I do agree if your the programmer trying to hide something in it - but if as a whole your group wants undocumented features then there isn't too much to worry about with weird bugs. Hot coffee was just stupid, they went to release it - someone said that's too inappopriate - remove it. And someone decided it would be a lot easier to disable it then to remove it entirely.


#5049110 Easter Eggs

Posted by MichaelNIII on 02 April 2013 - 03:43 AM

One easter egg can be hidden and non_crackable until somone finds it as long as you don't use ovbious things like calling the function by name and calling it "onfindeasteregg" or something else ovbious. It is insanely hard to find something if you don't know where to look for it. They could find them all though if they knew where one easter egg was and you implimented all your easter eggs in the same way. The only way I can see them being uncrackable is if your used a one way encryption on the data. Such as if you had to be at a certain XYZ for an egg to active, you could md5 the xyz and then check to see if they are at the right spot every move. But that also produces a lot of worthless overhead.


#5048189 Lack of creativity in so many games - endless killing

Posted by MichaelNIII on 29 March 2013 - 06:42 PM

How has no one mentioned the hitman series as afairly good example as to what I believe you are talking about? It is however pretty complex and often involves either reading the answers online or getting lucky in order to find out the possible ways to win a level without getting detected at all.


#5047499 How to create a more efficient Health System for my character

Posted by MichaelNIII on 27 March 2013 - 10:02 PM

You need to increase the x value for the hearts location for each heart, equal to the width of the heart image. This method will work well until the amount of hearts you have is greater then the width of the screen.


#5047408 How to find visible tiles using a perspective projection?

Posted by MichaelNIII on 27 March 2013 - 04:40 PM

Soo... based on your height above the field, and your fov's - calculate how many rows and colums are visible. That would be... I believe one possible answer to be (height/tan(fovx/2))*2 based on soacahtoa. Is that a less hackish answer?


#5045001 skyline mapping

Posted by MichaelNIII on 20 March 2013 - 03:00 PM

You are right there, rendering of a few dozen rectangular prisms wouldn't be hard, it also would be better to use billboard sprites for super far off objects if I was going to do that - however the main difference for this that I am going for would be persay you where on a cliff side - and there was an island 2 miles away. Now that is much too far to render everything, so a lot of games wouldn't render it - and would add fog to cover up that the scene ends. However this isn't realalistic because fog doesn't exist everywhere. Also far off mountains can appear smooth and ovbiously made of a lowed polygon mesh. I will be using decreased polygon meshes as normal games do as well, however they also have a lot of issues with things like trees on a mountainside, and other high detail items. I intend on my skydome having a sky layer, a cloud layer, a sun/moon layer, and a skyline layer. Time is not an issue for me for I am making the game I want to play - not trying to get rich.




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