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Infinisearch last won the day on September 23

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  1. Recommended Software for Nonlinear RPG?

    That's good to hear, I thought you might like it. Which version in regards to the price? The steam version is $99 upfront or $7 a month, which I think is pretty reasonable for what it can do. The multiuser version on the company's website now that is expensive. Is it worth it? Maybe, non-linear games can be difficult in general since it takes alot more planning. Having a tool that gives that form which you create against might really be a good workflow for you. Either way I suggest you start with smaller things. Remember that this program isn't a game engine, it's a tool to be used in conjunction with a game engine. According to the page it can export to XML, JSON, and directly into Unity. So if you want the least amount of headache I suggest you go with Unity. This means you'll have to learn C#. Start small with the engine, there are plenty of tutorials online in both webpage and video (youtube) format. After you get familiar with the engine then try a small game or two. After that your first big project should be a linear rpg. While you're doing this in Unity you should also be learning and using Articy towards your goal. That should be the quickest way to you goal while also teaching you more about making games.
  2. 3D Horrible texture/object popping

    Object popup has mainly to do with draw distance which is entirely up to the programmer/s. Its a performance issue, although in one case I heard it partially had to do with an occlusion culling technique. You'll notice draw distance as a setting in some games, setting it to 'ultra' usually eliminate object pop up. Draw distance can be affected by the value of the far clip plane. Texture pop in has to do with availability of a texture in a device readable format at the time its needed. Some games don't load all textures into memory at once because there isn't enough memory to fit everything. Hard drives are an order of magnitude slower than RAM. So loading something into RAM takes time. To eliminate pop in you'd need to prefetch textures, which would require you to predict what becomes visible, which can involve predicting what the player does. Another option is to have alternative textures that are similar to multiple textures and temporarily use those textures while the real texture is loading.
  3. 2D Triangle rasterization algorithm

    IIRC "Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization" by Andre laMothe has that algorithm. For a different method of rasterization look here:
  4. Recommended Software for Nonlinear RPG?

    You won't be thanking me once you see the price. Anyway report back here if this is the type of thing you're looking for, I'll see if I can find more.
  5. Recommended Software for Nonlinear RPG?

    You can accomplish that in almost any engine. However if you want to make it easier (like Twine) there is specialized software that can help you with that. I only know of one example and only came upon this software recently. It's called Articy Draft it can be found here: or I have no experience with it but it says it can handle non-linear stories and branching dialogue. It can also export directly to unity, and json and xml. It costs money though either upfront or a monthly subscription. It can do more than what I wrote here so you should check out the links.
  6. Recommended Software for Nonlinear RPG?

    You didn't really answer my questions. 2d, 2.5d or 3d? Small world/maps or open world? Also my edit was important, do you want a tool explictly known for branching dialogue and non-linear story or do you want a generic engine that you can implement those things on? Also does it have to be free?
  7. What engine should I use for my first real game?

    Out of curiousity what was the problem? RPGmakerVX/MV might be the easiest way to go about what you want to do... just implement a custom battle system. Unity would be a good choice but you'll have to implement alot more stuff on your own, although you might find something on the asset store to help with that.
  8. Recommended Software for Nonlinear RPG?

    Twine looks cool, never heard of it until now. To help you better I think you should give examples of RPG's with a similar look and feel to what you're aiming for. Do you mean something like FF1 through 6? Something like baldur's gate or diablo? Also what previous game making experience do you have? And are you more interested in the final product of a game or are you trying to learn how to program games from the ground up? edit - I should also ask whether you want tools like twine to implement the nonlinear story/dialogue.
  9. NoobLV1 would like to create a game.

    Do you really recommend this for what appears to be a first project? In fact it looks like it might be the first attempt at coding something reasonably large. I don't know if Boziik wants to get side tracked by getting a importer working. BTW Boziik most getting started threads usually end up with responses like start with something smaller.
  10. NoobLV1 would like to create a game.

    Well I looked at the programs you posted which I didn't know about already. First up would be are you gonna use Dragon Bones for animations? If so you're limited to engines that can import its format. In your list the only one that is listed as a supported platform is Unity. edit - also I looked up if unity supports drag and drop, there appears to be tutorials for it so it seems to be supported.
  11. Where to start making a game in assembly.

    Why do you want to do a whole game in assembly? You'll kill yourself over something that doesn't have much practical use. Also if you don't plan on becoming an assembly expert the compiler will likely beat you. If you want to get a feel for assembly from top to bottom try something non-graphical. My suggestion is if you want to play with assembly try inline assembly in a C/C++ program. You can also mess with intrinsics if you're interested in SIMD programming. Inline assembly would be your best bet at getting a taste of assembly. If you want to go further, your C++ compiler likely outputs assembly as well, so you can make small programs and examine the assembly output to see how the compiler handles it.
  12. 2D Making 2D simple games (Zelda for example)

    Xeddy is your main goal to make a game (as in you have a game idea you'd like to see realized)? or are you more interested in the mechanics of making games? (as in you want to become a programmer for a game company) If you have an idea you'd like to see realized and you plan on sticking to 2d or simple 3d then I would suggest you take a serious look at gamemaker studio 2. If being free is requirement then you can try godot.
  13. R&D Tile based particle rendering

    What do you mean by barriers here?
  14. R&D Tile based particle rendering

    Might that behavior change in the future? Or is that entirely in AMD's hand? Is nvidia any different? I remember reading somewhere AMD seems to like a thread group size of at least 256, am I misremembering? Doesn't this have something to do with hiding memory latency? I'm not that experienced with compute shader's yet and my memory of what I did learn isn't that great.
  15. Tone Mapping

    Is the only reason that AA is before post processing that post processing is faster with less samples? Also if you do PPAA then do you do it after other PP steps?