|
Gordon Cole posted:I believe bitbucket is a free alternative, but I've never tried it myself. Bitbucket is free for up to something like 5 collaborators. It's fine for solo projects, but I think github has much better merge and review tools if you ever need to deal with more than two people. That said, I go off the grid a fair amount, so my personal projects are versioned with fossil which I sync to cloud storage. It's a bit esoteric, but access to issues and wiki without net access can be fairly useful.
|
# ¿ Jul 21, 2012 22:42 |
|
|
# ¿ May 5, 2024 18:12 |
|
Jewel posted:And that's pretty much my biggest flaw right there. I don't know the """best""" ways to write the communication between things, end up hacking together a system of passing objects/parents, and then it gets too messy and I stop. Have you tried diagramming out all of the interactions before you write any code? It sounds like you're pressing keys to keyboard before actually knowing the purpose of doing so. It's probably best to get a class diagram set up, figure out what everything needs to do and iterate that 1 to n times until it seems manageable. It sounds like what you're asking is, "How do I plan a project while writing code?". The answer is: you plan a project, then you write code.
|
# ¿ Aug 3, 2012 01:21 |
|
Gary the Llama posted:Went back to some old code (FlashPunk/AS3) today to fix an issue with diagonal player movement going faster than it should. I should just need to normalize the velocity, right?
|
# ¿ Oct 16, 2012 06:22 |
|
field balm posted:I'm thinking about starting a multi-player game soon, which will be turn based. I have little experience with networking. Does it sound safe to develop the game keeping model-control-view separate, with both players being controlled from the same place, then when the game is complete re-tool the control side to be networked? Most likely I would set it up so single player or the person hosting would be running a client and a server, and a person connecting would just be running a client. Is tcp/ip connection the way to go? How high would bandwidth be for a simple game like this for a node.js dedicated server or something? That sounds reasonable, but make sure that you keep local state for your view and then update it from the nets to avoid input-lag issues. This can also probably simplify the state you need to send over the network. TCP/IP will be fine for something turn-based; you need to build something that's reliable out of UDP anyway, and your game wouldn't benefit from that effort. You can also combine the server code in the client binary so that you don't need to run anything, or at most need to run a matchmaking server. The cost at that point is relatively low, even if you reach success.
|
# ¿ Jan 20, 2013 16:30 |
|
floofyscorp posted:That 'low monthly payments' line seems a bit ironic now. Because a more powerful engine with source access is available for a lower monthly fee? I'm sure unity will maintain a large following because there are enough people afraid of c++.
|
# ¿ Mar 21, 2014 01:14 |
|
Suspicious Dish posted:The problem is that nobody can agree on which 10% of C++ that is actually good, so you have to know all of it if you work with a team of four or more people. The best 20% minus the favorite 10% of whoever I'm talking to.
|
# ¿ May 10, 2014 02:23 |
|
OneEightHundred posted:
My intuition is that they are different because they're floats. Assuming the values are similar; I didn't check. I'm not generally a big fan of floats. I can't think of any uses where their implementation is what is exactly wanted. I know of many examples that want 2-4 decimals of accuracy.
|
# ¿ Jul 8, 2014 14:57 |
|
dizzywhip posted:Sorry, I think I wasn't very clear...I'm not trying to make the general collision hitboxes or figure out how to split up the sprite sheets. I'm using box colliders and the sprite editor for that already, which is working well so far. Why not just create a transparent image and cut it up like you would a sprite sheet? Map the frames to the boxes you want and attach it to your object.
|
# ¿ Jul 25, 2014 15:28 |
|
Scene is lit; working as intended. Really though, there's no way to know what's wrong with it without a reference or explanation beyond "weirdly lit". Unless the anomaly can't be seen in the thumb, in which case
|
# ¿ Sep 24, 2014 15:36 |
|
echinopsis posted:goto always works great I like the analogy. Both sound reasonable at the time and both can lead to disaster if it comes into contact with someone else.
|
# ¿ Oct 21, 2014 20:10 |
|
Rocko Bonaparte posted:This whole thing between Unity and UE4 is messing with my head. Two years back, I was making GBS threads out C++ and doodling my own little C++ engine to get up-to-snuff on C++ and game stuff. Everybody was doing Unity then. I was doing a lot of C# at work and really don't have problems with it. I'd rather be writing in that than C++ most of the time. Now everybody is running off to UE4 and doodling in C++. What should I be looking at if my unrealistic expectations are an action RPG or simple RTS, but would probably wind up just making really small, simple things? This because I'm just one dude with some spare time. I think I'm pretty fluent in both C++ and C#, but I'm not really interested in picking up yet another one. As someone in similar circumstance who works in unity at work, I'm running all my side projects in UE4. What really sells it for me is the feeling of competence I get from the team behind unreal. It's almost exactly the opposite to how I feel about unity.
|
# ¿ Nov 6, 2014 07:51 |
|
Rocko Bonaparte posted:ok so to dabble in it, it sounds like I can just plop down $19 bucks, unsubscribe, and see how it goes. If I ever get serious, I guess I can sign up again. Is that right and legit? Yes, you can drop $20 and develop with that version of the engine and release games on it forever per their licensing terms. They added dynamic reloading of c++ a little bit ago. That might be sufficient for what you want. $20 was pretty easy for me to budget; if you're financially stable, my best suggestion would be to try it.. They have pretty good intro tutorials.
|
# ¿ Nov 6, 2014 19:17 |
|
I've grown upset with application size on my work projects, and I'm thinking about transitioning my personal projects to c++/sdl out of spite. I'm currently only doing fairly simple sprite-based games, so it should be fairly manageable. Is there something I'm missing? Should I not care that a game that should fit on a SNES cart is using a couple orders of magnitude more space than strictly necessary?
|
# ¿ Nov 18, 2014 19:03 |
|
I know it was probably brought up like 20 pages ago , but I miss c++ and want to switch to UE for my side projects. Are there any good non-video resources for someone that's been working in unity for a few years. I'd like to avoid feeling like a paraplegic for the 3-4 weeks of free time it would take to acclimate naturally. On a completely unrelated note, normalize your data. Yes, it matters (at least to some of us).
|
# ¿ Feb 5, 2016 20:35 |
|
Nition posted:Speaking of colliders and algorithms, one thing that's caused me endless headaches in my current game is calculating weapon movement ranges. Every weapon is a turret with some amount of X (pitch) and Y-axis (yaw) movement. Never any Z-axis (roll). Some have full rotation on the X axis. A few examples with rotation ranges visualised: Your problem is basically a textbook inverse kinematics problem for a robot with a fixed length end effector with two rotational degrees of freedom. Too much to bother to find my old robotics notes, but that's what you want to google. E: forward kinematics; I thought you wanted to aim the turrets automatically for some reason. leper khan fucked around with this message at 08:18 on Feb 11, 2016 |
# ¿ Feb 11, 2016 08:13 |
|
Nition posted:Vehicles can lose parts in-game, which often means the movement range needs re-calculating on some weapons (I only recalculate if specific parts that were blocking the weapon are lost). Vehicles can get pretty complex and Unity's raycasts are petty slow. To get a decently accurate result on a full turret weapon, raycasting 3 degrees apart say can take 10+ms per weapon, which is too much. The collider checking method is much faster (more like 1ms if that). Comedy answer: Bake in the N-dimensional manifold of range-per-weapon-per-potential-blocker and just lookup the index at run time. Then just calculate the manifold by iterating all potential inputs and flagging bad intersections. Thereby circumventing all maths.
|
# ¿ Feb 11, 2016 23:53 |
|
OneEightHundred posted:I disagree, what makes game development awesome is all of the things that serious computer scientists don't do, like deal with the fact that everything in the game capable of moving will, at some point in development, be launched into the stratosphere by a physics bug. I've talked with scientists who launch capable humans into the stratosphere. Games are awesome because our physics bugs make me chuckle, and their physics bugs do not.
|
# ¿ Feb 14, 2016 11:36 |
|
dupersaurus posted:Not to be an annoying (nonpracticing) art graduate here, but there's more to being "painterly" than making a shader to add a canvas texture and makes it look like paint strokes -- paint strokes are almost by definition unalgorithmic. The battle here is going to be won and lost in everybody's favorite things: textures and geometry. I think you're still is actually on a pretty good path (just get rid of the canvas texture). My texture artist skills are next to zero, but the path to go is probably to paint into the textures, to help the lighting out and add some variations. Look around your inspiration for all of the little variations in shading and contrast and stuff. http://myscienceacademy.org/2015/09/03/new-neural-algorithm-can-paint-photos-in-style-of-any-artist/ About that.. If the goal is a still, it's apparently a solved problem. Doing all of that in real time could be interesting though.
|
# ¿ Feb 15, 2016 00:47 |
|
orenronen posted:They don't even lock up mobile publishing in Unity 5. You can publish on any platform, including iOS and Android, for free (with mobile you're stuck with a "Made with Unity" splash screen at startup). If you make a certain amount of money from the game or if you want to get rid of the splash screen you do have to pay, of course. Don't forget the dark theme.
|
# ¿ Feb 24, 2016 08:25 |
|
So what is everyone using for analytics, leaderboards, and matchmaking? I keep wanting to roll my own, but then I look at something like twitter's fabric or Unity Analytics or etc and that seems excessively time consuming for the benefit of not sharing my data with third parties. I do love me some procrastinating on actually working on my side projects by working on side projects though.
|
# ¿ Feb 25, 2016 02:50 |
|
Shalinor posted:The animator thing is definitely key. The way we've built the team for Spartan Fist focuses on procedural punch anims, meaning we're not planning on much animation time. We made that choice due to the wide range of fist types. Advantage, we can do procedural trickery to make a single animation work across more fist types and adjust impact positions to be SUPER meaty, disadvantage, the procedural animation itself ends up being complicated, advantage, the Rayman-style fists make procedural way easier than user, disadvantage... etc. Which way you go on that is as much a choice driven by your team composition as it is desired outcome, and we happen to be tech heavy given that it's a proc-gen game already, so there you go. I wish you were building some crazy real-time IK setup instead of Rayman hands because I love videos of IK bugs. I understand why you didn't do that, but I imagine with enough thought that would also be a viable solution. s/enough thought/engineering budget/ s/engineering/robot love/
|
# ¿ Mar 1, 2016 00:40 |
|
Am I the only person that cares about maintaining clear interfaces and exposure of internals in code for unity? I've never seen anyone else just serialize private fields instead of making them public. Is it just because the unity docs say to make things public to expose them in the editor? Their terrible docs recommending abandoning decades of software engineering research and best practices for negligible convenience don't seem like a good reason to do that.
|
# ¿ Mar 3, 2016 16:28 |
|
ShinAli posted:I've recently adopted putting [SerializeField] property on all things that are going to be serialized as my common practice, regardless if its marked public or not. It helps cement the idea for other people looking at my code. I like the idea of explicitly serializing publics too, I may start doing that.
|
# ¿ Mar 3, 2016 19:06 |
|
I'll also point out that object serialization is extremely easy in unity, which I guess some people are unaware of. Pretty sure knowing this contributed to getting my new job.code:
e: fields need to be public.. leper khan fucked around with this message at 19:37 on Mar 3, 2016 |
# ¿ Mar 3, 2016 19:31 |
|
In unity is the best way to get to UnityEditor.PlayerSettings.bundleVersion at runtime really to write native wrappers around the platform specific calls and link those in? That seems hideously Byzantine to me.
|
# ¿ Mar 3, 2016 23:33 |
|
Rocko Bonaparte posted:I'm beating myself up over ScriptableObjects and serialization. I had a MonoBehaviour that just served to store and build my pathfinding network; Update() and Start() were just empty. I needed the data to persist into the game, so it sounded like a good place to use a ScriptableObject. I changed it from a MonoBehaviour to a ScriptableObject, marked the pathfinding network field as a serializable field, made sure the data type was also serializable, and then tried to use it. I still lose all the pathfinding data when I go into the game, and if I restart Unity. I don't understand the point of upperleftboundcentered and lowerrightboundcentered. The two original points form a bounding rect. The center of that rect will be at (left.x + right.x)/2, (left.y + right.y)/2.
|
# ¿ Mar 5, 2016 17:06 |
|
Rocko Bonaparte posted:Those values come from little poles I place in the world to mark off the region. I'm usually typing it in, so they round the right way, but if they're within their respective squares, it will cut off the area I want to cordon off. So, like, if I was cordoning off a 3x3 square, and they were a little bit inside their respective squares, I'd normally wind up only testing the centermost one because that's the first completely enclosed square. So I re-read the post. It sounds like you want to save/load your level data to disk. I would read in the level data, convert it to a structured format, use JsonSerializer.ToJson and write the output to disk. Then I would reverse the process to get everything out again.
|
# ¿ Mar 5, 2016 17:41 |
|
Rocko Bonaparte posted:Thank you. I am going to be chewing on this soon. After I posted that, I eventually got things working well enough that I could see my pathfinding working in-game, so I was experimenting with it. I have some questions about that now. Take a look at the piano movers problem. It should help you get a better handle on getting caught on edges and traversable spaces.
|
# ¿ Mar 8, 2016 17:10 |
|
y grows down because everything is based on how CRT scan lines worked. Shoot a ray gun from right to left (viewer's left to right), top to bottom; oh look a frame appeared. Read a 60s computer graphics book to learn more. It's all arbitrary these days though, just translate to your preferred reference frame..
|
# ¿ Mar 12, 2016 00:50 |
|
Zero The Hero posted:I'm not tied to Chromecast. I've got a wireless display adapter from Microsoft, that would do fine. If you can implement it in .net 2.0, you can do it in unity. If you're looking for something off the shelf, it depends on your specific needs and budget.
|
# ¿ Mar 14, 2016 06:53 |
|
Worst case you apply translucent green over a region and alphamask it with a cutout shader. In general, most objects you'd want to do something like that to have a color property built in for the purpose. Obviously I don't have your code in front of me or knowledge of the systems your team has built; it's possible they've designed a system such that it isn't easy or will take a couple days to patch in.
|
# ¿ Mar 14, 2016 21:01 |
|
DStecks posted:Is there any relatively-straightforward way to get the camera in Unity to always be at the right orthographic size for pixel-perfect graphics, for arbitrary screen resolutions? I'm trying to make a roguelike framework, and I want the game display to work like Dwarf Fortress, where the tiles are always pixel-perfect and you simply get a wider field of view if you make the window larger. You get .Net 2.0 circa 2005.
|
# ¿ Mar 15, 2016 19:38 |
|
DStecks posted:That's not the problem; the reason why I wanted native Tuple support was because it might mean all the elements would show up in the inspector. code:
Should do the trick.
|
# ¿ Mar 15, 2016 22:56 |
|
22 Eargesplitten posted:Yeah, my current line of thought is to break the loading into different sections. Currently there's one distance from the NPC where everything loads. I was thinking break it into AI, models, textures, skeletons, and animations, as well as anything else I missed. The question is just if that's going to give a ton of tiny stutters rather than one bigger stutter, which would also really suck. There are also apparently some pretty big problems with how they load assets that I can rework after this. If multiple threads will be running, you should probably care about data races generally unless you can guarantee that only a single thread will interact with a given object/state. Locking code isn't that difficult, especially with RAII.
|
# ¿ May 9, 2016 18:08 |
|
22 Eargesplitten posted:I'll check on that. The multi-core stuff isn't my code, and was made by people who seem to know what they're doing technically, but I'm also thinking about generating more threads to do real-time loading, and I'm not sure if it would let another thread grab one of the entities it's loading. Locking down that particular thread should be super-easy, though, if I go with creating and destroying it as needed. I just asked in the C++ thread if that would be a performance-killer, I've never worked with multithreaded C++ before. You are responsible for ensuring that any shared memory doesn't get into an inconsistent state. As long as you don't do anything complicated, like have blocked threads help with computation, it really isn't that difficult. std::lock_guard is your friend. You're also responsible for joining or terminating the thread. The OS is responsible for scheduling how to get all the threads to proceed. You are responsible for deciding what the threads do. You probably don't need to worry too much about the scheduler, but you should be aware that any of your threads could be preempted for something more important for any amount of time.
|
# ¿ May 12, 2016 03:34 |
|
Mr Shiny Pants posted:So for you guys who use Unity, any must have assets? TextMeshPro if you want stylized text (gradients/shaders/what have you). It's generally pretty great and has decent documentation and a bunch of videos. Haven't run into a limit on scripts on an object, but I never tried to go crazy with it. They're still separate class objects, just attached to the same parent in the scene graph. As such, there's some minimum memory overhead per class object, so at some point there's an implicit maximum; you're doing bad things if you get near that though.. Having c# as a language sure would be nice, instead we get unity-c#-3.5. e: ToxicSlurpee posted:Far as I can tell any amount and I don't think it does. You probably want to keep each object limited to as few scripts as possible to avoid update orders but I'm pretty sure Unity also lets you dictate what order scripts are called in so that's not a huge deal. You can also create classes that aren't inherited from MonoBehaviour and do traditional classes and objects within those scripts just fine. leper khan fucked around with this message at 14:14 on May 22, 2016 |
# ¿ May 22, 2016 14:07 |
|
Chernabog posted:Is there a more accurate way to measure time in Unity than this? Sometimes the spawns get desynchronized when the spawnInterval gets too small. You could use System.Time or whatever high performance timer and update it manually. For most things that don't need to be super accurate I keep track of the time a thing occurred then subtract the current time and compare with desired interval. It's similar to what you're doing, except you're accruing some amount of error on each Update call. You could also spawn a coroutine and wait however long and then frobnicate the whatsit (probably don't do this).
|
# ¿ Jun 16, 2016 17:00 |
|
If I wanted to embed a web view into a Unity application targeting windows desktops, what's the best way to do that? Cursory looks for plugins show a bunch of things for mobile, but nothing for windows.. Would I need to integrate CEF?
|
# ¿ Jun 16, 2016 18:25 |
|
darkpool posted:
I would not use such a one, or recommend its use to others. The last thing I want in my games projects is to deal with a bunch of JavaScript BS. It also wouldn't be a very popular engine, so finding experienced people would be impossible. Do you have a marketing strategy to pull people away from Unity or Unreal (or Lumberyard, or extant game engines people aren't using)? Do you have the budget to implement that strategy?
|
# ¿ Jun 29, 2016 13:15 |
|
|
# ¿ May 5, 2024 18:12 |
|
Vlad the Retailer posted:Is there such a thing (for rigid body dynamics)? Infinite precision math with a fixed time step? Maybe I'm missing something though.
|
# ¿ Jun 30, 2016 23:50 |