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3DModelerMan

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  1. Thanks for the help. It got me started at least, which seems to be half the battle with Eclipse most of the time.
  2. Yeah, we've got an installer too for now. I'll look into the perspective plugin, cause that's the main thing giving us grief right now. Do you know if the default workspace directory can be specified relative to the eclipse install, or is that just going to have to be setup by the installer script?
  3. I'm trying to setup a super simplified distribution of Eclipse to use in an educational environment. I'm forced to use Eclipse because of the platform we're running on, but what I'd like to do is get rid of all the mylynn task view stuff, and all the other extra complexity that comes with the IDE, and I would also like to set a couple panels from the custom plugins we use to be visible by default. I've got it all setup in one workspace, but I'd like to change the defaults for all newly created workspaces and maybe change the welcome screen as well. Does anyone know of an extension, or some other method of doing this? Or is a custom source build going to be my only option?
  4. Awesome. That's great to know, thanks.
  5. So as an American, I can quite easily find system specs that should be about the average I should be targeting for US computers. However, I've looked around all over the place, and can't really find data for other countries. I'd like to know the kind of systems I can expect to find in Japan, or Taiwan, or South Korea, and more about where those systems can be found. Obviously a net cafe computer is going to be a lot slower than the average gaming PC. I've been working on a game that I feel could be pretty popular outside of the US as well (though obviously the actual launch and localization is an entirely different story), so I started getting curious about PC specs globally but when Googling I really couldn't find anything. Does anyone know where you can find global data on PC specs?
  6. I generally write self documenting code as much as I can. A lot of comments on everything just makes the code look cluttered, and I figure that if my code isn't easily readable, then one of two things is going on: (a) My code sucks and needs to be refactored and rewritten to make more sense. (b) It's a really complicated problem that can't really be refactored and should probably be explained with comments where necessary.   When working on contract projects my clients have always loved the way that I write clean readable code, because they really don't have time to read through a bloated mess filled with comments that explain a ton of simple get and set functions before they can figure out how to use the module I wrote. The ironic thing is that when I started taking classes to get a degree in computer science the professors knocked off a bunch of points for writing the kind of code that's actually useful in a production environment.
  7. So, I've been working on building an FPS lately, and I'm really hyped for VR. The arms parented to the camera approach isn't really going to cut it anymore for VR games, so I decided I'd make a thread about true first person. I think it would be really great if people could post all their ideas/experience related to implementing a true first person viewpoint, because it seems to be a very difficult issue. If we could get like a true first person megathread going here that would be awesome. I'll start with some of the obvious things I've been able to pick up in my searching so far.   Aim offset animation poses based on camera pitch and yaw. The Unreal engine has a dedicated blend space for this, but I've seen implementations in Unity and other engines too using regular animation blending. Rotating the top of the player's body separately from the feet and making the feet follow after 90 degrees is important, or else rotating your view looks really weird. I'm actually planning to make a post describing how I implemented this at some point once I've got it working perfectly, there's a couple more improvements I'd like to make before it's worth showing off. I know a lot of people just parent the camera to the head bone, but I didn't like how much head bob that introduced, so I ended up just setting the camera position to (head bone position)+(offset in front of head bone) cause it makes it easier to prevent head bobbing in response to animation by adding some tolerance so that tiny movements of the head bone don't affect the camera position, but large ones do (bending over or leaning forward for example).   If anyone has knowledge/tips/whatever to add that would be great. There's not many good resources online that I can find explaining how to go much further than what I already wrote here. One thing I'm still researching is how to get aim down sights to work right. I had a system where I blended between cameras setup for a bit, but it didn't work too well cause I couldn't keep the gun level and it screwed with aiming.  
  8. Thanks for the ideas everyone. I'm going to start evaluating all of them. I'm actually leaning towards switching over to SVN clients, since GitHub apparently has SVN access. Thanks again, improving our source control workflow's gonna give us a way better shot at making it to the championship.
  9. So I've been the programming mentor of a robotics team for a while and we've been kind of copying code back and forth until last year, when I setup a Bitbucket repo to share our code. I've used Bitbucket and GitHub to collaborate on projects before, and it was really great and efficient. The only problem is that I was working with other developers who are used to source control systems on those projects, whereas with this robotics team I've already got my hands full teaching the kids how to program let alone training them in how to use source control systems properly and fixing/managing their branches after they've messed them up. If possible I'd really like to host the source code on Github, but it's not really a requirement. I could setup a server to self-host if I stand to benefit a lot from doing so. What I'd really like to see is something like Dropbox/Google Drive that was optimized for sharing code. I tried messing with Google Drive, but it doesn't really work that well for code. We've pretty much just got to share some Eclipse projects among the team members. Any suggestions? Again, I'm pretty open to ideas as long as they satisfy my requirement of being easy to use. Supporting unique branches for each member and letting me manage merging would also be nice, but none of the clients I've played with for Git really seem to be user friendly enough to try.
  10. What about for games with really fast movement speed? It actually makes sense if you think about it then, because the feeling of getting shot around a corner might not be so common when you fly past the corner at insane speeds (like TitanFall) and people aren't really going to be able to hit that easily anyways.
  11. So I'm working on a multiplayer game, and I've been reading that a lot of games lately have been switching to client side hit detection. I thought that the best way was supposed to be server side hit detection with hitbox rewinding, not client side hit detection. I know client side gives a better feel to the guns, but it's supposed to be much easier to cheat too and as far as I understand, rewinding hitboxes and predicting the effects on the client should be able to produce the same feeling of responsiveness. What are the benefits to doing it client side that are causing more games to use it lately? Is it just that it's easier to write? Or are there some other advantages to doing it client side that I'm not aware of?
  12. I'm in the process of trying to write the networking for a small FPS project. I've got remote procedure calls and replication of objects already, but I'm trying to decide on what the best way to handle player input and prevent cheating is. It's client-server with one of the players as host, and I might also set it up to work with dedicated servers. Right now I've got each client calculating movement and hit detection and sending its position and damage requests to the server. Everything I've read says that client data should never be trusted though, so I want to fix the architecture I've got.    With client-server games, is movement, hit detection, damage, etc. ALL calculated on the server? Like do I just send the input to the server and wait for the results from it? Or is some of the work done on the client too?
  13. So there's a LOT of artist work going into each character then. If I understand the technique correctly, I'd think that means you'd need the pictures for all the front angles, so front eye layers, front mouth layer, front eyebrows/hair layer, etc. Plus possible two side angle versions of each layer, and some way to match poses or synchronize frames from various angles.
  14. So I just saw this today http://www.siliconera.com/2015/01/02/live2d-euclid-gives-2d-anime-a-3d-body-to-swivel-in/ and I really like the results they've gotten. I've followed Live 2D for a while now, but I've only been able to figure out how something like their previous versions would work. I've always wanted to write a rendering engine like the new Live 2D Euclid, but whereas it was pretty easy to figure out what they were doing with the old version (basically just a bunch of textured planes and skewing), I can't figure out how the heck they're doing this new version. Anyone got any ideas how they might be pulling this off?
  15. Unity

    Okay. So basically just creating component templates using structures and allocating them individually. For the amount of things I'll actually be spawning that way that actually sounds pretty good. I think the only real big loading costs are going to be the things that are placed on levels at the start anyways. I'll be having probably 9v9 player counts at most, so spawning 18 prefabs like that, plus whenever I have to spawn some sort of rocket or other slow moving projectile wouldn't be too bad.