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Irusan, son of Arusan

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  1. Irusan, son of Arusan

    Making a game engine. Looking for advice

    Strewya has the right of this. Concentrate on making games, don't worry about making "an engine" for now; you will learn the skills to build an engine later - if that's still what you want to do - by making these games.
  2. Many games with electricity grids use an approach where the grid is not perfectly updated each frame but loses/gains connections more slowly as spare cycles are used in the simulation. You could also store only where the electricity has changed and propagate this out, so you are only updating electricity where it has potentially changed rather than needing to constantly update the whole grid.
  3. Irusan, son of Arusan

    Firing bullets in all directions Unity C#

    Oh God, that's hilarious. I just sort of glanced over that part, but it's extraordinarily convoluted.
  4. Irusan, son of Arusan

    Firing bullets in all directions Unity C#

    I think it's a little unfortunate that Sin and Cos are introduced in this way at school, because they're more fundamentally about the circle. Pop over to Wikipedia and watch this animation, which should clearly show you how to relate Sin and Cos to the circle. You can now see why to find the unit direction you need to send a projective off at angle theta is (cos(theta), sin(theta)). You can also see that there is a shift in their waves and it's this shift that means they cannot be used interchangeably. Incidentally that code is needlessly inefficient in the way it calculates angleStep in degrees, and then converts it to radians each loop; it would be better to work in radians all the time.
  5. Irusan, son of Arusan

    Geometry color flickering to black Uniform Buffers

    I'm afraid I don't know, exactly. My knowledge of OpenGL is somewhat out of date (I'm using DirectX myself) but you can start reading about it here in the OpenGL docs, and I think you probably want some kind of Fence object. However, I think your problem is actually a bit more fundamental: your approach of repeatedly updating the same buffer is probably not the correct way to do this. What you likely want to do is set the camera uniform before you start looping over the meshes as it should be constant across your scene, and change the way you pass in the material to have a BufferRange containing the material information that you need to change rarely, if at all, and is again set once before you start looping across the meshes in the scene. You then want each mesh to have a material index defined on it that allows you to identify the correct material within your BufferRange. Doing it this way reduces the number of state changes that the graphics card needs to make and the number of times that things need to be synced up between CPU and GPU, so in general you get more efficient rendering if you change your buffers as rarely as possible.
  6. Irusan, son of Arusan

    Geometry color flickering to black Uniform Buffers

    How are you ensuring your buffers are synced before writing to them again?
  7. Irusan, son of Arusan

    Geometry color flickering to black Uniform Buffers

    Ignore. I was talking tosh.
  8. Irusan, son of Arusan

    Self Publishing Advice?

    You will have a minimal chance of making money on Steam unless you have substantial marketing budget. In fact, in general, Indie games are struggling on Steam. The only value is to give you experience for later released, and I'm not sure you really want to pay for that. If your primary aim is to just put it out there itch.io is likely a better bet, whether you want to charge a small sum or not.
  9. Irusan, son of Arusan

    Attacking animations for 2d characters

    A widely used approach is to reduce the effort by having only a handful of animations for the character - say sword, spear, axe, bow - and then animating corresponding animations for each weapon that you overlay on top. This lets you swap weapons between characters without needing to animate each character/weapon combo and because each weapon of a type must follow approximately the same path to match the character once you've got one down, adding more is comparatively quick. Alternatively, or additionally, you can vary the attack speed or available attacks based on the weapon so a light or heavy sword, say, behaves differently. Or add particle effects over the top with different colours/shapes for different weapons.
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