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http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ Not this article?
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# ? Jul 17, 2019 18:05 |
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# ? May 12, 2024 04:01 |
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c0burn posted:http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ That is an article version of the video I watched, good find!
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# ? Jul 17, 2019 18:16 |
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I don’t recall a video. But there was a blog post where somebody hooked RenderDoc up to it and went super in depth about what it takes to render a single frame. IIRC they had also done it for PC GTA 5. Here it is edit: gently caress; beaten
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# ? Jul 18, 2019 00:53 |
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That is a super cool article.
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# ? Jul 18, 2019 01:13 |
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There is also the Game Engine Black Books by Fabien Sanglard. A bunch of real cool poo poo on that site including original Doom code review with some videos showing how a view is rendered etc.
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# ? Jul 18, 2019 01:55 |
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Discouraging wannabe game devs is probably mostly good and the people that really care will power through, but making a game today is nothing like making Doom.
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# ? Jul 18, 2019 03:00 |
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taqueso posted:Discouraging wannabe game devs is probably mostly good and the people that really care will power through, but making a game today is nothing like making Doom. It's talkin about doom 2016 not doom 1993
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# ? Jul 18, 2019 11:37 |
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The Doom rendering article is pretty much a survey of a modern Forward+ rendering pipeline - if you load up Unreal in Forward mode it does mostly the same stuff apart from the megatexture step and hacky SSR. Then again I do a lot of work with rendering in Unreal for my job so I’m super jaded to how ridiculously convoluted game engines are nowadays.
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# ? Jul 18, 2019 12:23 |
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I saw a video that was the same thing but for GTA V. It was really impressive to see all of the tricks they did to get that game to do what it does on such a wide range of hardware.
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# ? Jul 18, 2019 22:22 |
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Goreld posted:The Doom rendering article is pretty much a survey of a modern Forward+ rendering pipeline - if you load up Unreal in Forward mode it does mostly the same stuff apart from the megatexture step and hacky SSR. Then again I do a lot of work with rendering in Unreal for my job so I’m super jaded to how ridiculously convoluted game engines are nowadays. Yeah, Unity's frame debugger honestly helped me visualize the forward path a lot. I encourage everyone to goof around with it
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# ? Jul 18, 2019 23:01 |
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Lowen SoDium posted:I saw a video that was the same thing but for GTA V. It was really impressive to see all of the tricks they did to get that game to do what it does on such a wide range of hardware. Yeah, dude did an article breaking down a frame of GTA V too. I’m assuming somebody (hopefully the OP) used these articles as a basis for the videos.
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# ? Jul 19, 2019 03:58 |
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Is this one of you guys trolling the Unity board? https://forum.unity.com/threads/add-properties-to-a-gameobject.714551/
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# ? Aug 4, 2019 08:34 |
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c0burn posted:Hello friends Hello fellow masochist, I know that I am too late to answer you but I am doing the same thing right now and I set up cross compiling through open watcom from windows to dos and on top of it I am improperly using Cmake. So that I can use visual studio as an Ide (friday I managed to use Google Tests as a test suite) https://github.com/limacat76/learn-cmake-openwatcom
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# ? Aug 11, 2019 11:04 |
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Boz0r posted:Is this one of you guys trolling the Unity board? Its like if fishmech was the world's least competent game developer.
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# ? Aug 11, 2019 14:37 |
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a cyberpunk goose posted:Yeah, Unity's frame debugger honestly helped me visualize the forward path a lot. I encourage everyone to goof around with it I both love and hate that thing. It's great when it works for quickly checking if things are working as you'd expect them to, but it also seems to break in random ways for no discernible reasons when dealing with more complex cases. I think part of this is that they have to redraw the frame up to whatever call you're looking at, so if you've got shaders that keep state from frame to frame they tend to not always like that. What I really can't figure out is why it'll sometime show me my render targets just fine, and other times it'll just refuse to. Also just upgraded to 2019.2 for a project at work and now unity's managed linker explodes with an internal error when trying to link one of the dlls that worked just fine in previous versions lol.
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# ? Aug 11, 2019 18:55 |
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Wolfsbane posted:Its like if fishmech was the world's least competent game developer. I hate to bag on anyone for straining against Unity's structure, but I only know how to get what I want out of it by building abstractions on top of it, rather than trying to tear things up by the roots to redo myself
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# ? Aug 12, 2019 02:34 |
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I'm not sure what my problem was but every time I tried to do anything in Unity I felt like I was fighting against it, and every time I wanted to implement something it felt heavy handed ridiculous and prone to bugs. I switched to Godot and rebuilt my game from scratch in a couple of days.
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# ? Aug 12, 2019 22:25 |
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I had a similar experience switching from Unity to UE4, but I think a lot of it can be attributed to already having figured out how my own stuff worked the first time around. Certainly at the time Unity's collision and networking sucked, while UE4s were much better, but I would still caution that it could easily be a grass is greener sort of situation. I definitely struggled with some things with both engines even if it took much less time to get back to where I was after I switched.
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# ? Aug 13, 2019 00:05 |
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Nolgthorn posted:I'm not sure what my problem was but every time I tried to do anything in Unity I felt like I was fighting against it, and every time I wanted to implement something it felt heavy handed ridiculous and prone to bugs. I switched to Godot and rebuilt my game from scratch in a couple of days. (Unity *also* did that, mind, and more than once, so this isn't a relative knock against Godot.)
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# ? Aug 13, 2019 00:16 |
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roomforthetuna posted:That was my feeling too, but then Godot went "hey a new version that doesn't work with old things and doesn't help you convert" so I just gave up on engines. A game engine isn't like a browser where you keep it updated all the time, you find a version that has the stuff you need and lock it down. UE4 so far has been the only significant exception but that's mostly because most major changes have been additive so far rather than things that would require changing a massive chunk of underlying functionality (like Unity's scriptable renderer).
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# ? Aug 13, 2019 07:27 |
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Falcorum posted:A game engine isn't like a browser where you keep it updated all the time, you find a version that has the stuff you need and lock it down. Well, I understand this, and you understand this, but I really wish Unity understood this.
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# ? Aug 13, 2019 07:43 |
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I think I got lucky about my timing with Godot too because there was more or less a feature lockdown on the engine side around when I started. There's a couple of changes coming up that I'm really looking forward to like finally having integer based vectors. But for the most part development seems focused on the new rendering engine.
Nolgthorn fucked around with this message at 13:41 on Aug 13, 2019 |
# ? Aug 13, 2019 13:38 |
The Phaser Patreon has a post labeled "Phaser 4 Announcement" which I want to assume is a joke or perhaps a shift to 3D. Either way it's a little incongruent for an open source project to lock information behind a paywall. Maybe I should finish a game.
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# ? Aug 13, 2019 14:16 |
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Doc Block posted:Yes, this is exactly what I needed. Thank you! And this is my version for DOS (mode 13) https://i.imgur.com/H3s6knS.gifv
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# ? Aug 13, 2019 17:32 |
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Whybird posted:Well, I understand this, and you understand this, but I really wish Unity understood this. Use the long-term-support versions. No API changes or new features, just bugfixes.
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# ? Aug 13, 2019 17:37 |
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TooMuchAbstraction posted:Use the long-term-support versions. No API changes or new features, just bugfixes. And even when using the LTS versions look at the changelogs and only upgrade if you see a bug fixed that you want fixed otherwise stick with your current version from start of dev until release. Unity versions change and break stuff all over even on minor version changes.
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# ? Aug 13, 2019 18:51 |
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TooMuchAbstraction posted:Use the long-term-support versions. No API changes or new features, just bugfixes. Yeah, this caused me a problem when the older version of Unity I was using for a project simply refused to function on the latest version of OSX.
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# ? Aug 13, 2019 20:18 |
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BarbarianElephant posted:Yeah, this caused me a problem when the older version of Unity I was using for a project simply refused to function on the latest version of OSX. That's Apple's fault, not Unity's, IMO. Apple has no shame whatsoever about breaking everyone with their OS updates.
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# ? Aug 13, 2019 20:30 |
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Falcorum posted:A game engine isn't like a browser where you keep it updated all the time, you find a version that has the stuff you need and lock it down. UE4 so far has been the only significant exception but that's mostly because most major changes have been additive so far rather than things that would require changing a massive chunk of underlying functionality (like Unity's scriptable renderer). Edit: and also if you use an old version and ask how to do a thing, the answer will always be "oh that's easy with the new version, you should upgrade."
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# ? Aug 14, 2019 01:50 |
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roomforthetuna posted:Edit: and also if you use an old version and ask how to do a thing, the answer will always be "oh that's easy with the new version, you should upgrade." Even worse if the answer is "Well, that used to be easy...."
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# ? Aug 14, 2019 02:26 |
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Falcorum posted:A game engine isn't like a browser where you keep it updated all the time, you find a version that has the stuff you need and lock it down. UE4 so far has been the only significant exception but that's mostly because most major changes have been additive so far rather than things that would require changing a massive chunk of underlying functionality (like Unity's scriptable renderer). Unity is 14 years old and it's surprising how much stuff it's even kept. I've seen a few people wanting to make a game with an early-2000's retro look, which basically means vertex lighting, gamma-space shading, non-PBR materials, etc. etc., I've been recommending Unity because it actually still has all of that stuff (or did when I last checked at least), whereas UE4 already ripped all of that stuff out. It's also trying to deal with a big re-scoping of its target market by trying to get more into the AAA space, and dealing with the fallout of some very old decisions that are tough to dislodge ("oh crap, GC pauses are actually really bad.")
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# ? Aug 14, 2019 16:40 |
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The Unreal 4.23 graphics cleanup had some pretty major sweeping changes across the projects my friends work with. Cascade broke pretty heavily in a few of the point releases and the answer from Epic is "stop using Cascade lol" (they eventually fixed it). Even if you lock down a version, the artists will read the release notes and go "ooh, we want that!!!" and now you have to do merge-and-deploy every few months.
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# ? Aug 14, 2019 22:43 |
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I added a pdb to the game and it still doesn't loving generate a proper callstack. https://pastebin.com/F66A5z3g It doesn't look in the pdb that is looking in the same folder as the executable?? Why? It works locally, but then when I upload to steam, it no longer works from there. I'm starting to not even want to support Windows 7. gently caress your crusty rear end crashing operating system. e: for some reason it is fine now if I just rebuild and reuploaded everything. baby puzzle fucked around with this message at 21:38 on Aug 15, 2019 |
# ? Aug 15, 2019 16:31 |
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Windows 7 support ends next January. Don't bother supporting it if it's a major hassle.
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# ? Aug 16, 2019 12:23 |
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There's still ~20% of people using Win7 64 bit according to the Steam hardware survey though. Probably will still be a pretty big chunk by next January. Also what the gently caress there's a 32 bit version of Windows 10?
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# ? Aug 16, 2019 17:21 |
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Windows stripped back down to basics without backwards compatibility (only 64 bit), does that just keep getting delayed? After ditching their 64 bit browser, it seems like things are going backwards.
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# ? Aug 17, 2019 00:19 |
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I recently wrote up a game design document for an idea I recently thought up. In summary, it is a platform for tabletop role-playing games but though the medium of VR where you can switch between perspectives of avatars sitting around a virtual tabletop with your map, figures, dice, etc. and within the game world of the RPG you are playing as your characters. Please read through my document and give me your opinions, advice, and suggestions. Get into Character GDD (Google Doc comments should be enabled)
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# ? Aug 19, 2019 20:22 |
Sounds like tabletop simulator but with the complexity multiplied by 10. On top of designing campaigns, the DM also needs to implement everything in code, objects, etc? That takes some serious buy-in. The main question that comes up in my mind is "Why?" If I'm going to RPG a barbarian just put me in the barbarian all the time. I don't want to be the dude rolling dice ever. Having two modes is complicated to implement and adds friction for users. But I understand you are trying to capture that tabletop experience. I'll admit I don't know a whole lot about that demographic but isn't one main appeal of tabletop RPGs that you can get creative and do stuff without coding every edge case? I have a design document I've been sitting on for at least a year. I'd like to get feedback on it as well. Chunjee fucked around with this message at 21:43 on Aug 19, 2019 |
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# ? Aug 19, 2019 21:11 |
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I've been watching a lot of youtubers that build models to play tabletop games with. Houses, landscapes, all sorts. They invest hours into this hobby, not only writing game scenarios for their friends to play but also crafting miniatures to play them with. Therefore I believe there's probably a market for this. Don't ask me how hard it would be to implement an entire online dungeon master vr experience but if you pulled it off and sold it for reasonable enough a price I bet you'd sell it. People might use it as a hangout simulator as well, I'm surprised there isn't something like this already. It might be one of those things a lot of people have tried to build but nobody has managed to complete after they discovered how hard it is to do.
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# ? Aug 21, 2019 19:18 |
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# ? May 12, 2024 04:01 |
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Nolgthorn posted:I've been watching a lot of youtubers that build models to play tabletop games with. Houses, landscapes, all sorts. They invest hours into this hobby, not only writing game scenarios for their friends to play but also crafting miniatures to play them with. Therefore I believe there's probably a market for this. Don't ask me how hard it would be to implement an entire online dungeon master vr experience but if you pulled it off and sold it for reasonable enough a price I bet you'd sell it. Thanks. Your recognition is encouraging. I would try to work on some sort of prototype for it, but that venture seems well beyond my personal ability partially due to that I don't have the VR equipment to test it with as the only hardware I have is a PSVR I recently got as well as that I lack the space for something like HTC Vive. I tried sending the GDD to my old Game Design professor but haven't gotten a reply yet. Though he is retired, and I'm not sure if he still uses the same e-mail and if not which one would be viable. I'm hoping to share the document with some companies that might get some interest in my idea but wanted some advice before sending it to anywhere professional. If there's some general advice regarding writing professional GDDs, that would also be helpful as I simply found a template online and pretty much wrote mine up in a day. I doubt I can add much more of what I have in mind without better understanding what would be possible in the medium I intend to make it in.
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# ? Aug 21, 2019 21:14 |