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studentTeacher

Member Since 27 Feb 2013
Offline Last Active Apr 20 2015 04:20 PM

Topics I've Started

Javascript/C++ Combo Questions (Networking/Tools)

21 January 2015 - 12:14 AM

Hello,

 

Currently, I've been looking forward to making a wide range of related tools for my game engine (written in C++, scripted in Javascript). I've even looked at going to the point of having a browser-based game, but for now I want to keep the engine working as-is. Recently the tools I'm looking to develop require HTTP requests from a browser to be handled by a webserver embedded into the engine, allowing for developers to do a variety of things: snoop, change variables, check game flow, etc. I'm already planning on using Javascript as a scripting language, especially with SpiderMonkey's IonMonkey doing JIT compiling and such.

 

I've had a hard time getting myself getting this webserver working in C++ -- and frankly, JavaScript seems to have so many better solutions to getting a lightweight webserver to work (e.g. Node.js and Socket.io) that I find myself wondering if I should just implement this portion in javascript. I can combine this "scripted" portion (regardless of how important this tool is, and how embedded it will be with the engine's data and core, the engine is still C++ in its overall core I guess) with the engine and some browser tools. Before I take this step, I wanted to get some advice, or see if I'm missing something in the bigger picture of things. 

 

Does this sound like a good idea? Am I missing something, or totally off course? I'm looking for suggestions, questions, and corrections. Please help me out!

 

P.S. I'm not sure if this is the right forum to place it in; I was between different forums and decided to place it here for general-purposes sake....

 

Best,

ST


Rendering Transparency with only One Color.

05 January 2015 - 12:12 AM

Hello!

 

I'm creating a voxel engine, and I'm currently working on transparency. I was previously going to have many different colors and levels of transparency, but my artistic style for the game doesn't really fit with it. Instead, I'll only have Water be transparent, and all else (windows, etc) will be opaque or completely transparent. 

 

I can go with order-independent transparency rendering, or sort the triangles. My question is this: is there a shortcut, since I've drastically reduced the rules that apply to this? All water will be the same color, and will have the same texture. I'm curious if there's any easier way to handle it....? What algorithms, or OpenGL/DirectX/Shader way is there to deal with this simplification....?

 

Best,

ST


Working with A* in a 3D voxel world

29 January 2014 - 06:56 PM

In my voxel game, I'm looking at making NPC's use A* to path-find. I've got a couple parts of this I'm having trouble figuring out/implementing. Mainly, I'm having difficulty when it gets to two different (but possibly occurring together) scenario's:

  1. There are a ton of NPC's trying to path-find, and
  2. There's a large distance to path-find to.

I'm not sure how to choose between multi-threading, using multiple frames, or exactly how to implement this. Any suggestions, paper's, books, websites, etc?

 

Thanks,

ST


Class System in RTS RPG

14 January 2014 - 09:05 PM

Hey Everyone! Just thought I'd get some help tackling an idea I have for a class system in my game. Right now, I'm working on an RTS RPG Sandbox game, where you have a few MAIN NPC's you can control and you need to help them survive (a la dwarf fortress). You are doing more than surviving though; you will be building a civilization! When making a civilization, the decisions you make with passing clans and the nearby towns/cities can also cause fights. All the control the player has over building, gathering resources, fighting, etc. will be an RTS style gameplay.

 

The part I'm having trouble with is I'd like to have classes. I want the player to see how their MAIN NPC's are doing work (each have roughly the same stats, but randomized a little bit), and make choices for turning some into farmers, some into hunters, some into builders, etc. From there, as you make decisions on how to live (eat meat or just vegetables? Build with stone or metal? etc) then your MAIN NPC's can cover a class hierarchy tree.

 

An example of this would be a hunter. A hunter, possibly necessary in the beginning of the game for people who don't want to be vegetarians, would hunt for food (could also be a forager, for veggies and fruits!). You'll want an NPC with higher confidence and strength performing this job. Now as this hunter progresses, you can have him turn into a corporal, for following a military arc (a way to build your army, starting small), a herder (building up livestock), or beast-hunter (on track to be a hero or heroine). Different traits and different quests could be ways of making these decisions for furthering the class hierarchies.

 

Here's my big question: how do I (or should I) implement a system where these decisions actually have an impact on the player's experience in the game? What if the player doesn't want to farm? There's two constraints to this: I only want the 6-12 NPC's that you start with to have classes (if you have a better idea, please enlighten mehappy.png ), and I want to make sure the player can build, craft, breed and farm, fight, explore, quest, and admire everything in the game. How would you all see something like this coming together?

 

As a (possibly big) note, I'm currently pondering the idea of using the 6-12 NPC's as the "interface" of that trade; by that I mean that you have much more control over the style, gameplay, and design of those trades. You'd use these 6-12 NPC's to interface with these particular trades. An example would be if you have an NPC for breeding and plants and another in Science or Genetics, you can use those two to create faster/healthier animals, more nourishing crops, etc. If you don't have NPC's in that department, then it's up to randomness and currency to get you those things; common worker NPC's will do the breeding and science (a nearby town, someone you "hire"...) and you use a quick scheme of buying what you want in order to get those items....you don't have to delve into that aspect of gameplay as deeply as someone who has main NPC's with that trade. I hope this makes sense....

 

I'm looking for ideas and suggestions, as well as opinions. I know it's an ambitious idea! I hope I can get some help ironing out some of the class purpose ideas to get this working rather than scrapping it...I really like the idea I just need to tie up the loose ends!

 

Thanks,

-ST


Curious RTS/Sandbox strategy Idea

11 December 2013 - 04:58 PM

So I've been mulling over a few things in my games design lately......and I'm looking for some opinions and suggestions smile.png

 

So far, I'm looking at a game core like dwarf fortress, where you have a few NPC's to control and you need to help them survive. I'm adding a civilization-type building core to this, where you have the freedom to build and design your civilization you want to build. There'll be a few different game modes:

  1. Regular Gameplay: The "player" is not physically a part of the game (like dwarf fortress); you control the NPC's by delegating tasks to them and they'll complete them. You can watch what they are doing, command them to do different tasks, and control traits and other such "RPGish" elements that would apply to how effective NPC's are at certain role-playing tasks (if I even want to segregate tasks to particular skilled NPCs.....)
  2. Blueprint Mode: You are creating the buildings you want to add to the city; this is done in blueprint mode. This also allows you to delegate and count sources needed for certain projects so you can prepare for projects that will eventually be going on. I'm hoping that buildings can also have simple structural analysis techniques to allow for no "floating" or "unsupported" sections. Since this is done in a blueprinting mode, when nothing but planning is going on, I think there could be enough time per frame to do some simple simulation (not entirely accurate, but simple enough to seem closer to reality).
  3. Civilian Mode: You can actually play as a civilian NPC for a while. This is useful for exploration and immersion, and also allows you to walk through the cities you create. This can also do certain things for NPC traits -- leading them into battle gains respect for you, for example.
  4. Other modes??

For the RTS part of the game, there'll be small clans and foraging hordes that lie about the land. Things can be done to persuade them to join you, but things you do may also turn them into enemies. I want a sort of Civilizations type RTS battle system going on, where you delegate your forces to doing particular jobs -- creating armour, firing catapults, ripping open the front gate to an enemy's castle, etc.

 

What do you all think? I'm just looking for some thoughts and suggestions because I don't know how new/overused these ideas could be. I'm not even sure what my "own twist" or specialty might be with this game...but I know I want to make it my own. If you have any questions (I can't possibly have answered all questions about these mechanics in this post!) don't hesitate to ask so I can clarify smile.png

 

Thanks!

-ST


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