henke on 27/4/2020 at 11:28
I'm making stuff! Currently prototyping the following games:
Hover Taxi
Forklift Truck Thingy
Zero-Gravity Curling VR
Feel free to imagine what these games might be like and get hyped.
Renzatic on 27/4/2020 at 15:10
That video makes me think that your next game should be something in the line of Stardew Valley. Something set in the 1930's. Maybe aliens are involved.
It could be a Stardew Valley/XCOM hybrid. You have to protect the farm from Aliens.
Pyrian on 27/4/2020 at 15:55
...While racing a tractor.
Renzatic on 27/4/2020 at 16:16
Lawnmower races would be better.
Nameless Voice on 27/4/2020 at 17:41
I did do a little bit of gamedev a week ago, which I haven't posted about here.
When I was initially working on light and shadow detection - quite a while ago at this point - I was just going with a relatively simple system of tracing a line to any nearby lights and applying their illumination if the trace wasn't blocked.
That worked okay for simple light setups, but it would have needed to be specifically coded for every single light option and type: to handle different light falloffs, to handle directional lights, spotlights, etc., each needing their own maths to calculate if the light would be in that place. Not to mention even more complex cases, like bouncing light, or light passing through semi-transparent surfaces.
I was meaning to redo it for ages, and so I finally did, this time using the crazy method (which I believe is also used in TDM) of rendering a scene of the player's location to a texture, and then analysing the colours of the pixels in that texture to determine how bright the area that the player is standing in actually is.
The way I did it was to create a sphere, turn it inside-out by flipping the normals, slap a white texture on it, and put a scene capture camera inside it. With an extreme fisheye lens.
That lets me have a single camera which shows (almost) all angles of the inside of the sphere. The sphere lets light through from outside, but blocks the view of anything outside of it from inside, making it a perfect representation of the light level at that spot.
I later found an amusing bug where the sphere was casting shadows on surfaces if I walked close to them, even though it was invisible to the player's view. Luckily, setting it to only cast shadows on itself and not other objects fixed that.
Finally, I build a proper visibility gem which smoothly fades between light levels, to replace the ugly placeholder "progress bar" that I'd had before, which just snapped to the new value instantly.
Here's a brief video, though it doesn't show the inner working of any of that:
[video=youtube;tIvJhre_nog]https://www.youtube.com/watch?v=tIvJhre_nog[/video]
Pyrian on 27/4/2020 at 17:52
Sweet. How's the performance on it?
Nameless Voice on 27/4/2020 at 19:06
I'm not very good at interpreting the profiler. I saw it report something like it taking 1.2ms to calculate it, compared to 10ms for drawing the main scene, and it only runs the calculation every 100ms.
I'll just go with "It doesn't noticeably lag."
WingedKagouti on 27/4/2020 at 20:13
Quote Posted by Nameless Voice
I'm not very good at interpreting the profiler. I saw it report something like it taking 1.2ms to calculate it, compared to 10ms for drawing the main scene, and it only runs the calculation every 100ms.
I'll just go with "It doesn't noticeably lag."
The real test would be in a more intricate environment with multiple light sources. Still, unless your system has a high end GPU, the performance should be translatable to lower end systems in more complex environments.
Judith on 28/4/2020 at 08:28
Quote:
Come on guys, don't let this thread die, make stuff, Make Stuff, MAKE STUFFFFFF
I am making stuff, although it's an office environment for machine learning "endless runner" TPP game. "AI, go find your way to evacuation zone", basically. And now I'm working in Unity, so that's new for me.
Btw. in terms of profiling, 16.6 ms is an equivalent of circa 60 fps. so if you're near that value, it basically means you don't have overhead left (assuming your target is 60 fps). But that should be with all art assets, lighting and AI in place. All in all, I find this metrics much more useful than just eyeballing FPS values, which is what I usually did.
Yakoob on 28/4/2020 at 11:21
I've been frustrated with all the st00pid that we've seen in some/all of the US protests, so I made this:
[video=youtube_share;IszxGsyqnuA]https://youtu.be/IszxGsyqnuA[/video]