Bad Sector
Arcane
- Joined
- Mar 25, 2012
- Messages
- 2,334
Managed to get animations running. Because my pixel shader does isometric projection on its own
Shouldn't projection be on the vertex shader?
Managed to get animations running. Because my pixel shader does isometric projection on its own
Depends. The name 'Lindows' was found to be infringing. Ultimately it's up to you, in the worst case you're going to get a C&D.I'm not using any part of their name and you can't just trademark every possible combination of numbers and people on a journey.
Agree with them then change the name to Quadruway PilgrimI'm not really concerned although reddit is dragging me through the coals over it. I don't think anyone there knows what they're talking about. They keep saying copyright when what really would apply is trademark, but I'm not violating trademark either. I'm not using any part of their name and you can't just trademark every possible combination of numbers and people on a journey.Aren't you afraid of a lawsuit? It's kinda close. I would've gone at least for Pentatrail Excursionist, maybe even lower.
Twiglard that's cool and all, but what exactly are you doing? Are you prerendering 3D models as pngs?
Yeah, but their lawyers probably aren't as good as Microsoft's lawyersDepends. The name 'Lindows' was found to be infringing. Ultimately it's up to you, in the worst case you're going to get a C&D.I'm not using any part of their name and you can't just trademark every possible combination of numbers and people on a journey.
I'm baking sprites for ingame use.@Twiglard that's cool and all, but what exactly are you doing? Are you prerendering 3D models as pngs?
That's the problem, I have no setting and no predefined story by design. Each gameplay session will take place in a procedurally generated world with its own history and distinct features. The gameplay itself will be focused on empire-building, resource management, non-linear, branching progress trees for your nation, and some hero management. See, not much to work with.What's the setting of your game? I think we need to name it today. Maybe put it to a poll if necessary.
How'd you do that on a GPU?Step three: Create a second image filled with random points (using Poisson Disk Sampler algorithm).
Good. Several iterations of small-kernel box blur are equal to a single iteration of Gaussian blur with a larger kernel, but way more performant.Step five: Apply blur and optional post-processing. I used a few iterations of box blur to ease the transitions between height levels.
Ah, you got me :D . PDS is actually being done on the CPU, but once the kernels are generated and stored in a texture, I reuse them for all subsequent GPU runs (in case of terrain manipulation, for example).How'd you do that on a GPU?
That was my conclusion as well. It's also way easier to implement than Gauss.Good. Several iterations of small-kernel box blur are equal to a single iteration of Gaussian blur with a larger kernel, but way more performant.
FTFY15 years into development and mine is still 'untitled 4x game'.
Is this inspired by Final Fantasy XII by any chance?Yeah, intentional. Started off as inside joke only to me. I started working on my next project and tried coming up with a codename. I named all of my stuff SRV* for Septaroad Voyager as a play on Octopath Traveler. Then when I wanted to announce the game, I couldn't think of anything better. And here we are.Septaroad Voyager. The title sounds a lot of Octopath Traveler. I'm guessing that's intentional?
Take your pick:Was looking up the state of Linux GPU drivers. Found out that a senior dev trooned out. What's wrong with all these people?
Also autism is highly comorbid with troonery, even absent any PDs (although autists tend to be horribly self-centered and selfish people).mentally ill people being misdiagnosed with the latest fad disorder
Open source implies negotiable access and modification of source code. The author unable to have progeny begins to think their open-source creations are their true lineage.Was looking up the state of Linux GPU drivers. Found out that a senior dev trooned out. What's wrong with all these people?
https://www.dungeoncrawlers.org/resources/gamedev/Trying to make a blobber in C with SDL2 for a first project. I figured it'd be easy, since Wizardry came out in 1980 and programmers were basically smashing sticks together back then to my limited understanding, so it couldn't be that hard nowadays. Very naive of me. There are TONS of resources for top-down grid-based games because of the Rogue-like development community, but first-person games seem to be entirely absent. I got cocky because I wrote a simple text-based RPG in Python for school, and fiddled with Rogue-like code, but now I'm stumbling at something I thought would be simple: the grid-based movement itself.
So from what I've gathered, grid-based maps are stored in multidimensional arrays, and the value of each element indicates what sort of tile it is, and then there's a variable for the player's position which moves through the array depending on player input. That's all pretty simple and it probably goes without saying for most in this thread (if I've gotten it right, that is). What I'm really stumbling at is the turning perspective: there's gotta be four different angles for each tile to simulate a first-person perspective. So would you have something like a "perspective" array with 4 different values depending on which cardinal direction the player is supposed to be facing?
I just discovered this thread and I'm gonna start reading through the earlier pages to get some more information, but if you guys have any good resources on blobber development I'd appreciate it; that way I wouldn't have to bother you with newbie questions like this.
Gardens of Imagination by Christopher Lampton is a pretty nice book to get you started with common stuff if you have no idea where to start.I just discovered this thread and I'm gonna start reading through the earlier pages to get some more information, but if you guys have any good resources on blobber development I'd appreciate it; that way I wouldn't have to bother you with newbie questions like this.
Trying to make a blobber in C with SDL2 for a first project. I figured it'd be easy, since Wizardry came out in 1980 and programmers were basically smashing sticks together back then to my limited understanding, so it couldn't be that hard nowadays.
What I'm really stumbling at is the turning perspective: there's gotta be four different angles for each tile to simulate a first-person perspective.
Have you done any research on how a feature-complete editor (or other modding environment) for isometric RPGs should look like? It's one thing to place floor tiles and walls, but another to start adding interactible objects with their own scripts and dialogs.
Is there an already-existing editor for one of the RPG's that could be considered well-designed and suitable for that purpose, so that I may incorporate its ideas?
Released my new game. Give it a try if you like Hydlide / Ys and want to play a short RPG where almost every line of flavor text gives you a hint towards something of interest.