1. Past hour
2. ## run attack

dodge run attack https://youtu.be/9HZ1q4EGWWI
3. Today
4. ## [Play My Game] Rise of Ages 0.9d

Hey Folks!!! We have a great news for you, we just released a Demo that is our last version of the game before the Early Access on Steam! This is Version 0.9d. The game had several modifications, We hope you like it! Download Link: http://playriseofages.com/demo-0-9d/
5. ## Constraining rotation to a single axis

This line already gives the angle, so no need to calculate magnitude later. But that's just an optimization. Pretty sure the NaN happens here if angle is zero: So you would need to return identity quaternion if angle is close to zero before that.
6. Yesterday

8. ## Constraining rotation to a single axis

Thanks for your reply! Your solution seems to be working but i'm having some problems to implement it. Sometimes (depending on the axis/angle of the user input) the final quaternion has some NaN components. Here's my code (MyVector class is similar to Vector3, and MyQuaternion similar to Unity quaternion): public MyQuaternion ConstrainedRotate(float userX, float userY, float userZ, float userAngle, float axisX, float axisY, float axisZ) { MyVector controllerAxis = new MyVector(userX, userY, userZ); MyVector rv = new MyVector(controllerAxis._x * userAngle, controllerAxis._y * userAngle, controllerAxis._z * userAngle); MyVector constraintAxis = new MyVector(axisX, axisY, axisZ); constraintAxis.Normalize(); float dprod = constraintAxis.Dot(constraintAxis, rv); MyVector constrained_rv = new MyVector(constraintAxis._x*dprod, constraintAxis._y*dprod, constraintAxis._z*dprod); float angle = constrained_rv.Magnitude(); //Vector3.length() MyVector axis = new MyVector(constrained_rv._x / angle, constrained_rv._y / angle, constrained_rv._z / angle); MyQuaternion quat = new MyQuaternion(axis, angle); return quat; }

10. ## asCContext::CallScriptFunction called with null

Fixed in revision 2569. Regards, Andreas
11. ## Lets make a video game! - Project 16x16

Wouldn't let me send you a request on Discord for some reason, so I'll leave mine: LetMeDoStuff#5728 I'd be happy to throw in some ideas when there's more info, but we can discuss that in Discord anyway
12. ## [All Skills May Apply] [Paid] Looking for experienced developers

Major update to the post format, bumping!
13. ## Totally new to this and having a hard time

This was me, wrong google account. That’s embarrassing
14. ## Actual logical code theory resources

Surprised no one has mentioned the freely available Game Programming Patterns yet - it may be a bit on the advanced side based on your description, but it's a great resource. Amit Patel's Introduction to A* and Implementation of A* pages provide good very visual explanations of that algirithm. Is that the sort of thing you're looking for?
15. ## Totally new to this and having a hard time

Thank you guys for your advice, I have tried both unity and unreal, and I think unreal is going to be my best bet. I guess I am just going to have to start smaller, which is good advice in itself.
16. ## Lets make a video game! - Project 16x16

You can contact me on Discord for more details on the audio style, my username is : Stephcraft#9845 You can also contact me on Discord, I'd be glad to work with you. Also you can write your story idea in the folder named idea of the GitHub repository in the file of your choice : .txt .md .docx etc...

18. ## Audio for an abstract motorbike racing game

Hiya, I have some cool idea for background music as well as sound effects for the video. I have been making electronic music for over half my life, but lately have been wanting to branch out into game sound design, and learn more about that world. For example, I can come up with sounds for an electric engine, and provide a range of upcycle, downcycle, break, accelerate etc noises, which I assume could then be implemented into the engine to trigger when appropriate? I'm curious how that is done smoothly, although I do know there are various ways, not all of them are on the programmers' side. I'm here to watch and learn as much as participate. I am still working on a website and portfolio; but you can hear my music on soundcloud as /phytophile, /neuroqueer, and most recently /xerophyte. I have 18+ years electronic music experience, and nearly my whole life with theory and rhythm, feel free to DM me if you want to discuss anything further, and at this point I'm just looking to get involved more than I am looking to get paid. Your game looks like it would be a lot of fun to make SFX and/or music for, even if just a couple contributions. Regards, Xerophyte Greetings; I am interested as an electronic musician looking to get into sound design how these programs work between the audio and the game engine - does development have to be done simultaneously, or can they be used on the programmers end to further integrate and smooth the sound in-game? I primarily use Cubase as a sequencer, and would like to save for Nuendo which has scripting and game-related integrations built in, but I am not quite at that stage yet. If you could point me towards some resources I would greatly appreciate it. I understand the idea of adaptive audio, and how to create certain types, but as I am not a programmer that is about where my practical understanding stops. Anyway thanks for the time if you get a chance.
19. ## Advice My Math Disability and Learning Calculus for Procedural Generation and Artificial Intelligence

I have a diagnosed math disability and I really struggled with PreCalculus this semester. I know I won't be doing much with Calculus as software engineer because I don't want to be involved professionally with a game company. I think I have the ability to pass the course, but it takes me a very long time to study and resultingly leaves me very little time to study for my other classes. This makes it very difficult for me to keep up my GPA. I tend to only get "passing" grades in Math subjects regardless. Also, I have to attend full-time because of the requirements for the Financial Aid I need to have to pay for college. Computer Science majors need to attend both Calculus 1 and Calculus 2. The Computer Science Department in my college doesn't allow us to make our own custom degrees. However, I do want to continue making games as a hobby. I want to be able to learn how to do fairly "fancy" things like create procedurally-generated worlds, and I want to have at least some ability to create AI for monsters and such. My question is, knowing this, should I see if I can get a waiver for Calculus 1 and 2?
20. ## Looking to start a team

I just joined these forums looking around for small projects to contribute to, as I build up an audio engineering and sound design portfolio (I have been working with all kinds of synthesis, audio sampling/editing, engineering and mixing for my own music production for about 18 years, and am looking to branch out). Not necessarily looking for paid work at the moment, so that is just fine; more to get a taste for what it is like to work-to-order, work with a team, etc. Could also do some scoring, timing to video, maybe foley stuff and the like.
21. ## Constraining rotation to a single axis

One way to do it: If the user input is a quaternion, convert it to axis and angle. Convert axis and angle to a rotation vector: vec3 rv = axis * angle Project this vector to your constraint axis unit vector: vec3 constrained_rv = constraintAxis * constraintAxis.Dot(rv); Then convert result back to axis / angle: float angle = constrained_rv.Length(); vec3 axis = constrained_rv / angle; Then convert to quat or matrix or whatever you need: quat q; q.FromaxisAndAngle(axis, angle); So that's quite simple. I assume everything is given in global space, otherwise perform the operations in the local space of the joint for example. Ask if there's something unclear...
22. ## [Rev-Share] Looking to build an indie game dev team - Really A Studio

I would like to be part of the team but am not fond of Discord. I understand it would be hard to communicate with the team if not using Discord but I'm willing to communicate here or by e-mail. It gives me the same "stay away" gut feeling Facebook did and I didn't join in that craze, so as far as I'm concerned I'm batting 1000 there and not trying to ruin my streak. I have worked in call centers and have been complemented on my voice as well and would like to try voice acting, this seems like a good place to get my foot in the door and get started on a portfolio. Aside from that if you'd be willing to work with someone not using Discord I can offer my assistance with 2d art, textures and game design. I understand 3d modeling and textures although I haven't worked in 3d since the mid 00's in high school, but they did save my blocky house that I made there as an example of what you could do with the software to show classes for a few years after so I understand the concepts. I have the newest version of Unity and am able to navigate it, I just haven't used it too much because I am a complete novice at code and GMS is friendlier to code illiterate people and you can edit the scripts in the software. The work I have saved on this computer and can show is admittedly very cartoony although that is the look I've been trying to work on and polish but I am more than willing to try my hand at more realistic looking things, I think textures would be a good place to start. I can also help with GUI, fonts, logos, etc.
23. ## Totally new to this and having a hard time

What are you currently using for this project? It sounds like you have something already. Are you doing this in 2d or in 3d? From what I found out about Inform, it seems like it's not using its own language. So just based on what you've written, some starting points for you will be: 1): If you haven't selected what you will build this project with, you need to do that first. You'll need a 2d/3d game engine, depending on what you're building. Some popular engines are Unreal and Unity3d. Beyond a point it won't matter what you pick, so long as you feel comfortable with it. 2): Once you've selected an engine, you'll need to learn how to program in the language the engine uses. You'll then need to learn how to build basic things in that engine. Some people start with basic games like pong in 2d. With some engines, even getting a basic FPS type first person view camera and character controller can be quick as well (Unity3d does this really easily, and I'm sure Unreal has something similar) 3): Now comes the fun part. Break your project into smaller pieces that you can solve. The visuals would be one part, i.e. designing assets etc (or buying, if you don't want to spend time making 2d/3d assets). Controls could be another piece. Stats could be another. View your project as a series of smaller tasks and you'll find it makes much more sense to start building it that way. And remember: Rome wasn't built in a day. Take your time, and don't expect wonders in one day, keep building up to your project, and one day you'll look back and realize how much you've accomplished. Hope this helps, and good luck!
24. ## The Faster You Unlearn OOP, The Better For You And Your Software

I've spent the last two years programming in Assembly and C for retro computers such as the ZX Spectrum and Megadrive, and OOP just did not make sense there at all. One quickly learns - the hard way - that memory is a rare commodity and processing power is almost limited to addition and subtraction, with multiplication and division coming in at a very high premium... Your program and its functions( or in an object's case "methods" ) need to be split into data preparation and processing, in a top-to-bottom fashion. Calling even a single function can sometimes bring the program to its knees in terms of performance - local variables and passing data are not free-of-charge where memory is concerned. And code...boy it takes far more code to do even the simplist of things... Returning to OOP is like Marty McFly returning to 1985 - we have an abundance of processing power and memory, and boy are you glad to have kickass sound and graphics hardware to match! We missed you 3D soooo much! But because we visited the past, we now understand how sloppy we have been with OOP in the present - treating objects like primatives, and creating them on the fly during method calls that are being called during a game loop... I can say this with 100% confidence; if you spend time learning a structured language( C for arguments sake ) on limited hardware, alongside your OOP, then you will not go wrong with OOP. For giggles, I was interrogated as to why I was using C instead of Assembly for ZX Spectrum programs. It was very much like how this thread has played out!
25. ## What's is the best story game you've played?

A game I think deserves an honorable mention here is Tactics Ogre: Let Us Cling Together. Basically it's like Game of Thrones without the gratuitous sex scenes but it came out about a decade prior to the first book and I have a sneaking suspicion George R.R. Martin played this game at some point in the 90's. The story is based loosely on the Yugoslav wars and the music of Queen and the game play is solid. The same team changed the story to be more War of the Roses/Crusades themed and polished the game play a bit to make the game's spiritual squeal, Final Fantasy Tactics which is also a great game, but in my opinion Tactics Ogre is better, and the SNES/PSX version is better than the PSP re-release, the dialogue feels more natural and less like they are going for the faux-medieval feel. There really are questions about right and wrong and the paths of "lawful" and "chaotic" aren't really just place holders for "good" and "evil" but an examination on what extent states should go to when fighting one another and even where the moral line is when states fight non-state entities. It's really deep for a game that came out in 1995 but it manages to not be preachy, it just is what it is. Everyone has the potential to be a monster in this game It's one of the first games to give an actual branching story although it is somewhat limited and leads to the same end boss there are different actions you can take that will give different endings. I am going to avoid spoilers just in case anyone wants to play the game themselves but I will leave a link to one of the multiple ending scenes. It's a clip of the PSP version but it still holds up. Just in case the link doesn't work the scene starts at 15:00. I think this is how GoT is going to end at which point my theory will be confirmed.
26. ## Actual logical code theory resources

oops, sorry, got bugged by my phone

28. ## Question about C# Constructor Arguments

thanks... you have been very helpful

30. ## How to pass an iterable of any type as a function parameter?

Not all collections can be modified, and only some iterators are suitable for insertion. The standard library provides iterator types like insert_iterator and output iterators, which are being revised somewhat in C++20. There is also an inserter template you can use, with common adapters like front_inserter and back_inserter. With your container objects a and b, you could use std::copy( b.begin(), b.end(), std::back_inserter(a)); That will copy all the items in b onto the back of a. To test that out: { std::vector<int> a = { 1, 2, 3 }; std::vector<int> b = { 4, 5, 6 }; // Copy all the items in b onto the back of a std::copy( b.begin(), b.end(), std::back_inserter(a)); for(int x : a) { std::cout << x << std::endl; } } Output is all six values.
31. ## Totally new to this and having a hard time

One thing that's always been true for me, no matter complexity of the project or my current mood, is that if a thing seems to big for me to point I don't even know where to start, that means I have to break it into smaller pieces. Design documents help with this, which is why it's commonly suggested. For more specific advice, I'd need more specific information. It sounds like you're going to be making a pretty big leap in complexity from interactive fiction to simulating a magic system while taking into account stats and personality traits. For something like this, a good way to keep motivation and to find better starting places, is to break the whole game up into a little portions like: a spell casting game, then add in a character with stats, then add in going to classes... etc. Taking on something like that as a whole is like staring up at a 2000' cliff and it's extremely daunting. But finding a way up by using 20' cliffs is manageable. Are you going to be using a third party engine or starting completely from scratch? I recommend third party engines, and the best suited one will depend on the project. I prefer UE4, but Unity3D is awesome as well. There are other good ones if you're doing a 2D game.
32. ## Constraining rotation to a single axis

Hello fellow gamedevs, I need some help with a problem that i can't solve... In my project I have an object that acts as a controller for a robot (the robot is a diferent game object). The user can choose how to rotate this controller (introducing an axis and an angle) and the joints of the robot mirror the controller rotation. The problem is that I want to constrain this given rotation (the axis and the angle that the user chooses on the UI) to make the robot joint move along one single axis (for example, the joint can only rotate around its vertical axis). The only restriction I have in this project is not to use the default Unity vector3/quaternion class, so i'm building my own vector & quaternion class and I need to know how to mathematically solve the problem i've posted. Any kind of help would be gladly appreciated! Thanks!
33. ## License for a Game Engine?

I get that impression based on the problems he had with each of the licenses and the questions he had: Combined, those statements lead me to believe his big fear is that someone will take his published work, improve on it, and leave him in the dust. With open source software, all the licenses not only permit that type of thing, but for some it is explicitly an incentive to continue producing the best possible code. The Free Software Foundation has four "freedom" goals with the GPL and other licenses, and this ability comes with the fourth Freedom. That is, anybody anywhere can can create a derived product, including marketing that product and charging a distribution fee for that product. They can do it without notifying you of their changes, nor incorporating their changes back into yours. The fourth freedom means somebody else can start with the same product, add features and modify features, and supplant the original creator as the leader for the product.
34. ## The Faster You Unlearn OOP, The Better For You And Your Software

I agree, with both sentiments. When working in a group or working on a project that has to be maintainable for the unforeseeable future, the whole project should follow a consistent methodology. Bad code is bad code though. Trying to go through poorly written OO code is just as difficult as going through a different poorly written methodology. It all boils down to trying to read the mind of another programmer. That's why documentation is so important, even in OO coding. I'd take a logically structured, consistent, well documented code base that doesn't even meet my ideal conventions any day over a mediocre OO code base. Maybe the reason why some programmers are less inclined towards OOP is that they lean towards a more free-flowing mind and a less structured mind (while others are the reverse)? I've been sent to places to fix someone else's software too so I do understand where the resentment and frustration comes from, but I haven't seen enough examples to say that OOP is clearly better than any other methodology. I've seen chaotic, bloated OO code and equally confusing non-OO code. Bad code is bad code... and good code is good code, no matter what methodology it employs. I suppose when the software industry matures to the point of, say, the housing industry, we'd have "building code" requirements. It might happen one day, but there are so many different languages and coding environments that we're still in the wild west of software development, I feel. Anyway, I'm not an opponent of OOP. I think it's a great methodology. It's easy to build bloat and overly complex dependencies, but when followed rigorously and thoughtfully, it's beautiful... I mean, it's well engineered and maintainable! Sorry, "beautiful" is one of those artsy-fartsy words that "you know who" tend to use. 😉

36. ## Question about C# Constructor Arguments

The constructor can't take 'var' (var is only allowed for local variables). The new[] {...} determines its type from the values inside the { }. In this case since 10 20 and 30 are int literals, the array will be an int[]. This might be a problem in your byte[] case since I don't believe there is a byte literal syntax yet.
37. ## The Faster You Unlearn OOP, The Better For You And Your Software

I started learning OO development ages ago from a Pascal and C background, still in Uni, because I felt my code was disorganized and hard to maintain and there must be a better way to do it. I was but a hobbyist back then, doing small projects (tiny even, if compared to many of the things I did later), but there was already enough frustration that I felt compelled to learn a different style of programming. Even for a one-person hobbyist it's still worth it because it really cuts down on complexity of the whole code allowing a single person to tackle far more complex projects and significantly reduces the things a coder needs to remember (or look up later if forgotten) thus reducing forgetfulness bugs as well as time wasted having to rediscover, from the code, shit one did some months before. I strongly recommend you get the original "Design Patterns" book from the gang of four (not the most recent fashion-following me-too patterns books) and read the first 70 pages (you can ignore the actual patterns if you want). It is quite the intro to the Object Oriented Design Principles and, already 20 years ago, it addressed things like balancing the use of polymorphism with that of delegation.

39. ## The Faster You Unlearn OOP, The Better For You And Your Software

In Archer Voice: You Want to have Spaghetti Code? Cuz that's how you get spaghetti code
40. ## Actual logical code theory resources

Flowchart for Terathon's Tombstone engine: http://tombstoneengine.com/architecture.php
41. ## Totally new to this and having a hard time

So my only coding experience is with writing Interactive Fiction games with Inform, so I get the logic and stuff, but, I'm so used to starting with a program with libraries and assets already built in, that I have no idea how to build something from scratch. I'm would like to make this simulation game where the player is a student in a [magic] school, and I've got stats for the students, their personality types, and ideas on how that should effect their performance in class, and experience rates, and all this data in a google spreadsheet, but I have NO idea how to start creating this game on a code level. So, I'm just struggling on finding out how to get started. Can anybody give me some advice?
42. ## Lets make a video game! - Project 16x16

I've been studying audio for the past 3.5 years, and specifically game audio the past year and a half and would be super up for making some sound effects for this!
43. ## The Faster You Unlearn OOP, The Better For You And Your Software

Dangerous article. Of course everyone is free to state his/her opinions but I feel like the cost of code maintainance is not taken in consideration at all. As far as I am concerned encapsulation is awesome... and I'm using Verilog those days! Proper code engineering is difficult. I've seen more than a company dominate the competitors thanks to well engineered codebase and more than one company biting the dust under the weight of unmaintaneable code bases.
44. ## Unity Level Designer needed ASAP

Hi sorry for the late reply, you can contact me through nathancook53@gmail.com or if you can give me your email I will invite you to the unity collab and you can pull the project
45. ## Automating the Game

We know that dispatching the same trains again and again in a loop improves your memory. After a while you exactly know where this train is heading without even clicking on it. We also know that this improving of your memory causes a boredom. That’s where an automation can shine! Four of five dispatchers approve. The automation will be a critical part of the game. We want the player to gradually expand from the starting stations towards the other edges of the game plan. But this move is not possible when she has to dispatch same trains over and over. She may need to return after some time to further improve the operations but not to do the basics things again and again. Read more on our blog: https://railroute.bitrich.info/2018/12/10/automating-the-game/
46. ## Diligent Engine - A Modern Cross-Platform Low-Level Graphics Library

Release v2.4 is out with explicit resource state transition control, better multi-threading safety and many improvements to the API. Explicit state transitions is the major improvement that gives applications direct control of how state transitions must be handled by every draw command. There are two modes: automatic, where the engine keeps track of resource states and performs all required transitions, and manual, where the application takes control of state management. The second mode is most important in multi-threaded rendering scenarios. Check out the new release on GitHub.
47. ## The Faster You Unlearn OOP, The Better For You And Your Software

It's all relevant if you're programming. These principles aren't some way to brow beat people into line or for gate keeping (though there are people that do do things like that with them), the OOP principles really do help you to efficiently write code that is easier to maintain and plays well with others. No one starts off with this stuff already, it takes time and experience to get things going well. As a hobbyist, read up on it, take it in a little at a time. Every once in a while (like every year or two), review the principles again. Each time you do you will learn a little more because you'll be a little higher up the mountain.
48. ## The Faster You Unlearn OOP, The Better For You And Your Software

So, as a hobbyist, with minimal formal training in C++ or object oriented programming, how relevant is this stuff to me? Feels like just a lot of discussion waaaaay above my head rn :).
49. ## Angular velocity and water physics

Sounds a good solution, thanks! Also the magic number to be applied might need to vary with the size of the boat, I'll have to test it out.. and I could turn off the righting if the boat has capsized.
50. ## C++ How to pass an iterable of any type as a function parameter?

Hello, I have a 'join'-function that joins an array's elements to a string. This is what I want: vector<int> a = {1,2,3} array<int, 3> b = {1,2,3} cout << join(a) << endl; // "1, 2, 3" cout << join(b) << endl; // "1, 2, 3" So I'm trying to declare the function this way: template <typename T, typename C> string join(const C<const T> &arr, const string &delimiter = ", "){ ... } But without any success. I understand, that I could declare it this way: template <typename T> string join(T &arr){ ... } or this way: template <typename Iter> string join(Iter &begin, Iter &end){ ... } But I just wonder, is it possible to implement it like: template <typename T, typename Collection> string join(const Collection<const T> &data){ ... } Thank you!
51. ## Angular velocity and water physics

Yes, because the boat is more longer than wide, the clipped volume center can move forth and back more than sideways, so the torque can be larger accordingly. You could multiply the sideways dimension of your angular velocity in local ship space by 3 to fake this.
52. ## The Faster You Unlearn OOP, The Better For You And Your Software

Damn, good luck trying to take down OOP. There are plenty of bad examples of everything, but the tough thing to do is to take the principles as they are meant to be followed and address those directly. In this way you're attacking not just the best examples, you are addressing the ideal. Addressing only the bad examples or if we're being generous, what you find to be the common examples, is like playing your ideal team against the bench warmers and injured players of the other. Which is what it looks like you're doing here. If you follow SOLID, GRASP and the very common KISS principle, then none of the problems you listed as inherent to OOP (I think you are incorrect in doing so), are problems for OOP. I recommend following principles to about 90-95% because that's about the peak balance between development time and the benefits of the principle.
53. ## [Ogre] change colors of certain edges in wire mesh

I know very little about Ogre, but typically you'd use vertex colors for this, with vertex positions (and other attributes if necessary) duplicated as needed to facilitate differently colored edges. If Ogre is anything like other rendering engines, I'd assume you can create custom meshes with arbitrary data and vertex formats. You said you're feeding the renderer vertex and index buffers, so presumably there's a way to incorporate color attributes as well.

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