|
SharpenedSpoonv2 posted:I would play the poo poo out of that game. I once stumbled upon a Gamemaker demo/proof of concept where you could move around in four dimensions - I've never been able to find it again but it was very very fun and intriguing.
|
# ? Feb 11, 2013 22:42 |
|
|
# ? May 25, 2024 21:52 |
|
SharpenedSpoonv2 posted:
|
# ? Feb 11, 2013 22:54 |
|
If anyone here is familiar with Behaviors in Construct 2, I've happened on a problem that is annoying me. Basically what I want to do is set the angle of a ball towards the mouse position, then press Spacebar to fire the ball in said direction. The events and ball info. However when I run the game it doesn't work the first time. I know the game registers the click because I added an opacity event to make sure it works, but for some reason it only sets the angle horizontal either left or right of the ball depending on where I click. If I click again once the ball is moving, it then properly changes the angle towards the mouse pointer in any direction. Can I not have a bullet behavior start with 0 speed? e: And of course I manage a work around immediately after a half hour of not figuring things out. I think the bullet behavior was changing the angle every tick to a flat horizontal one when it was set to speed of 0, so I added an event for it so when the speed is 0 it disables the bullet behavior and then enabled the behavior once I hit Spacebar to fire and it works properly now. Mo_Steel fucked around with this message at 23:31 on Feb 11, 2013 |
# ? Feb 11, 2013 23:27 |
|
I'm looking for any resources which outline architecture for setting up parent/child entity hierarchies. I'd like to have the ability to position (and scale, rotate) entities relative to parent entities. I have a design in my head on how I want to set this up flexibly, but I'd like to read anything I can get my hands on before implementing. I'm not entirely sure what to search for when it comes to these concepts, so if anyone has any articles they thought were useful, it would be much appreciated, thanks!
|
# ? Feb 12, 2013 00:05 |
|
WaterIsPoison posted:The only one I am aware of is HyperRogue http://www.roguetemple.com/z/hyper.php which takes place in hyperbolic space. roomforthetuna posted:I think a 4D maze might be a better game. ... whatever-you-call-a-4D-polyhedron. Also, wikipedia has the name "polychoron" but no one actually calls it that. The best name is "4-polytope"
|
# ? Feb 12, 2013 00:26 |
|
WaterIsPoison posted:More game developers should investigate non-Euclidean geometry. Exploring a non-orientable manifold would be such the mindfuck. A sphere is non-euclidean, right? I once experimented with making a Civ clone on an actual globe, I got about this far with it: Screwing with the world size was kinda fun
|
# ? Feb 12, 2013 02:08 |
|
HappyHippo posted:A sphere is non-euclidean, right? I once experimented with making a Civ clone on an actual globe, I got about this far with it:
|
# ? Feb 12, 2013 02:43 |
|
All games are 4D. Unless you've got pause mode on.
|
# ? Feb 12, 2013 02:47 |
|
All games are 4D, but some are more 4D than others.
|
# ? Feb 12, 2013 03:14 |
|
Shalinor posted:All games are 4D. Also, 2D games are not 4D even if you count time as a whole dimension. (The "half dimension" idea is also fun for making many 2D games only 1.5D, since in vertical-scrolling shoot-em-ups you can rarely move back down, and some scrolling platformers sometimes won't let you go back, eg. certain Mario levels.) roomforthetuna fucked around with this message at 03:20 on Feb 12, 2013 |
# ? Feb 12, 2013 03:17 |
|
Only plebeians refer to time as a fourth dimension. True mathematicians only work with spatial dimensions!
|
# ? Feb 12, 2013 03:30 |
|
SharpenedSpoonv2 posted:Only plebeians refer to time as a fourth dimension. True mathematicians only work with spatial dimensions! (Also doesn't really make sense because you need time in which to be performing that rotation so it gets all confusing.)
|
# ? Feb 12, 2013 03:35 |
|
There was this terrifying/sickening game engine out of MIT a bit ago: http://gamelab.mit.edu/games/a-slower-speed-of-light/
|
# ? Feb 12, 2013 03:41 |
|
devilmouse posted:There was this terrifying/sickening game engine out of MIT a bit ago:
|
# ? Feb 12, 2013 04:24 |
|
There's also Achron, an RTS with time travel.
|
# ? Feb 12, 2013 04:27 |
|
SharpenedSpoonv2 posted:This would be such a great multiplayer shooter - run away from someone so that when the light finds them, you are in a different position than what they see and can shoot them unimpeded.
|
# ? Feb 12, 2013 08:40 |
|
I think it's impossible to have a multiplayer game with true time dilation.
|
# ? Feb 12, 2013 17:20 |
|
Contains Acetone fucked around with this message at 17:45 on Jun 24, 2020 |
# ? Feb 12, 2013 18:43 |
|
HappyHippo posted:I think it's impossible to have a multiplayer game with true time dilation.
|
# ? Feb 12, 2013 18:57 |
|
I know the original FEAR used it slow time effect in multiplayer. It worked by picking up a powerup and everyone else's or everyone on the other team's movement and shooting would slow way the hell down. It worked actually worked really well but sadly (like everything else fun about FEAR's multi) was stripped from FEAR 2.
|
# ? Feb 12, 2013 19:15 |
|
SharpenedSpoonv2 posted:Also, I have so few places to go on this rant: Antichamber is NOT non-Euclidean geometry! It is a game in which the levels change as you move through them... that's all! It bugs me so much (and much more than it should, I know) every time I hear people describe it as a game with non-Euclidean geometry Obviously the way it works is that the levels change as you move through them (when you're not looking) but the technique is used to simulate non-standard R^3 topology, which is what people generally mean by "non-euclidean", even if that's not exactly technically correct.
|
# ? Feb 12, 2013 19:44 |
|
I'm not so sure that Slower Speed of Light models time dilation at all.
|
# ? Feb 12, 2013 20:04 |
|
Wolfgang Pauli posted:I'm not so sure that Slower Speed of Light models time dilation at all. From the video, it looks like all the game does is change the color through a filter to a relative-accurate color per your velocity. I suppose it's doing a barrel distortion effect as well. It looks like they just plugged in two simple formulas into the game, and changed C to a very low number. I'd want to see what happens when other stuff moves in the game. It looks like the game doesn't even do that - everything is standing still. (understandable, since modeling anything else moving would involve creating 3d model sweeps and possibly doing some super-expensive Monte Carlo integration - think motion blur on steroids)
|
# ? Feb 12, 2013 20:16 |
|
It's difficult to tell, but from the video it appears there are character's walking around (check around 0:40). They claim to be doing time dilation.
|
# ? Feb 12, 2013 20:24 |
|
Goreld posted:From the video, it looks like all the game does is change the color through a filter to a relative-accurate color per your velocity. I suppose it's doing a barrel distortion effect as well. It looks like they just plugged in two simple formulas into the game, and changed C to a very low number. I've come to realize I don't know what other spaces exist besides Euclidean
|
# ? Feb 12, 2013 20:31 |
|
HappyHippo posted:It's difficult to tell, but from the video it appears there are character's walking around (check around 0:40). They claim to be doing time dilation. Probably not helped by it being slowing light down rather than speeding the player (and your perceptions) up, so the movements of other things become equally relativistic so it doesn't really change how the movements appear. You'd really have to be outrunning the light to actually see interesting effects like things seeming to move backwards when you approach them.
|
# ? Feb 12, 2013 21:18 |
|
roomforthetuna posted:I downloaded and played it, there are things walking around but basically it isn't fun or interesting at all and just looks like psychedelic colors tied to your movements. Maybe that's what it would really be like to approach relativistic speeds, but it doesn't really help with understanding it or make it interesting or anything.
|
# ? Feb 12, 2013 21:21 |
|
Nothing really moves enough to be able to tell. The guys walking around basically look like they're standing still as soon as you start going fast enough and everything else is stationary. The shapes of things start warping if you turn sideways to your motion and if you turn to look opposite your motion near the end, everything goes black, so there are a few interesting things to see, but that's about it.
|
# ? Feb 12, 2013 21:28 |
|
It's not meant to be a game I don't think, it's more of a simulation or educational tool. Imagine you were trying to think about what would happen to your vision at close to the speed of light: it's easy to say that things are red- or blue- shifted, but it's something else to imagine what it looks like. I think that the "game" also has other, more subtle, effects that we are probably not noticing. After you beat the game it has a screen explaining "what happened" and points out that if you move sideways, and are moving to the left, then things on the left are brighter than on the right. So I'm guessing there are a lot of small bits that physics people probably notice.Physical posted:I gathered the same thing, looked just kind of gimmicky. 1) You can draw a straight line between two points; 2) You can create/extend a straight line continuously; 3) You can create a circle with any center and radius; 4) All right angles are equal to each other; and 5) (the parallel postulate) Given an infinite straight line and a point not on that line, there is exactly one (infinite, straight) line you can draw which goes through that point and never intersects the original straight line. (This is not actually what Euclid said, but it is equivalent and a lot easier to understand.) Turns out this fifth axiom is not necessary in order to create a working model of geometry. The common geometry models are: * Spherical (and its related cousins Elliptical and Projective) Geometry, in which there are "0 parallel lines" * Euclidean Geometry, in which there is one parallel line * Hyberbolic Geometry, in which there are infinitely many parallel lines Now you know. :themoreyouknow:
|
# ? Feb 12, 2013 22:14 |
|
My current space game started life as a game with an element of time / light lag between opponents (e.g. you are 4 light minutes from an opponent) inspired a bit by the novel 'Lost Fleet' which makes such things the cornerstone of space combat. However, in early screwing around phase I could never get it to turn into anything but a guessing game of battleship (opponent is x distance away moving at whatever speed and assuming no change in heading fire at blah position or guess heading will change at fire at blah2). Pretty boring, but maybe it would make a decent word problem math game for kids. I'm physics and math stupid so this was a bad fit for me anyway though.
|
# ? Feb 12, 2013 23:25 |
|
I'm thinking of trying my hand at programming a text-based RPG. There'd be a GUI with buttons and whatnot, but otherwise just text - no music, no images or video. I'm guessing Python would be up to the task, but just wanted to confirm first. Are there any better languages for such a purpose?
|
# ? Feb 13, 2013 00:24 |
|
Goreld posted:From the video, it looks like all the game does is change the color through a filter to a relative-accurate color per your velocity. I suppose it's doing a barrel distortion effect as well. It looks like they just plugged in two simple formulas into the game, and changed C to a very low number. PlatinumJukebox posted:I'm thinking of trying my hand at programming a text-based RPG. There'd be a GUI with buttons and whatnot, but otherwise just text - no music, no images or video. I'm guessing Python would be up to the task, but just wanted to confirm first. Are there any better languages for such a purpose? roomforthetuna posted:Probably not helped by it being slowing light down rather than speeding the player (and your perceptions) up, so the movements of other things become equally relativistic so it doesn't really change how the movements appear. You'd really have to be outrunning the light to actually see interesting effects like things seeming to move backwards when you approach them. Did you collect all 100 orbs? Once you do that you're traveling at c.
|
# ? Feb 13, 2013 02:01 |
|
Wolfgang Pauli posted:First, check out Twine and see if it isn't exactly what you want. If that doesn't work, you can do it all with the amount of HTML5 and jQuery you'd learn of Codecademy in a few days. Nah, I mean an RPG with a combat engine etc. Nothing in-depth, just some basic number-crunching going on behind the scenes. HTML5 looks interesting though, thanks for the heads up!
|
# ? Feb 13, 2013 03:09 |
|
Well, you'd be coding the game in Javascript, but the rendering engine would be handled entirely by HTML5's <canvas> and jQuery. If you don't know the languages, you can power through the first three or four Codecademy tracks pretty quickly.
|
# ? Feb 13, 2013 15:52 |
|
Wolfgang Pauli posted:I mean I downloaded and played the game, and it appears that the people move at the same rate regardless of the fraction of c you're traveling at. Other than that, the effects are really well done and the video doesn't do them justice. That said, the actual effects of special relativity aren't anything new or exciting. It's nothing you didn't see in Half-life 2. At 99 orbs, sit still in traffic. The guys moving towards you are slightly blue-shifted, and the guys walking away are slightly red-shifted. They move at the same speed, and the speed of light slows down. They're just not moving at the same (relatively large) fraction of light. If you stand and follow one, you can see that their size DOES perceptibly change as they cross in front of you, as does their color. Lorentz contractions don't really appear significant until .95c or so, and I think the other dudes are only walking at .6c with 99 orbs. That's the thing about relativity, the really cool stuff doesn't happen until you're REALLY fast, and until then, everything is just kinda a little bit (<1%) away from Newtonian.
|
# ? Feb 13, 2013 18:00 |
|
It would've been interesting if the game provided you with some kind of slider for the speed of light so you could crank it down to just above the speed of the walkers.
|
# ? Feb 13, 2013 18:12 |
|
e: VVVVV Yes I did, sorry friends, wrong thread.
Xik fucked around with this message at 07:36 on Feb 14, 2013 |
# ? Feb 14, 2013 07:15 |
|
I can only guess you meant to post in the Retro Gaming Megathread?
|
# ? Feb 14, 2013 07:33 |
|
It makes my heart glow with pride that indie devs with experience can whip out amazing mods like this, literally the day of: https://www.youtube.com/watch?v=L-kDyWU5Jos Hopefully my skills will be up to par when the next
|
# ? Feb 14, 2013 19:08 |
|
|
# ? May 25, 2024 21:52 |
|
... I really shouldn't have laughed at that as hard as I did. Hmm. Unrelated: I have a graphics algorithm quandary, related to dynamic shadowing. Normally, the goal is PCFed soft shadows, that blend with lighting conditions... but what if the aesthetic demands razor sharp edges, and shadows that are either monochromatic, or at the very least probably not alpha blended. Imagine shadows in a cubist painting, basically. Right now, it has me thinking I might actually want to dust off shadow volumes, but can anyone think of a better approach? Bonus points if it supports self-shadowing? I'd love to use something newer and fancier, but most recent shadow algorithms focus on realism rather than style. That said, it would also need to run on "any old gaming rig", so I guess cutting edge wouldn't be ideal anyways. Turning these shadows off wouldn't really be acceptable, they're critical to the scene composition. Even better, would be if I could get the algorithm running on mobile. EDIT: also, if I'm thinking this through right, shadow volumes would let me do palette-driven shadow colors. That is "if color A shadowed, output color A_SHADOW." Which would be fantastically neat. Shalinor fucked around with this message at 20:30 on Feb 14, 2013 |
# ? Feb 14, 2013 20:17 |