Of course. And it's easier to stay determined if you are motivated.
Charles Fisher
Friendly reminder nobody actually reads these threads except for a handful of extremely lonely shut ins who spend every hour of the day here. If you're a gamedev or aspiring gamedev hoping to post here so you can interact with a "community" of gamedevs you should know you're really only interacting with the same handful of pathetic individuals that have always been here, give or take a few.
1,500 posts a day, sometimes more, and only 100 posters in every thread, and of those 100 posters, only a dozen are actually here reading your post. This is a Veeky Forums general. The saddest kind of thread type on Veeky Forums.
Have a good day!
Brody Adams
all the logic of my game is based on 60 fps when i bump it up to 144, the game runs way too fast
Matthew Johnson
stay mad nodev
Ryder Gonzalez
>mfw math
Henry Walker
>>>/reddit/
Benjamin Gonzalez
Fix it
Christopher Lopez
>Used to be shit at math in school and collage just last year >Start to read it up when i need it >mfw its more or less easy when you understand it
John Bell
The majority of maths you'll use in gamedev is braindead-easy.
Austin Watson
>set in sweden It's fairly empty here. And when it's not empty it's just a city. Not generic grid-type cities that are huge and sprawling but they're not particularly interesting to me. Perhaps they would be to other people. pastebin.com/AXs5q2S7 But I've found one map I kinda liked in CSGO. It's effectively conveying actual Swedish scenery from my local region even (with the red houses and white trim).
I could easily imagine that being an actual place. It serves its purpose.
But for regions other than the US the thing is that a lot of shit happens in the US. People are familiar with block busters making the US an exciting place. It's a very large region to work with so there's plenty of territory that's anarchic (far away from police and such).
There's also deserts mixed with modern facilities. Which is a fairly important thing for post-apocalyptic scenarios. Sure it'd be cool to go through tons of forests and shit here. It's not that it's bad looking. There's plenty of natural food supply. But it's a very difficult process to design the terrain. If you don't want farmed woodland (sortof half-densely packed trees or densely packed trees, ground that's very hard to traverse because it's so bumpy and there's tons of old tree stubs) and you opt for more natural woodland (plenty of room to move usually. Rather smooth walking terrain, can often have large variations in terrain height). That's very hard to render, build and make gameplay for. With dense forests they can simply be more or less inaccessible. With natural forest they're simply difficult to make. you see this in every game that does forests pretty much. Crysis (1 & the expansion) did a decent job with its forests. But they used them rather sparingly.
Also I think nerds don't go outside enough. That's probably a big part of it.
Oliver Ward
Everything is easy/easier when you understand it
Henry Kelly
What about the minority?
Luke Gutierrez
Cant you skip a few physics time steps and keep rendering the frames that way?
Wyatt Kelly
Maybe I should have said: The majority of maths used in gamedev is braindead-easy.
The minority that is hard will probably not be used by You.
Logan Martin
>you will always be a loner dev
Noah Perry
Without interpolation, that wouldn't help anything. With interpolation, he would effectively be decoupling logic from framerate anyways.
Isaac Mitchell
How would I even do that? Wouldn't I have to change every object's speed values based on the current FPS?
Nice namefag post >extremely lonely shut ins who spend every hour of the day here >pathetic individuals that have always been here
(You)
Carson Fisher
>use Unity >cursor lock state is bugged and impossible to use
>look it up >the same problem has existed for the past 2 years >tons of people complaining, submitting tickets, asking for bugfix >still never fixed
jesus fucking christ. literally going to have to switch engines, FUCK Unity developers
Grayson Long
me on the bottom
Nathaniel Flores
>devving is easier than i thought >it's orders of magnitude more tedious, especially since i have to figure shit out as i go >have to use gm 8.1 cause lol toaster >tablet driver crashes my winxp brick shitbox so i have to resort to pixels >my designs are uninspired, and look like ass in pixel form thousands of nigglets add up to godfuckingdamnitijustwanttolikejustmakegame
Elijah Rivera
I'd dev with you if I could manage to git gud and not bring you down
>I'm already using that code you dingus. Then you did it wrong You should be able to run your game at 1000fps or 20fps without the speed being affected.
Andrew Perry
ok
Charles Watson
oops
Carson Parker
This here is exactly why Unity won't fix many bugs and add big features, they can't just fuck over the Asset devs and make their shit obsolete.
Alexander Long
imma be evicted in exactly 2 weeks wat do
Owen Sullivan
>they can't just fuck over the Asset devs Why not? Why do they have to give a shit about this?
Ayden Hill
>paying an extra 20$ for a bugfix
like I said: FUCK Unity devs
Ayden Nelson
watch madoka until they come for you.
Kevin Phillips
put the dentist out of business
Jaxson Long
Because they get money from store sales and they have to keep the devs confident you retardumb, no one would make assets if the Unity guys just stole and added them in the next update.
Gavin Baker
By not fixing shitty things. People stockholmed into Unity will do it for them. BUT with the added bonus of selling it for $$$$$$$$$$$$$$$$$$
So Unity can be lazy and make money!
Justin Scott
Unity__
Joshua Richardson
>if the Unity guys just stole and added them in the next update. Why do you think they'd do that? They'd fix their software. Promouse still has proper features. Yeah, sure. They probably earn more this way. The amount of people leaving unity over every minor issue is very small so there's an optimization process of only fixing the stuff that upsets people too much.
Jackson Jones
They get a cut from asset store sales Unity's fucking shit
Blake Flores
time to start sucking dicks user
at one point in my life it was the only way
Asher Sullivan
Downloading Source 2 SDK source2engine.com
Anthony Phillips
>unity
Jayden Scott
How was X11 allowed to live and mutate into the utter cancer it is today
Ian Edwards
They've said that the asset store barely even pays for itself so they aren't looking to make money there.
Matthew Reyes
where are the games?
Camden Campbell
>They've said that the asset store barely even pays for itself so they aren't looking to make money there. Sounds like a company we can trust.
Oliver Peterson
New monster today. Before I progress any farther, just wanted some critiques on the skin texture. What can I do to improve it before I start working on the clothes?
Zachary Ramirez
What about pic related?
How much calculus would one need to know to be able to read PBR From Theory To Implementation?
Mason King
Hello Unity™ PR.
Elijah Reyes
because they make most of their money off of microtransactions on the asset store, whale nodevs who think they can buy progress
Jose Howard
That's either a lie or they're just that fucking lazy. Either way is no good.
Parker Watson
hi danny
Jack Price
Reading over it again, the only thing I can think that I might be doing wrong is that I'm not passing the state variable into my render function. I'm looking through the source code but I can't see why he does that. Anyone know what it's for?
Hunter Cooper
leave me alone reek
Bentley Gutierrez
>I'm looking through the source code but I can't see why he does that. Anyone know what it's for? For interpolation, this is not your problem. Your timestep code is fucked if it's still affected by fps.
Luke Morgan
by... brushing their teeth? I don't see how that will help
Jordan Murphy
>still freaking out about aspects of unity that don't affect them instead of just making game Engie life
David Collins
>Engie >using unity. What?
Brody Murphy
Unless you're trying to devise your own approximations to spherical harmonics, you don't need to care about any of this.
Asher Williams
>anyone who talks bad about Unity is an engine-dev wew lad
Nathaniel Ward
>still trying to fix their project after the latest update broke it completely
Owen Hall
>loonix
Isaac Bailey
You don't work with it in that form if you ever do.
Michael Smith
I want to be able to read that, understand that, and eventually write my own fancy shaders beyond blinn-phong
Jackson Scott
Engies are engine devs. They don't use Unity which is why they shouldn't be concerned with it. But because Unity devs can make games and they can't, everything about Unity makes them so upset they shit themselves in fury and give themselves engie hemorhhoids.
Charles Martin
Well YOU'RE not an enginedev, certainly. You're just a literally insane fucktard who has never even come close to making a game. You're still ass hurt about Unity for the same reasons as engies though.
How's that gmod map doing? Still sitting covered in dust since you started your shitposting campaign to "avenge" being bullied 10 months ago?
wew lad
Jason Gonzalez
>hello, yes I defend a game engine on the internet for free
Justin James
>i flail my hands and screech about an engine i don't even use
Joseph Gray
How do I make my game fps independent?
Alexander Russell
you don't, fps independence is a meme
Nicholas Smith
Multiply by dt where appropriate.
Elijah Turner
Use deltatime
James Reyes
Make a board game.
Elijah Sanchez
>not taking Angel of Death
Dat riff though.
William Watson
what's delta time
Owen Thompson
Could it maybe be the fact that I'm doing some minor timestep shit in my main.cpp, and then doing the stuff from the article in another file?
a particularly shitty way of "predicting" how long the next frame will take to render
Andrew Hughes
I've never read the book but the notation in that image is pretty intuitive, especially with the annotations.
I mean, fuck, I'm a hardcore enginedev but I'd never dream of trying to do my own SH. I'll just use an existing BRDF like Cook-Torrance.
Caleb Bailey
Just implement GGX for glossy mats and some Disney BRDF for diffuse. There is code for both in the Frostbite document DICE made when they went for PBR.
Aiden Hernandez
>149477643 (You)
Nicholas Perez
...you literally just stuck the code directly from the article into your game and expected it to affect everything else and make it framerate-independent?
Caleb Diaz
Change in time. Delta is the universal symbol for change.
Aaron Robinson
>triggered I wonder who???
Luke Nelson
>something is more or less easy when you understand it
Ian Turner
not predicting how long the next frame will take but counting how long it took for the last frame to render
Grayson Butler
It's not just there. I'm using delta time for everything; moving objects, timers, etc.
Cooper Adams
>I'm using delta time for everything; moving objects, timers, etc. If you use fixed timestep you don't use delta time anywhere else, that's the point
Dylan Davis
I know what it means, I didn't know what it is in programming.
so, it doesn't make any difference for most of my stuff anyway.
Gavin Wright
The point of using it is predicting how long the next frame will take, based on how long the current frame took. That's why he says it's shitty - because you can't assume frames take the same amount of time.
Jose Campbell
Anyone here try to put lore into your game?
I'm considering to buy Considering buying the complete history of middle earth. So I can see how to develop lore. I already read the Silmarillion.
I also started to read George RR Martin ASIOF, but his books are really long.
I already read most of H.P. Lovecraft books and Dune series. I notice that the lore in Dune does not influence the book in anyway. We know the back story of human being inslaved by robots and destroying earth, but that does not play a part in the series until god emperor of dune.
Yet in Lord of Rings and Game of Thrones the lore plays a part straight away.
Oliver Perez
You're not updating in the accumulator. You'll then need to actually get everything to interpolate because otherwise it will look choppy.