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Casey Hardman

Member Since 08 Feb 2011
Offline Last Active Apr 21 2017 01:20 AM

Topics I've Started

How should shooter crosshairs be sized?

17 April 2017 - 03:46 PM

I've always had this question and can't seem to find it directly addressed.

 

For a 3D first-person game, I'm making simple, old-fashioned crosshairs made of 4 small lines, like in Counter Strike and whatnot.

 

I was going to make every line draw at the center of the screen, offset away by an amount determined by the weapon accuracy.  Your usual crosshair stuff.

I just never knew how to turn the accuracy into an offset value: should I use a percentage of the screen size, or a flat number of pixels?  Or something based upon in-game units?

 

What I'm concerned about is, will players with higher resolution or a higher field of view have more or less bullet spread compared to other players if I base the measurements on pixels or percentages of the screen?

For example, if two players fire with the same accuracy, straight at a wall the same distance from them, but one player has a massive screen resolution and 90 field of view, while the other has a small resolution and 60 field of view, will there be a significant difference in where their bullets land on that wall?


How do I judge how much data I can regularly send to players?

03 April 2014 - 11:15 PM

Hey,
 
I've been programming a prototype for an online game lately and I've been fretting about sending too much data, but I've never really been sure of how much is 'safe' to send regularly.
 
I've read from an old post in this forum that a general guideline for how much data to include in a packet is 1300 bytes, but how do I know how much I can send per second to my clients to remain safe?  Of course, it depends on the client's Internet speed, but what guidelines can I go by to determine how much data I can afford to send per second?  How do online game programmers usually go about this?
 
Any advice would be appreciated.  Thank you!

Home page text doesn't show up until it is moused over

21 March 2014 - 01:08 AM

A lot of the text, from the buttons on the header to the titles of articles, doesn't show up on the homepage for me.  I tried hitting Ctrl + F5 which I believe is the 'hard refresh', but it didn't fix the issue.

 

After mousing over something, its text will begin showing, even if I mouse off of it afterwards.

 

This bug happens on Google Chrome, which I use primarily, but it doesn't happen on Mozilla Firefox.  I'm running Google Chrome version 33.0.1750.154.

 

Here's a screenshot of how the homepage looks for me (my mouse is placed on the Forums button, but it doesn't show in the screenshot):

 

Attached File  GameDevMissingTextScreenshot.png   324.47KB   21 downloads


Getting textures to tile on a mesh the same way regardless of the size or shape of the...

05 November 2013 - 04:12 AM

Hey guys,

 

I'm having some trouble...

 

I'm using Unity and about to get into testing out the level design for the 3D game I'm making.  I've got some test textures that I made (poorly) and I'm confused on how to get them to show up the same way regardless of the mesh they're placed on.

 

I already sought help on the matter by asking on the Unity Answers website some time ago.  I explained the dilemma there and I put an image up to help demonstrate it.  Here's a link there.  Just so you know, the answer below my question there isn't really relevant to this thread.

 

I kind of fixed the issue with the help of the community and some of my own hacky coding.

 

What I did was code up a way to make a new material (which, in Unity, is a texture, kind of) and set its tiling based on the distance the material has to be 'stretched across'.  If the mesh is 25 units wide and 8 units tall, then it sets the X tiling to 25 and the Y tiling to 8.  Since the goal was to try and make a way to tile a texture by game units instead of "how many times it's placed on the mesh", I added a variable called 'gameUnitsPerTile' and set the X and Y tiling to X distance / gameUnitsPerTile and Y distance / gameUnitsPerTile, respectively.

 

The thought was, the material tiles across the whole mesh X/Y tiling times.  So if the tiling is 4x4, then it draws the image 4 times along the X axis and 4 times along the Y axis.  If the tiling values were set to the actual 'length' of the mesh, then it'd be tiling it once across the whole mesh.  That way, as long as your gameUnitsPerTile value was the same for each mesh, you could have the texture showing the same way on each mesh.

 

It actually worked pretty well, but I still feel like I'm doing it wrong, and I'm not totally confident my method is very optimized (having a different material for each wall) or will work in every situation I'll need it to.  I'm probably just severely mixed up about how UVs and texture tiling works.  I feel like this is a lot harder than it should be.

 

Anyway, thanks for reading this far, and I hope it makes sense.  If I've failed to explain something properly, please tell me what it is and I'll try to fix it.  Any help would be appreciated.


GameSprout, a community game development site

02 June 2013 - 12:45 AM

I recently got linked to a site called GameSprout, and read through the 'About' page and the FAQ a good bit, and now I'm interested in seeing what you all think about the concept.

 

Here's the About page that explains the concept.

 

The thing that most caught my attention was this bit in the FAQ:

 

Why crowd-driven game design? 
We believe that: 
1. Anyone can design a great game.
2. All of us, working together, are better game designers than any of us working alone.
3. The more game ideas we all share, the better game designers we all become.
There’s already evidence to suggest that rapidly iterating on multiple designs in an open, collaborative environment leads to better designs and better designers. GameSprout puts theory into practice to help all of us create awesome games while becoming the best game designers we can be!

 

I'm not really sure I agree with these points...
Aren't people on GameDev always saying that a good game designer is much more valuable than a bunch of 'idea guys'?  That a lot of people who think they're good at game design actually aren't?  That just playing a lot of games doesn't specifically mean you're good at game design?
 
However, if a lot of actual game designers, who've done more than just played games, are on the site (not just the 'idea guys'), then perhaps it could be a good way to prototype games?
 
What are your thoughts on the site and the way it works?