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joew

Member Since 16 Feb 2000
Offline Last Active Yesterday, 07:04 PM

Posts I've Made

In Topic: What Are You Working On

21 March 2015 - 11:18 PM

I'm currently working on a turn-based tactics RPG named Empyrios: Prophecy of Flame.

 

Written in C with GL/GLES render systems, and using a few libs such as Rampant Pixels foundation and Sean Barrett's stb_image

 

empyrios_ss14.jpg

 

empyrios_screen_06.jpg

 

empyrios_ss02.jpg

 

empyrios_ss13.jpg

 

More info and screens on my company site or @Creoterra and @JoeCreoterra

 


In Topic: This place used to be so fun...

16 March 2015 - 10:07 PM

nes8bit wub.png


In Topic: Disassociate mouse with its position

15 February 2015 - 04:02 PM


Someone can correct me if I'm wrong, but I believe that DirectInput is depreciated. It's been a LONG time, so I may be thinking of something else.

Yes DirectInput is actually deprecated as it really was just another layer sitting on top of RawInput, so you would definitely not want to go that way.


In Topic: Why mmo companies does not use cloth physics and many physics in general?

30 January 2015 - 09:59 PM

Single player games, and most other multiplayer games, are quite deterministic in regards to how many entities can be in your area of interest and needing physics stepped, while on the other hand when you are looking at an MMO type game it is generally non deterministic as to how many actors can be in your area of interest... maybe 1, maybe 5, maybe 50, maybe 100. 

 

So even though the cloth simulation would be run on the client side as purely cosmetic, you now have to account for how many instances are you going to run/step and if you are outside of that what are you going to do? If you only process cloth physics for N of the closest and replace the others with some type of static mesh or anim how is that going to look? Also what is the transition going to look like if the N closest are constantly changing (i.e. a large group meeting) and you have to swap between cloth physics and whatever your stand-in technique is... or are you just going to grind out processing of all entities regardless of the milliseconds needed? So it won't always be a technical decision either as it may technically work properly but on the flip side it could look really bad and/or hamper performance/frame rate therefore the game is better off without it.

 

Regarding physics that actually matter to gameplay that is really a separate topic in comparison to "fluff" physics.


In Topic: I'm A Programmer, Not An Artist

29 July 2014 - 09:29 PM

You mentioned that you are using Unity, you should check out the asset store as there is actually a ton of free content that you could use to start building out your game.


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