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    1. Past hour
    2. alvaro

      Enemy comunication

      [EDIT: On second though, my "alternative" below is very similar to what Dave Roberts proposed.] An alternative is to have a container of all the positions already assigned. When a shooter is picking a position to attack the player, give a penalty for picking a position too close to one already in the container. This can be made into a hard constraint, and that way you can limit the number of shooters attacking the player at a given time. If you do this cleverly, they will spread out to attack the player, perhaps even using pathfinding to a different door from which to flank the player, and when a shooter dies another one will take its place. These things could make their behavior more engaging, for very little effort on your part. Many years ago I saw a description of the AI in some game that closely matched what I just described (probably in Game Developer Magazine), but I can't remember the name of the game. Anyone?
    3. gustavo rincones

      C++ 3 quick ways to calculate the square root in c++

      Very good information and also useful in its entirety. he is right, the "static" member avoids the continuous creation of the union but also completely limits the function. On the other hand, I like being able to see a function written in c ++ on how to calculate the square root in a more efficient way as you just described. I would really like to see her please
    4. Marscaleb

      Character Designs

      Hello folks, I was hoping I could get some feedback on some character designs I've been working on for a game I'm making. This is for a 2D platformer with a cartoony design. I'm making three playable characters. I'm looking for any feedback at all on these designs; let me know what you think. Be honest; you don't need to sugar-coat anything. Also I have a couple different versions I've sketched out and I'd like to see which ones people like the best. One of the designs I'm implementing is that when the player has one hit left, part of their attire get blown off. (Like in Ghosts n' goblins, when you lose your armor.) The design on the far left is the one that represents this "no armor" state. First of all, this is the mage. I'm pretty satisfied with his design so I never created different variations. But I'm still interested in feedback about his design if you have anything you want to say. Next up is the reaper. I was originally planning for her armored version to just be a generic cloak, but I've been thinking lately that I should have something more distinct; something more unique. So I drew some different sketches of some different ideas, and I'd really like to know which of these people like. And finally, the ranger. I just have a couple different variations on her outfit. With and without a pauldron, and a shoulder cape. And for context, here's a sample scene with some slightly older versions of these characters if you want to see what kind of visual environment they are designed for: https://imgur.com/cZ4oR6L Let me know what you think!
    5. Today
    6. SeanMiddleditch

      C++ 3 quick ways to calculate the square root in c++

      Nice write up of some classic tricks! I would strongly advise against using these today, though. These are all undefined behavior in C++. Type punning through a union is allowed in C but not allowed in C++. (For a historical note, SGI's/Carmack's original implementation didn't use a union and was also UB even in C.) The only way to safely do type punning in C++ today is to use std::memcpy. In the upcoming C++20 you'll also be able to use std::bit_cast, which is basically just a wrapper around memcpy, though hypothetically compilers will use intrinsics to optimize bit_cast more reliably than their existing memcpy substitution optimizations. Using a `static` makes these thread unsafe. If two threads both try to call these functions at the same time then bad things will happen. These are all slower and less accurate on all modern CPUs than just using the 20-year-old Intel rsqrtss instruction or the ARM NEON equivalent. This is both because a dedicated instruction is faster than a series of data-dependent instructions, and also because moving values between an SSE scalar register and a GPR integer register has unnecessary overhead. Keep your floats in SSE registers and use scalar SSE intrinsics, which the compiler will do for you for the most part. Unfortunately there is no rsqrt in either C or C++ to portably expose the behavior of the rsqrtss instruction or equivalents on non-Intel architectures, but writing one that selectively uses the correct intrinsics is easy enough.
    7. Hi, this is my first forum and I want to do it: quick way to calculate the square root in c ++ with floating data types. These types of functions are very useful to gain some CPU time, especially when used continuously. I will show you 3 similar functions and indicate the advantages and disadvantages of each of them. The last of these three functions was written by me. If you notice that the writing is a bit out of grammar, it is because I do not speak English and I am using a support tool. My native language is Spanish. Well, let's start: The First method is very famous was used in the video game quake III arena and you can find a reference in Wikipedia as: :https://en.wikipedia.org/wiki/Fast_inverse_square_root. The Function was optimized for improvements in computing times. float sqrt1(const float &n) { static union{int i; float f;} u; u.i = 0x5F375A86 - (*(int*)&n >> 1); return (int(3) - n * u.f * u.f) * n * u.f * 0.5f; } -Advantages: * When Root of 0 is calculated the function returns 0. * The convergence of the function is acceptable enough for games. * It generates very good times. * The Reciprocal of the root can be calculated by removing the second “n” from the third line. According to the property of: 1 / sqrt (n) * n = sqrt (n). -Disadvantages: * Convergence decreases when the root to be calculated is very large. The second method is not as famous as the first. But it does the same function calculate the root. float sqrt2(const float& n) { union {int i; float f;} u; u.i = 0x1FB5AD00 + (*(int*)&n >> 1); u.f = n / u.f + u.f; return n / u.f + u.f * 0.25f; } -Advantages: * The convergence of the function is high enough to be used in applications other than games. -Disadvantages: * Computing times are much larger. * The square root of “0” is a number very close to “0” but never “0”. * The division operation is the bottleneck in this function. because the division operation is more expensive than the other arithmetic operations of Arithmetic Logic Units (ALU). The third method takes certain characteristics of the two previous methods. float sqrt3(const float& n) { static union {int i; float f;} u; u.i = 0x2035AD0C + (*(int*)&n >> 1); return n / u.f + u.f * 0.25f; } Advantages: * The convergence of the function is greater than that of the first method. * Generates times equal to or greater than the first method. Disadvantages: * The square root of “0” is a number very close to “0” but never “0”. The 3 previous methods have something in common. They are based on the definition of the Newton-Raphson Method. according to the function of the square root > f (x) = x ^ 2 - s. well thanks to you for reading my forum. well thanks to you for reading my forum.
    8. Tom Sloper

      Discarding Ideas

      Make a decision grid. Include your gut feeling. Maybe the ideas don't all go well with a favorite theme; which ones do, which don't. What are the pros and cons of each idea. And what about your gut feeling, and how long will they take relative to one another, what do you have to learn to make this one versus that one? You can get a numerical score and you can turn that into priorities.
    9. Prototype

      OpenGL tic tac toe

      You probably want chars because that's what you will feed into glutBitmapCharacter. You only need 9 chars to store the board. In drawText, you draw all of them in a loop using the array index to calculate its position. Here's a handy formula for that: float x = left + (index % 3) * square_width; float y = top + (index / 3) * square_height; BTW You don't need push/popmatrix if you do not modify any matrices. Also try to make a habit of using variables/constants instead of hardcoded values.
    10. The asynchronous threading in Windows .NET is generally done by a thread pool, which uses an automatically managed number of threads. The .NET primitives are built on top of the Win32 primitives: OVERLAPPED I/O, GetQueuedIOCompletionStatus(), and CreateThreadpool(). Reading the documentation for how those work, may lead to some more insights about how the .NET implementation presumably works. Reading the open source implementation of .NET Core might also help. If you're using Mono, then all bets are off, because they appear to use more regular threads, rather than Windows-specific primitives, in their implementation.
    11. Tomato Head

      Discarding Ideas

      So what I understand from what you are saying is that SOMETIMES there is no way of knowning whether a idea is worhwhile unless you develop a little bit more. As you got more experience you probably learn to discard these faster, right? The problem I have is that there is more than one game I would like to make. All ideas seem viable and are at the same technical level. I would like to have some criteria to be able to discard the lesser ones or the at least prioritize (first A, then B, then C).
    12. A bit surprised that noone has been chatting about PAX 2019 that was on a couple of weeks ago. PAX features "PAX Rising" where indie developers can showcase their work to the public. There were 77 stands full of indie productions. You can see the production list here: https://aus.paxsite.com/rising I wrote up about my first visit to PAX and the indie games (and teams) that I really liked the most: http://alienabductionunit.com/pax-rising-2019.html
    13. Yesterday
    14. Servant of the Lord

      uint8 -> uint8_t alias?

      Thanks, that's precisely what I'm wanting. I don't know why I didn't think of typedefs.
    15. phil67rpg

      OpenGL tic tac toe

      I will work on this, thanks for all the good comments. should I use an integer array?
    16. ricvalerio

      Online RPG

      Follow me on the journey of creating an MMORPG. Along the way, I will share my experiences, implementation choices, techniques, decisions, tips and tricks, until the release.
    17. Dave Roberts

      Enemy comunication

      Create a combat manager / attacker manager that is associated with you player. It would create a list of distinct valid spots for your enemies to move to. When an enemy decides to attack it would first request a free space from manager object and register itself as the occupant of that spot. This way all your enemies can easily have co-ordinated attacking positions without needed to talk to each other.
    18. if ur still looking for people id love to join im starting to learn about game dev and i think a team projectw would be the tthing to really learn and benefit from
    19. i wasnt sure if age and location was relevant to the people u would prefer on ur team ive played around with unity cryengine unreal etc and know a lil C language but am decent in python i think people who are on the same skill level culd benefit in learning from one another did u have an engine in mind or have u built your own i feel i do really well with environment and level design but open to try new things
    20. Looks like we linked the wrong Direct X installer. Some users though are having issues similar via Steam though which only has a single Direct X installer. We link the downloads.
    21. emanubit

      PulseHazard

    22. Green_Baron

      Github and Viruses

      Oh, there are av toolkits in the debian repositories, no question and no need to revert to undocumented 3rd party software, however good its reputation may be. If i were partcularly eager i'd probably compile my own hardened stuff but that would mean i'd be off from my project for too long to learn the hows and whys, i already have procrastinated with side stuff far too much in the past months 😉 Side story: once they tried to feed a rootkit to me, with a unity linux alpha version. 1 GB (!) download and root privileges needed to install (eyebrows lifting). After installation i searched for suid and guid files et voila, a present from google called chrome sandbox or so. Nobody explains to me that a sandbox running with root rights raises the safety of a multi user os. Interestingly, the software would not start without that file being present and the suid bit set. I didn't bother with uninstalling, i made a coffee break and installed the os new. Since then i don't even install software that demands root rights. Too much coffee is detrimental to bodily health and all that. No end user software needs root rights on multi user os. Maybe on windows, idk ... colour me paranoid 🤪 😁 Edit: this is not a rant. Sorry if sounds like. Everything's fine 😎
    23. Some of these replies are odd. Several state how old they are and where they are from and half seem to subscribe just to post in this thread. Maybe people are being redirected from somewhere else to here?
    24. Some weeks ago I was asking how to fill a fixed byte[] array with values (floats, ints, etc). Now I need the opposite: I have to parse that array, received from the client, into values. Seems that BitConverter cant accept fixed byte[] as parameter, how can I convert it to something usable bit BitConverter?
    25. Greetings, Its almost 4 AM in here, i am foreigner who lives in south Korea, married and i have also a stable job. i live in Seoul, and i am looking for a serious group that willing to design and develop a game as a hobby. I am kinda dead serious about it. I made a game but its far form being finished, because lack of ideas and code lines. I am looking for group of friends who live in south Korea and are willing to sit down, have a coffee, discuss ideas, and start bringing these ideas to life. (Online, Offline, card or mobile) game. I am good with Unity3d, and a good painter and illustrator, furthermore experienced with WACOM tabs. Many games started from a garage by a small groups of developers, and now they reached the sky with their dreams and ideas. Please contact me or comment here, if your passion fall in this direction. Here is couple of screenshots of the project i am working on. called "chronicles of SORFIA"
    26. fleabay

      Github and Viruses

      Yes * 3. I highly recommend Kaspersky virus removal tool (not the full app). It doesn't integrate into your system, doesn't even install. You run it when you want to. I run it when my computer is acting slightly off or before sending programs I've made off into the world. I also run it before I run programs that I'm not sure about but I also use a sandbox. They make it difficult to find, here is a direct link to the download... https://usa.kaspersky.com/downloads/thank-you/free-virus-removal-tool
    27. Hey! what's up? I can I join? that was my dream since I started to program and get into game development, I gathered some people but they all lost interest. right now I'm pretty good and I would love to join and help you guys as a programmer! and also learn multiplayer and other stuff on the way! if you agree or not please contact me on discord: #1615Cringey Boy or Cringey Boy#1615, I don't remember how it's written
    28. PocketRoguesLead

      Mutiny Island

      Good afternoon, we want to bring to your attention the project of our friends:) You have been left to rot on Mutiny Island by your former first-mate. Learn the ways of the Arbor Ocean and devise a new plan to reclaim your ship, The Red Dawn, by any means necessary. Will you pillage the Ports, raid the Dungeons and plunder the Deepest Depths for loot and booty? Does visiting with the gals at the Maiden's Tale tickle yerr fancy? The Arbor Ocean is full of life, activity, and dilemmas to get lost in! Sharks, Royal Frigates, Enemy Pirates, Gigantic Kraken, and even Neptune himself might stand in your way. Game Features: -A completely open-world experience with full freedom from the start -Light survival elements and classic RPG feel -Dry and Wet Seasons -Randomly generated elements -Unique ways to interact with NPCs based on your characters stats -Starting Perks system -Three endings -Activites & minigames -Real-time ship-to-ship combat Steam Page
    29. I don't think msvcr90d.dll is included in that and I'm almost sure it's against the EULA to distribute it. Try building in release mode msvcr90d.dll is a debug file.
    30. fleabay

      Free HLSL Shader Tutorial Videos

      Thanks for making these available. I'm going through them now.
    31. im 22 from usa and would like to join ill send my email if needed im devoted if u were to put me on the team i can send my email if needed
    32. fleabay

      OpenGL tic tac toe

      Only missing that little hook at the end but this is great progress. Thumbs up.
    33. Looking for a 2D artist to make with me a top-down game with cool features, guns, spells, and powerups. I'm a programmer, and I already made the code for the guns, different spells, powerups and basic mechanics like shooting and moving and stuff like that. I just don't have any assets to use so I'm looking for 1-2 2D artists, can be a pixel artist or anything that you want. Compensation will be 50% for you and 50% for me if we are only 2 and will be different if we are gonna be a trio, you are not working for me (or volunteering) we are a team. The only thing that I control and you not is the money, but you can argue with me and I will probably give you the amount that you think that you deserve. It doesn't have a name yet, we will decide about the name together. You can create guns with no coding because of a system that I created so you will also be able to create content for the game, besides ideas and art. I really need an artist so if you are interested please contact me in discord: #1615Cringey Boy I will leave a video to see the game and also the build to try and actually play the game that I have right now. I don't have any art so it looks bad (; https://drive.google.com/drive/folders/1Na3JKPBYXuUpxtP-lBUO-hIl0xO1ujSj?usp=sharing < this is the build, just download the folder called "Dungeon" and in there press on Dungeon.exe to open the game. Controls: 1. Switch to the main gun 2. Switch to the secondary gun Mouse Left Click. Shoot (you also aim with the mouse) R. Reload the gun that you are holding. E. Use main spell (currently, fireball which explodes and deals damage. And you also aim that with the mouse) Q. Use secondary spell (currently, heal aura which heals you pretty fast. You don't need to aim) (In the video there is no restart but in the build, there will be a restart button when you die) Desktop 2019.10.21 - 20.55.18.02.mp4 Desktop 2019.10.21 - 20.55.18.02.mp4 )
    34. Lazy Fangs

      Unnamed Squirrel Game - TPS shooter project

      Sound, Music and 3D modeller slots filled. We still need riggers and animators
    35. Hi James, I enjoyed Crystal Cave! Nice mix and evolution. It would be great to hear a new, contrasting section to broaden your melody and give the song a bit more depth and length. Forest Demo is more of an underscore - which is okay. I also like how the two cues collaborate and work off each other. Overall, very nice! You definitely have some talent and skill happening! Keep exploring ideas and more production techniques. Thanks, Nate
    36. Prototype

      OpenGL tic tac toe

      You are making the same mistake again. You need to do all your drawing in one place and paint a complete screen. If you only draw something when you click the mouse, it gets lost on the next update. So you basically want to store your naughts and crosses in an array and do the appropriate drawing inside the renderScene function. When you click the mouse, you only modify the array and then call glutPostRedisplay. This will then execute renderScene and update the screen. Hope this makes sense.
    37. Jacob McGivern

      Beginner VR Development in UE4

      Currently, I am a beginner to intermediate level UE4. I wanted to expand into VR using the engine as well. I do not have any VR equipment and wanted to make an educated choice based on how it works to develop it using unreal. The main question is tethered vs untethered for development purposes. When you are actively playtesting and running your game while devloping, how does an untethered (occulus quest) work? Do I have to fully deploy and download the game everytime I want to see how it plays in the headset? For tethered systems (Rift S), when you hit play in UE4 and it is plugged in, can you see the game being played as if you were working with it on the PC? Note: I'm not asking what VR system is better, i'm asking how does the debugging and actively playtesting the game work through UE4 based on a tethered vs untethered VR headset.
    38. Hello everyone! Recently I was doing behavior trees for enemies in my game and I've stuck with one issue. One enemy type of enemies is called Shooters (working name). So they've got a simple behaviour: pick a point near player, go to it and perform some attacks. The issue is what then they are picking point to move it happens that often they took almost equal points and I often see heaps of them in one single place. I want them to spread across arena evenly, but don't know how to do this. I think that it can be done with more advanced work with blackboards and communications.
    39. phil67rpg

      OpenGL tic tac toe

      well I am working on a simpler game called tic tac toe, my question is how do I get the mouse click to draw an X on the board. when I click the mouse nothing happens. #include <freeglut.h> #include <iostream> using namespace std; void drawBoard() { glPushMatrix(); glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, 6.25f, 0.0f); glVertex3f(18.75f, 6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, -6.25f, 0.0f); glVertex3f(18.75f, -6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-6.25f, 18.75f, 0.0f); glVertex3f(-6.25f, -18.75f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(6.25f, 18.75f, 0.0f); glVertex3f(6.25f, -18.75f, 0.0f); glEnd(); glPopMatrix(); } void drawText() { glColor3f(0.0f, 1.0f, 1.0f); glRasterPos2f(10.0f, 10.0f); glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, 'X'); } void renderScene() { glClear(GL_COLOR_BUFFER_BIT); drawBoard(); glutSwapBuffers(); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if (h == 0) h = 1; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w / (GLfloat)h; if (w <= h) glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouseClicks(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drawText(); } } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE); glutInitWindowPosition(600, 400); glutInitWindowSize(800, 600); glutCreateWindow("Tic Tac Toe"); glutDisplayFunc(renderScene); glutReshapeFunc(ChangeSize); glutMouseFunc(mouseClicks); glutMainLoop(); }
    40. Tom Sloper

      Discarding Ideas

      1. I stop working on the discarded ones, and I focus on what seems the best one. 2. I suppose this must have happened to me, but I can't come up with a specific example. 3. No, I haven't. These questions skirt the issue you're having. If you get more specific about the problem that prompted them, maybe we can be more helpful.
    41. simoneprivate1998

      Looking for other beginers to create a game !

      Ehi ,i'm italian and i'm 21 ,i can contribute to your project for fun. My major is audio, but not music.Sound effects and things like those.
    42. Adjaar

      Discarding Ideas

      Sometimes I just ask myself, "will people have fun playing this?", and when the answer is no, I scrap it. It sounds obvious by sometimes i can go down a path for a long time and then realize that it is simply not fun enough to make it in. Hope that helps
    43. Hello, my name is Sean, and I and my friends are putting together a team to create an Open-World RPG. As of right, it's all volunteer work. As we are wanting in the future that it will turn into something that people will want and love. If so all the people who volunteered will see their fair share. Even if this volunteer work it's also a great chance to show your skills and learn from other volunteers who joined the project. It's a chance to increase your resume on what you learned and what you have improved. Concept:  The concept of the game is an RPG. I'm taking inspiration from games like Warcraft, Elder Scrolls, Destiny, and Fabled. While still creating something new and refreshing. We are creating the lore from beginning to end. This game will be story driven along with multiplayer components. There will be objectives to do every week to keep you coming back. I'm going for a rich narrative to have the players really get into the world that we are creating. There will be Dungeons, Raids, PvP, World Events, and Seasonal Events to have players always wanting more. What I have Concept Artists, 3D Modelers, Level Designers, SFX Artists, Composer, Writers, Programmers, and a Web Designer. Volunteering Needs - Programmers Looking for Programmers who have the ability to program graphics, gameplay, audio, clan systems, Professions, Missions, etc. Needs to know BP or C++. Prefer knowing both. Trying to reduce the load on the current programmers. 3D Modelers: Needing extra hands for 3D artists to reduce the load on the current modelers. Needing people who are able to model concept art and possibly create their own. I'm going for a more Fabled style graphics. If you are interested you can send me an email with your application including a sample of work at ssingl2583@my.sullivan.edu with ”RPG” as the Subject. Or you can message me on discord and my GT is D4ddy VeNom#3970. If anyone has any questions you can just message me below or the given email/discord. Here is some of our progress. https://drive.google.com/drive/folders/1-oO5YcTwJW-1XkrIDkDzokVWYmN7ocm_ https://drive.google.com/drive/folders/1-t-aJmvM6Rve_RRaJbsAaj-wmLbAZgWj
    44. malhotraprateek

      Bullet Bullet Debug Visualization

      Hi, I have created a basic debug viewer for Bullet while working on my game engine. It uses three.js to render debug lines, and communicates to the application (i.e. server) via web socket. Link: bullet-visualization Included in the repo is some reference code for creating the server (C++) using the net11 library (details on github). For now, it can only draw debug lines (no contact points or text). It might be useful for de-coupling in game rendering and debug draw. The project is MIT licensed and contributions are very welcome ☺️.
    45. At some level the 'thread-per-connection' argument becomes academic - your main logic is going to end up being handled in one thread anyway, so it's just a case of deciding where you cross that boundary. And if you have a language or library facility that lets you treat data from the network as events in your main thread, you've solved that problem, and only need to really worry about it if you have a performance issue - which, for 10 non-game connections, you almost certainly do not.
    46. WitchLord

      uint8 -> uint8_t alias?

      Yes, you can use typedef in the script for this. Or if you prefer, you can register the typedef from the application.
    47. I suppose I hoping there was a good reference which has been updated for C# developers, just to have a good one-volume reference? That MS sample is one everyone throws around and I've seen it all over stack overflow, but I was never sure how good it was. The Async stuff seems a nice implementation but it doesn't seem to make clear how the threading is done under the scenes - how many threads, etc. For my purpose with a small number of clients I'm undecided if thread-per-client is actually a neater solution - most questions online are about how to get away from that model but if you had say max 10 clients, a dedicated thread handling connection logic is maybe neater? Or would you ALWAYS go the async route regardless?
    48. Mutantgun

      Design MMORPG - Map Progression

      1/2. Okay that gives me an idea, how about item restrictions in terms of which floor you got that item from. So items dropped on floor 4, can only be used by players who've unlocked that floor? This means that the lower floor players can't use those items anyway and those people selling them only have a few weeks to make a profit as the rest of the player base will be moving to that floor soon. So this will only happen if say the first 10 players on a floor, get a good drop and place it on auction house. Once another party comes along and gains access to that floor they can either decide to buy that item, or simply grind for it and undercut the original price. As to which items will have these restrictions I'll need to spend more time on that and fine tune it. EDIT: This would have been easier to prevent with a level system, but as there isn't one I'll need to start with other restrictions like this. 3. There will essentially only be 3 grinding aspects to the game, crafting, dungeons and skill progression.
    49. wintertime

      Design MMORPG - Map Progression

      1/2. People being able to monopolize something for a week means they are on a timer and have to do affordable pricing. People being able to monopolize for months or years means they can ask any price. 3. Even if you don't need the items they will still allow each for x% faster game progress. 4. Not no grinding but no excessive grinding (for example incited through monopolization).
    50. Welcome 🙂 Blender 2.8 is easier to learn than older versions because of an overhaul of the ui, and there is an abundance of turorials and an online manual. Unfortunately i haven't found a good book on 2.8 yet. The amount of time spent to do so depends on what you're planning to do. One can spend hours or months there. I can't say much to unity. I'd just download and experiment with the help of the learning material in order to find and explore the "comfort zone". In the course of learning, after getting used to the handling and editor, you'll probably study example projects as well as coding in you're own exercises. But you know best what fits your learning style.
    51. wintertime

      Github and Viruses

      Nowadays you get the free Windows Defender from MS and its arguably better than other AV programs, who generate a lot of fuss with false positives to remind the user to buy new versions and are sometimes destroying the OS install (recent news story I read), cause of being deeply integrated but sometimes wrongly (OS vendor obviously knows better what to update to keep it compatible). Backups are the only way to be safe though, as said above.
    52. Mutantgun

      Design MMORPG - Map Progression

      Going to break things into points to keep track of it all XD 1/2. Content can still be done by any normal player on that specific floor. You don't need gear from higher floors to be able to complete your floors dungeon, same as the players who did it for the first time. Monopolizing higher tier items is unavoidable no? There will always be end-game players who farm items and try to play the market. Personal example is the new Trial in Neverwinter Online, where there are about 150 payers out of the entire player base who's actually completed the content and selling the items from it. (Trial's been out for a few months now.) 3. Same as above, they don't need higher tier items from other floors to complete their floor dungeons, it will be a lot of help sure, but it's not needed. The Floor progression rates won't be the same, so a new player can easily complete the lower floors that what the first players on the server did. 4. So no grinding in an mmorpg? Not completely sure as to what you mean with this one.
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