# sinnelius

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1. ## sinnelius

Let`s suit up.: https://t.co/PoCIoZs3g5 via @YouTube

3. ## algorythm to detect nearest edge on object from players

I frequent things like unreal, and unity. I have this problem that i need to solve,  in which a character, standing near either a vertical plane or a small railing, which supposed to part of the arena, will detect edges/planes nearest to it. The character does not need to be facing these points of interest, as long as they are within a certain proximity to it. the priority is of course, the character's angle of view. My problem so far is because vertical plane is part of larger structure, an arch or maybe a giant rocks with girdles on it. Or since the railing is a long piece of surface, it is hard to take the nearest point on the edge of the railing to be marked. Either i am thinking it wrong, or there's a formula to solve this. I hope to discuss this rather than a straight answer.
4. ## Looking for game engine

Nevermind, let's ask the question.  What is the learning curve for Unreal engine? How long does it take an average person to get proficient with the engine? i know there's an online documentation so far.
5. ## Vulkan Code examples Mouse controlled orbit camera, third person cam, etcs

Looking for code snippets of Vulkan, like orbit mouse cam and such... Can't find any of it since it is kinda new. thought i can learn a thing or two from it.... Basically a simple camera flow/movement in an fbx model... Help?

7. ## Looking for game engine

"Why not Unreal", apparently i need something lightweight. Unreal uses different algorhytm to render its mesh. I want hand painted 3d. To do it in unreal would be reengineering the whole system. And high quality games is not something i can do alone. Unity, almost has it, in terms of simple rendering... but some things only the Unreal has it. Particularly this "ClosestPointonMesh" node. Let's you find nearest mesh in collision and its normal without exactly "colliding" on it. Also it's lacking a splash screen, unlike unity.  I don't exactly have all the funds. I am tempted to use blender...but it's runtime has this... Console. And it's ask you to install the entire python library instead of simple binary... is it common?  What if you want to move it to mobile?
8. ## Unity Looking for game engine

Hello, I am an artist asking something very very common. I am looking for a 3rd person action game engine, with several features. I can't quite find it in unity even after browsing the entire asset store, or even going through unreal. What i need is something middle class, right in the middle. about PSP or PS3 class kind of system. i know about C# and can code basic collision methods. Features i need: -ready for 3rd person action game, camera and control input -uses flat rendering. -with GJK or OCTREE, capsule collision, concave mesh collider -Drag and drop GUI and splash screen -IDE of its own -ready math operations, spline, quaternions, vector3s - simple physics detections -import FBX animation and blendshape It should be something like PPSPP, but ready for standalone game... Any ideas? I have browsed many enough of game engine...found nothing similar...
9. ## Vulkan FBX runner with inputs

Thanks, i'll be going for GLSL then. What are the libraries required for it then? UI, animation, texturing, effets, math... i found glibmath and several others... but i can't find good one for physics.
10. ## wall/contact point detection

Need a way to detect wall collison approximate without actually colliding? somewhat like a radial radar to detect any nearest wall, and then push maybe AABB, sweeptest or raycasts, and the filter for the nearest contact point. I tried some solutions like brute forcing through every single triangle in unity, or implementing GJK, so i understand some concept... but the solution isnt exactly cheap on the runtime, and i have reference from PSP titles that the concept can be achieved with less and higher precision. Any ideas? i may need the right mathemathical algorythm or terms to even begin seeing whats the solution....
11. ## Vulkan Vulkan FBX runner with inputs

I have several FBX animation with ready clips. I want to write an application with inputs, like games, directly going into runtime with debug. where it'll animate based on my inputs. Maybe also camera movement with mouse.... and image processing like GUI made of pngs  and flat texture with transparency channel.  Where should i start learning? I know Cpp and Csharp.  But the new Vulkan is kinda, distracting.  I'm also learning how to do GLSL via Nehe.
12. ## GDD/doc, branching storylines, physics behaviours

I see... I will do that. Thanks!
13. ## Procedural wall angle detection & intersection point

Developing a simple wallrun/parkour game what i need is rather ...deceptively simple. Its based on several old game titles. I uses, Unity, Unreal, and could find nothing alike. I hope  i am describing this correctly: 1. character is in a set world position, near it is several meshes/ collider units, not convex definitely 2. upon a set distance radius of it, not colliding directly, the character acquires the meshes' angle, and anything that is not 'ground' about 120 degree or less than 90 degree, (very steep wall or ledge, or a sharp valley) is considered "climbable". 3.from there, character either shoots ray, or a sweeptest to it, to acquire the hit and normal of that plane: so if the plane is a short , descending ledge, like... stairs railing made of flat polygon, it will acquire hit point somewhere on the top most of that stairs handle, if the plane is large, than the max is clamped on the character height. 4. then, sort out the smallest distance, and the nearest is the point where character can jump to and climb.   I understand this topic is less of the climbing but more of the edge acquisition,  but this is the core foundation and its been driving me nuts. I tried things like BSPtree, but everytime i bruteforce it in unity, it gets so heavy during runtime. I'm making something like PPSPP quality so it has to be lightweight, and using a psp game as comparison, this game must not run heavier than it with the  same asset quality.  Thoughts? I'm browsing through several engines too other than Unity and Unreal, openframeworks and polycode maybe... so this solution better be universal of sorts.... I'll put some visual examples next time.
14. ## 3d game library?

?Yeah, Norman, i'm not exactly very well educated with dx...wrapper? glue code? I'm developing for my first portofolio, so it'll be in PC first. I hope it runs backwards compatible, so i want the graphic to stay sharp and crisp than over-the-top. Thing is, i am more of an animator, artist of sort. I know scale things large. I can animate. My thought process for my game loop is all animations->assign states->physics + vector direction acquisition->inputs and play So in summary is, not being lazy or anything since i am still going through engines, even open source like allegro or delta3d... What i need is an engine/library that -runs on pc -can build its own solution and exe (CMAKE or OpenCV seems like interesting) -preferablly C++, or C#, anything but python, since compiling blender game engine runtime summons a fat chunk of python library about 100MB or so along with the game (not sure if this is one time or for every games, need confirmation) -uses FBX. animation clip and modelling, again, not blender, since it exposes its .blend file and i don't like it exposed.(need confirmation) -able to recreate unique bin package or extension names like .gmo or .pak I'll be running something like 1500 tris or so per character, a 20000 or so for the environment. Basically like PPSPP. The key to all these are more about, generating particular shader and mathemathic solutions, in a lightweight game engine/3d library... something about physics and intersection.  Unity was good but, its costly bits, and i've browsed its entire collection and find nothing i want.  Unreal almost got it, with great support, but its just heavy and i cannot build anything now suddenly. Thoughts?
15. ## GDD/doc, branching storylines, physics behaviours

Amazing Tom! Nothing exactly new on the high level explanations, but i seem to find the diagram fitting and all compile well  with the right descriptions! But then, if only i can find like, specific 3d math from a particular game title...