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Member Since 10 Sep 2011
Offline Last Active Mar 21 2014 04:56 PM

#5141124 Is hatred for unity justified?

Posted by FLeBlanc on 21 March 2014 - 04:02 PM

Saying Unity is slow is for most non-bad designed games ****shit.

I'm trying (and failing) to figure out what you censored with **** that was so bad you had to nix it.

#5137339 common default control mappings for fps/rpg's

Posted by FLeBlanc on 08 March 2014 - 10:23 AM

I have no interest what soever in buying a mouse or whatever just to uncomfortably play a game.
Having to move and turn a mouse at the same time when i can just focus on movement.
Why would i need my right hand turn around to a target + aim key when i can do it all with two fingers or by pressing W or A or S or D + aim key? Why would i want to mimic a console when it is not a console? Why would i want to use two tools to complete a moving action when i can just move? Mouse movement for me offers absolutely no precision (having to use the mouse + keyboard keys when i can just press a single key to move).
To aim, i turn the mouse around till i see my target and press the aim button vs directional key + aim, to shoot, i press something + mouse vs a single key, to view what is behind me, i turn the mouse around vs just pressing S. I choose the latter.
It's a personal choice just like i don't like console games. Some like it, some don't.
(PC here is a laptop).
One more thing, could you list the controls you use in gta?


#5137180 Switch or Not?

Posted by FLeBlanc on 07 March 2014 - 02:00 PM

I totally think you should switch. The ability to stick things out when they get tough is just so overrated, man. Fuck that.

#5135642 Programming Textbook?

Posted by FLeBlanc on 01 March 2014 - 09:22 AM

Having admitted to being unable to use modern IDEs, along with all your other examples of being rather inexperienced, do you honestly think you are the right one for the job of writing yet another How To Code book?

#5131296 I'm being sued for 'copying game play' ?!

Posted by FLeBlanc on 14 February 2014 - 10:00 AM

However, for now, I'll just reach out to that developer of "block puzzle" and ask him directly what's going on there...

IANAL and all that, but don't do this. Every contact with this guy should be through your lawyer, for your own protection. Clearly "what's going on there" is that he hopes to intimidate you, extort you for a little bit of cash, and remove a competitor. Contacting him won't solve anything, and could in fact cause potential complications if/when it does go to court.

#5131288 Blender for making Games?

Posted by FLeBlanc on 14 February 2014 - 09:33 AM





I like Blender, though I haven't really been using it for all that long. A couple years, maybe. I've dabbled with 3D Studio and (briefly) Maya, but neither really gelled with me. (Price might have something to do with that.) Blender is nice, and I really don't see why everyone bitches about the interface. Pre-2.5 and above, yeah, it was kind of a mess, but lately it's pretty nice. 

#5126181 fuzzy fonts

Posted by FLeBlanc on 24 January 2014 - 02:25 PM



How the font is rendered on the backend makes a huge difference. You're not really helping yourself any if you run any resolution other than the optimal for your monitor, either.

#5126174 Preventing repeating terrain textures.

Posted by FLeBlanc on 24 January 2014 - 01:59 PM

Create a number of different variations that tile together, and select randomly. If you wanted to get more complex, you could use a Wang tiling scheme ( http://en.wikipedia.org/wiki/Wang_tile ) but doing so would complicate both your tile generation and your auto-tiling filler routine.

#5123666 is there a more confortable way to order tiles in a isometric game?

Posted by FLeBlanc on 14 January 2014 - 02:40 PM

You know that you can use full 3D and get the exact same effect as 2D, only without the stupid pain in the ass ordering problems, right? For example, see http://www.gamedev.net/topic/629496-dynamic-objects-in-isometric-map-drawing-algorythms/#entry4968844 Old isometric was pretty much intended to get around the limitation of having old cruddy hardware that couldn't do real 3D. As soon as real 3D capabilities came around, it just wasn't necessary anymore. You can the exact same look by plastering your pre-rendered stuff on some quads.

#5117961 Attempt at A star algorithm not working

Posted by FLeBlanc on 18 December 2013 - 04:31 PM

When you generate a new location while checking neighbors, you need to make sure that the new location is within bounds, and if not don't try to use the location for pathing.

#5117370 Suggestion for a cross-platform C++ 3D game engine/framework

Posted by FLeBlanc on 16 December 2013 - 01:11 PM

Thanks, I understand what you are talking about, and indeed my interest is "doing it my self" rather than "doing it asap".
You are correct. This is the reason that after two pages and (my assumption) at least 14 different engines suggested in the topic, I still can't find the right one for me.
One reason is because I'm having other things right now and didn't check the engines too deeply, but mainly because from what I checked, none of them matches the need of being more than raw OpenGL but still allows me to enjoy programming and reinventing the wheel. But that's me..

A huge part of modern development is learning to be flexible enough to make do with what is available. If you haven't found what you need yet among these suggestions, it is highly likely that what you are looking for doesn't exist. Your choices in that case are 1) Make one of these options work or 2) Build it yourself, and prepare for a long development cycle, since you have a fairly hefty feature list, and building such a beast is not a trivial task.

To drop in my own particular 2 bits: I second the Urho3D nomination. JT turned me onto it awhile back, and it is a pretty neat little engine. Of all of the mentioned options that I have personal experience with, it seems to be the closest to your original requirement list.

#5116553 Which will be better for gui?

Posted by FLeBlanc on 12 December 2013 - 03:42 PM

I recommend you read this blog post (it's part of a series which is itself pretty interesting) talking about one developer's experience with trying to use Qt for his main game UI, and the performance problems that it caused him. Qt is pretty heavy-weight. It's useful as hell, but that usefulness comes at a pretty significant performance cost. It really isn't designed for game UI. Game UI tends to be more highly specialized, since it needs but a fraction of the features something like Qt provides, and as a result tends to be more highly performant. CEGUI was built more with games in mind than Qt, but it also offers a measure of flexibility (and the attendant complexity).

#5115758 Creating an Open World game

Posted by FLeBlanc on 09 December 2013 - 05:33 PM


Nathan2222: You should start a dev journal right here at gamedev.net, to keep us all updated on your progress. I'm curious to see how it goes. When can we expect the first screenshots?

Um, you lost me at dev journal. What are you talking about? Did you read the post i said i'm prepping or the second post in this thread on the first place? :-/



Do you do drugs?

#5115754 Creating an Open World game

Posted by FLeBlanc on 09 December 2013 - 05:21 PM

Nathan2222: You should start a dev journal right here at gamedev.net, to keep us all updated on your progress. I'm curious to see how it goes. When can we expect the first screenshots?

#5115168 Tricking the player

Posted by FLeBlanc on 07 December 2013 - 12:41 PM

Games are fun. And what could be more fun than a guilt trip? Yay!