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About JTippetts

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  1. 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.
  2. 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.
  3. Lost Art Studios

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

    Let's just go with that then, if it'll make you feel better, and call this argument finished.
  6. 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.)
  7. 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!
  8. Looks like mainly satellite imagery. Probably not feasible to reconstruct height data from those images.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. U3DTerrainEditor Project Page

    I've created a project page for the U3DTerrainEditor I have been working on. Project now includes a downloadable Windows binary so you can try it out. Warning: rough code ahead. It's still a pretty unpolished project, but you can do some cool stuff with it regardless. Your first terrain: 1) Download the archive, unpack, and execute either run_opengl.bat or run_d3d11.bat. Alternatively, you can execute TEdit.exe or TEdit_D3D11.exe directly, passing arguments on the commandline; ie, TEdit.exe LuaScripts/terraineditor.lua -w to run windowed instead of borderless. The batch scripts execute in borderless windowed mode. 2) Click on the NodeGraph button in the toolbar, represented by 3 boxes linked by lines. A window will popup in the lower right. Click new to create a new Node Group, then click Edit to edit the new node group. An overlay window will popup with a + button to create nodes, and an output widget. 3) Click on +, navigate to library, then click on ridged. A node for a Ridged fractal should appear. Change the value of the Frequency input to 3. Click and drag on the output link of the node, and drag the link to the input of the output widget. When the link is established, click the Preview button. The preview pane should fill with a preview image of the node function. 4) At the bottom of the output widget, ensure that Terrain is selected as the Output Target, then click Execute. After a brief processing pause, you should see the terrain change in the background. Press 'm' to close the node window. 5) Click on the Filters button. (It looks like a magic wand). From the list of filters, select Erosion. In the Power box, enter an erosion power (or just stay with 0.3, which is a decent choice). Power values can range from 0 to 0.5. Click Execute. After a brief prcoessing delay, the terrain should change again showing the results of the erosion applied. 6) From filters, select the Cliffify filter. In the dropdown box for Layer, select Layer 7. Press execute. After processing, the terrain should change so that steep areas show a cliff-like texture. 7) Select the Cavity Map to Layer filter. In the Layer dropdown box, select Layer 2, then press execute. The terrain should change again, showing sandy texture in the bottom of hollows and depressions. 8) Press the Terrain Options button (represented as a gear wheel). Select the Save button next to the Terrain: label, enter a filename, and hit Save to save the terrain heightmap to a PNG file. Heightmap will be saved as a standard RGB PNG, with height stored in the Red and Green channels. Red is the coarse height, and Green is finer detail data, allowing the heightmap to represent more than just 256 levels of elevation and making a smoother heightmap. Height can be extracted as Red + Green/255.0f. Of course, there is a lot more you can do with it. There are brushes for manually editing terrain, texture layers and masks. You can use masks to protect areas from being edited or modified. You can create a spline (use 'q' and 'e' to remove and create knots) then use the Road filter or River filter to create areas of road and river. You can export the texture blend layers as well as a normal map. Some stuff still might not be hooked up right, and as always this is a work in progress. If you have any feedback or suggestions, let me know.
  14. C++ SDL_Rect Scope

    It should be the same for all the calls. Anything they need, they'll hold internally.
  15. C++ SDL_Rect Scope

    What you are doing is fine. SDL_RenderDrawRect copies out what it needs from the passed rectangle, and sends that data along to SDL_RenderDrawLines.
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