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AlexanderAntonov

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About AlexanderAntonov

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  1. AlexanderAntonov

    Cartoon Art Style

    There are several ways, cel shadings as said above, then flat shading with low poly/paper style, then pure low poly with hand painted textures like League of Leggins, then normal 3d but the art style is cartoonish like Viva Pinata, then semi realistic with cartoonish look like Sims 3, then.. then infinity of possibilities.
  2. In this case your Cannon component acts as a context. If you have an ai that has a lot of world state in it(its context) you want to store there everything other components might need, like "lastTimeSincePatrol", it's still a podo, but you can think of it as a current state of the object. In your case you seem to think that the component is like read only. if you view your cannon component as a volatile context then you safely add into it "timeSinceLastShot" and the weapon system will operate on it accordingly. Then question arises if you have a Cannon component and then MissileLauncher component, would your weapon system have to if(getcomp<Cannon>().. else if(getcomp<Missile>()).. or you can just getcomps<Weapon>() , foreach weapon... and then the Weapon component describes what it is internally, is it a cannon or missile and how big of difference it makes for weapon system, does it even care about the type? both have rate of fire, and all it cares is to launch according projectile.
  3. Unity, Cryengine has c# support but im afraid lacks the sheer amount of assets and community help unity offers. Plus unity right now revamps their rendering pipe, and gfx are already almost on par with UE4 and Cryengine, it's just a matter of time til it get's all the missing features.
  4. Hello people i am working on a project that doesnt use standard unity asset pipeline, im loading meshes not from bundles but from folders, building database of all assets.   Currently i do it like this - 1. load game 2. read through all folders, find definition files 3. if definition uses mesh, i convert .obj to .cache which is bitstream, it loads faster 4. in game on runtime when that particular object is met, i create a GameObject as mesh container, and then instantiate that mesh and provide it to object that requested it.   Now this causes one problem - load time. Mesh deserialization/build and deployment even for small meshes can take so significant ms, despite all my optimizations, so right now before i continue doing something stupid, i want someone who has experience to share some ideas on what would be the best approach.   Additional info: all objects in game are loaded from directories, this is done because of "open architecture" paradigm we use (mods etc) the game is massive open world, and done in one scene, so simple "preload per level" will not work. I will be happy still to hear ideas on preloading into memory and what kind of problems i can run up into.   Thank you!    
  5. AlexanderAntonov

    Visual Studio includes a 3d modeller!

      Yep new ui is decently made, easily adjustable, but still due to their "no overlapping" paradigm, they are missing organization opportunities.
  6. If you mean Escrow.com they have very strickt limitations for credit cards and paypal, which makes  it impossible to use for big crowdfunding.
  7. I have a possibility of KS campaign, and a good friend that i wish to trust. But i would still like to protect myself, what are my options?
  8. Hi guys, i'm stuck - i need to teach 13 years old how to programm, and i was thinking - ok i just go the old way will teach him basic, and what i found is that most of basic stuff is insanely outdated, or has some scent of commercialism in it 9all different implementations that are as outdated).   Im really lost, last resort i downloaded vs2010 i thought ok this product must be up to date and there are certainly some books teaching basic barebones on the basis of vs but instead even some "starting programming from scratch using vs2010" teaches FORMS IN FIRST CHAPTER! FORMS LOL Why on earth would someone teach windows forms in basic book about basic?! Please guys help i need some REAL basic implementation of Basic without all that litter, to teach kid the basics. And it should be up to date i don't want to fight outdated compilers or some OS related problems.   If that even exist.    
  9. AlexanderAntonov

    Huge territories.

    Thank you for aswers, i've learned something new.
  10. AlexanderAntonov

    Huge territories.

        huge. Planning to have that tradeoff, so player will wait for region to load. The problem is not rendering landscape, i can render that. Also i think paged geometry will solve some performance issues, objects will load/unload in 3 squares radius. I think it's solved, i don't think loading screen will be an issue.
  11. AlexanderAntonov

    Huge territories.

    I want to create huge territories. Preferably generated (POLYGONAL, NO CUBES), builded like Vue's , or Dreamscapes's, based on real world. What i want to avoid is huge numbers problem. Like in minecraft if you go to what they call "Far lands", due to pos_x 120123123.12312301239 , everything goes into astral and bug/glitches/probably lags.   I assume i can switch player local coords parent, rebinding it to terrain pieces (2km square for example), this will cut lags to some level. But still, terrain will have world coords. So i imagine i must create different root's, for each 100km^2 for example. And switch them under player. Any thoughts on that?
  12. You just throw player into some strange world. I tryed to fight dogs. Then i saw some stuff on the ground. Was chased by sceletons, run through upper door, see coast, pick stick, pick stick, run back - different place. Same door - different place. And i'm dead. I love it, no jokes.
  13. Hi, i'm new here, and to programming too. I hope someone could give me dangling pointer. I've seen implementations of event system of two types: based on event receiver, and based on event/subscriber method. Althrough i clearly see the benefits from the last, i can't create complete understanding of it. Wait,wait, i must begin from different angle. I must say why i don't like the idea of centralized receiver, where every change must be recompiled. So i begin (if you're already bored, that's right, i'm quite boring person([s]and messed up in the head[/s]), please sorry for that). I'm fan of dwarf fortress for a long time. But our relations are very unstable though. Doesn't matter. Dwarf fortress imprinted in my mind the concept of tokens. If you're not familiar with it, ill describe: figure a text file containing roughly the next: [human] [head] [left hand] [right hand] and so on.. [giant] [tough] [slow] [low intelligence] etc now imagine you change this file [mutant_human] [head] [head] [blind] [3 legs(just shorter)] etc The thing is, this (most of the times) will work in game. You really can add or reduce amount of different tokens, and game will eat this and produce some great amounts of [s]death[/s] fun. Impressed with such flexible system i decided to use something very similiar, firstly because of independence. And as every [s]noob[/s] genius, i ran into the wall of misunderstanding of concepts. As topic says - i don't understand how to implement event system different from event receiver version. I don't understand, for example, can i minimize the use of mediums in messages? Can i directly send a message to another object, without making it heavy class? Can such system be implemented using absract class derivation? I know, that this is too much questions, but it's really a matter of one string to point me. I know there are many others who run in same kind of problem, and they can help just by saying something smart beyond reason.
  14. AlexanderAntonov

    Game name is the same as a company name

    Thank you for info.
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