• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

13059 Excellent


About JTippetts

  • Rank

Personal Information

  • Interests


  • Github

Recent Profile Visitors

59321 profile views
  1. Path finding for most simple path?

    A* I know, I know, A* is typically used as a shortest path algorithm. But that's not really what A* actually is. It's an 'optimal' path algorithm, where optimal is defined by the implementation. A* uses a cost-calculation function to calculate the cost of a given path up to the node being considered, and a cost-estimation function to estimate the cost of the path at completion. The typical use case is cost-calculation=how far to get here and cost-estimation=how far to the destination, but these are not requirements. If you can come up with a calculation function and heuristic function that estimates 'logicalness/reasonableness' of a path, then you can drop them right into an A* implementation and it should work. The trick, of course, is ironing out your calculation and heuristic.
  2. Thinking about it, if I have time.

    Turns out, I didn't have time. Not even close.
  3. A Few Farewells

    I feel ya on a lot of this. I too have pulled back on a lot of the online communities I once took active part in, gdnet as well as others. In my case, a lot of it is driven by personal life. I have kids now, a mortgage with all the attendant home-owning responsibilities, other hobbies that don't include games, etc.... Stuff that wasn't an issue 10 or 15 years ago or more. By necessity I've had to spend a lot less time online. Then, too, is the fact that I don't feel like I have as much to say around here as I did years ago. Technologies have moved on into realms I don't care about (mobiles, consoles, VR, etc....) Frameworks and APIs are born and die long before I even get a chance to look at them, even assuming I'd be interested in them in the first place. I read the forums, and 99% of the questions I either have zero interest in even attempting to participate in answering, or simply can't answer because it's a thing I have no experience with. Most of the questions I have personally had about game development have long since been asked and answered, and people just don't talk about the stuff I was interested in very much anymore. I don't play a lot of new games, so my personal view of games in general isn't really evolving these days. I still enjoy programming, but it's not a thing I feel a whole lot of need to share with people now. I never really got involved with Twitter. I have a twitter, and I think I tweeted some screenshots once, but I've never really liked the format and feel of Twitter, or social media in general. If I'm going to spend time reading stuff online, I'd rather read someone's long-form, thoughtful and well-edited essay on a topic that interests me than 140 characters of poorly formatted brain vomit that leads into an endless pile on of stupidity. So much of the so-called 'social media' seems to be actively engineered to discourage people from actually thinking about stuff, and instead encourage them to engage in full-on tribalist partisan bullshit and demonization of the other people. It's stomach turning, and I just don't think it's a productive use of ANYONE's time, much less my own. Sad to see you go, just as I've been sad to see so many other folks I've known around here over the years go.
  4. retopology help

    Lately, I've been using this for retopo: https://github.com/wjakob/instant-meshes Works pretty nicely, and it's free. That being said, in Blender the chief tool for retopo is probably going to be a Remesh modifier, which is quite simple to use and you should be able to figure it out fairly quickly.
  5. Lost Art Studios

    If the industry has ignored them, it's because the players have ignored them. SFB has a 300 page rule book, and that's not counting charts and tables. You honestly think that kind of thing has mass market appeal? You think the industry should toss out their action shooters, their FPSes, their clicker ARPGs (all of which do have mass market appeal) in favor of extremely dense and fiddly simulations? Get real, dude. Those kinds of games are the very definition of niche, so of course the mainstream industry isn't going to value them as highly as you do. You seem to think that "our industry" as you put it has for some reason decided to, in lockstep, single out rules-heavy simulation developers for exclusion. For what reason? To what end? Just to be assholes or something? Naw, bro. It's because you don't sell 30 million copies of a game by throwing a 300-page rule book at some fifteen year old kid. If you spent your life working on that kind of stuff, and you now find that it hasn't granted you any marketable skills, then how is that anybody's fault but your own? You bet on the wrong horse. Sometimes it happens. Maybe in your next life you'll create Doom instead, and get the Romero-like rockstar life you've always dreamed of.
  6. Lost Art Studios

  7. Thinking about doing the latest gamedev challenge, assuming I can find the time. PacTank will rise. Maybe.
  8. Lost Art Studios

    Let's just go with that then, if it'll make you feel better, and call this argument finished.
  9. Try to determine the absolute maximum number of items that might realistically occur in the typical game session (be generous), then increase it by 10%. Benchmark for that number of items, and if it performs acceptably then move on. Don't worry about optimizing for the "crazy extremes" cases. (I have a hard time believing that 100000 items is anywhere in the neighborhood of realistic; no player has time to sort through that amount of stuff.)
  10. Goblinson Crusoe

    Goblinson Crusoe is the working name for a hex-based, turn-based RPG. Guide the adventures of Goblinson Crusoe, a young apprentice goblin wizard, as you work to pass the tests required to become a Master Wizard. Adrift in the Archipelago, lost among the islands where your master banished you, you must gather resources, construct artifacts, master spells, build siege machinery, and summon units or minions to help you fight or to defend your base. Gameplay ranges from dungeon crawls through monster-infested caves, to assaults upon fortified bases, and to defense of a base against waves of attackers. The game even features that long-time favorite of RPG players the world over: ESCORT QUESTS!
  11. Looks like mainly satellite imagery. Probably not feasible to reconstruct height data from those images.
  12. The basic building block of competency is strong familiarity with the language. You only get that with practice and experience, just like with any other skill. With skill and competency comes the ability to solve ever more complex problems. (And an RPG of any significant scale and scope is a quite complex problem.) A child doesn't start out running marathons; she starts out crawling first, then walking a few steps. Similarly, you won't be building that Dark Souls or Witcher 3-like RPG anytime soon, not until you've learned to run. Tutorials can only get you so far, are very frequently of poor quality, and are a very poor substitute for basic competency. A tutorial is tantamount to that child using a chair to hold herself up in a standing position. In order to build the RPG you envision, you MUST get past the "I need a tutorial to teach me this" stage. You have to be able to reason about and design and construct solutions on your own, and there just aren't any tutorials for that.
  13. Nothing in your list of stuff is impossible to do as a single developer. Similar things have been done before by solo devs. However, relying upon finding tutorials to help you accomplish all of the tasks probably isn't feasible. Your immediate goal should be to learn enough about design, development, patterns and techniques that you can reason your way to solutions on your own, rather than rely on tutorials to hold your hand the whole way through it. The best way to learn those patterns and techniques is to build smaller games. Even if they are not games that you ever release, they will still teach you a lot of the things you need to know to build larger projects.
  14. U3DTerrainEditor

    U3DTerrainEditor is a simple terrain editor written using the Urho3D engine. Current features include splatted terrain using up to 8 terrain texture types, choice of tri-planar or standard texture mapping, optional tiling reduction and choice of smooth or textured blending between texture types. 3 mask layers that can be used to mask off various operations. Brush-based editing of height, terrain blending and masks. Node-based UI for constructing noise functions that can be output to any of the terrain layers, terrain height, or masks. Features Lua-scripted filters that can be applied to the whole terrain, or to masked areas, including Erosion, Cavity fill, Cliffify, as well as a spline-based Road tool and a spline-based River tool. This project is still very much in develop, and many features are still quite rudimentary. See the README.md file at the Github project page for current building and operating instructions. Pre-built binary for Windows is available at the Download link.
  15. U3DTerrainEditor Project Page

    Yeah, not sure it really brings anything new to the table, to be honest. I just kinda like working on it, usually when I get burned out working on my game.
  • Advertisement