Yo, where's the NES mecha piloting sidescroller demo?
Juan Kelly
Languagedevving is a stupid meme. You can't just make your own language. It takes years of theory and fucking around with assembly code.
Jayden Jackson
>You can't just make your own language. Watch me.
>It takes years of theory Okay.
>and fucking around with assembly code. Not even. You can generate C, you can use LLVM, etc. In fact that's encouraged (LLVM in particular) because you get all the optimizations as well as contributing new use cases for more optimizations to be made.
Nolan Phillips
Good luck, you'll be the first person on /agdg/ to do this ever.
Isaac James
New move thingy and parallax scroll.
Jason Taylor
mockup of customization UI
Landon Ramirez
should i leave the drunk/concussion mode in as a toggle? its distracting me from working on the game because its fun to mess with.
Asher Reed
...
Alexander Watson
>make walls 10 units wide >space them exactly 10 units apart >get seams
I guess this is why people don't use UE4.
James Turner
>upskirt
William Perez
I would say drunk walk would be side to side, but yeah, that'd be cool
Is there an A* heuristic for decent multi-level pathfinding? Ideally stately with only the next tile, the starting tile and the ending tile as input I'm making an xcom train game
Bentley Robinson
please keep all the accesories at least rpg parody light.
don't go full tf2 with crazy inconsistent stuff.
Easton Powell
different guy, here's the thing I have from the other week
Should I use quaternions for all my rotations? Are there any downsides?
Josiah James
Nah, some anons have done their own scripting languages.
I do have years of theory under my belt, and it will be a full systems language with capability to enginedev.
Thomas Russell
>Nah, some anons have done their own scripting languages. >believing these memesters Where is the proof?
Aiden Barnes
I'm developing a functional shader language for my dissertation. Languagedev isn't as hard as it once was now that llvm is a thing.
Zachary Cox
It's not that hard, user.
For a scripting language the parsing is the hardest part, and even that's taken care of simply by parser generators or parser combinators.
Jordan Thompson
Tileable floor and tileable wall done.
Next up is a door.
William Campbell
>now that llvm is a thing. What exactly do you use llvm for? Write a language that compiles to llvm bytecode(?)
Joshua Hill
All that I need to do now is find an effective method of rejecting empty space in a shader that will actually function with good performance. Not had any luck so far.
Bentley Bailey
>first person on /agdg There's been many others, myself included.
Dylan Walker
LLVM handles translation to machine code and an executable for lots of platforms as well as a lot of optimizations.
You can also go from LLVM to shading languages like SPIR-V or even GLSL.
John Ortiz
Anyone using Clickteam Fusion 2?
I want to have my game window be 854x480, but I want the game to be 640x480. Is the way to go about this stuffing a frame into a frame and scaling?
Jaxson Davis
Khronos provides a translator already for SPIR-V, which is what I use. You don't even have to output llvm intermediate representation directly. There's an IRBuilder that allows you to just emit abstract instructions and have it handle generating the intermediate representation for you, then you can convert to whatever shader language you need from the IR. The challenging part is designing the language, not actually making the compiler.
Gavin Watson
>The challenging part is designing the language, not actually making the compiler. I'm not going to use LLVM :^)
Nathan Sullivan
What challenges did you face designing yours? Why are you making an FP shading language? I think i've seen a few others on agdg mention doing something like this unless it was all one guy.
Ayden Cooper
If you're interested in learning about this, try this tutorial llvm.org/docs/tutorial/LangImpl01.html the first three chapters are basically all you need to implement a language suitable for gamedev.
Juan Davis
Should fluorescent lamps like this use point lights, or cone lights?
Julian Gutierrez
test: which ones correct, left or right?
Blake Baker
Pixel artist here back at it again
I will draw you anything for your game to practice my art skills
Nolan Cook
Did you see my post about the Horizon: Zero Dawn method?
Aaron Reed
I can't tell because I don't know how to say left and right in Korean
Xavier Ramirez
Anything more like this minimalistic pixel art? Really nice style to look at.
Josiah Miller
reposting for feedback anything that needs fixing?
Evan White
I want to know more, langfriends
Cameron Harris
I like your sprites, user. Nice work
Leo Edwards
The background looks more like foliage than ice.
Dylan Wood
Royalty free loop pack I made not long ago, 38 loops, it's only been downloaded about 28 times so none of it's over used. Post it here every so often.
You can donate but no oblication, just type zero in the pay fieled.
Area lights. Point lights are unrealistic and cones are just sections of point lights.
Ayden Clark
>friend of 12 years removed me because i put agdg first instead of playing league of plebeians with him
Hudson Hill
The thing inside the O is dumb but it also made me do a double take and pay more attention
Camden Johnson
>Why are you making an FP shading language? Because GPUs are (or used to be) naturally stateless and side-effect free, so a functional language seems like a natural direction to go in. Functional shaders have a lot of benefits on the side as well - for example, you can force things like energy conservation required for PBR implicitly using a type system, so that the compiler will automatically warn you if your BRDF isn't energy conserving.
>What challenges did you face designing yours? The big challenge will be exposing the things that aren't stateless that were added in more recent shader models. Image load store is particularly worrying. I haven't quite reached the point where I have to figure it out yet, but I think I can just rip off the IO monad from Haskell and make a few changes. >I think i've seen a few others on agdg mention doing something like this unless it was all one guy. I think I mentioned it once before when trying to decide if I should attempt it or not. Maybe someone else liked the idea, I dunno. Octrees and distance fields would be two good candidates for that.
Jordan Torres
My language is going to be kind of like ATS but not nearly as ugly. Dependent type theory applied to a systems language, basically. Dependent types let you make more descriptive and restrictive specifications for data and code using types, and allows proving theorems to keep everything safe while getting rid of dynamic checks.
Zachary Young
UE4 doesn't have area lights.
Mason Martin
I'm sure that was the only reason
Mason Murphy
Make it a status effect after receiving enough force to your head.
Ayden James
>putting this shit place first before your friend >not playing games with friends as social interactions >using random reaction image You deserve it. Now your friend can get a better friend.
Nolan Gonzalez
>Image load store is particularly worrying. I dunno about that. You could split up shaders into passes based on loads and stores, for example, and have them simply be inputs and outputs. The monad approach would work, but might be too powerful and lead to a lot of unwanted synchronization unless you can guarantee that each shader invocation reads/writes to a disjoint location.
Sad!
Kevin Bailey
I'm over my head reading about langdev but I really love it recently. I also love FP and have been thinking about GPU programming but pretty strongly dislike C++/CUDA.
I've been looking for a >best way into understanding dependent type theory. Probably regular type theory first? I played a little with the lambda calculus and it was fun, maybe deeper with that?
Jayden Rivera
nah you were a shitty friend among other reasons don't lie to yourself user..
Matthew Brown
are you faggots still arguing over arbitrary shit like lighting?
you can make anything look good in any program if you have the means and willpower
I hope someone answers because I'm also interested in this
Xavier Cooper
Took some nice looking muzzle flashes from Warsow to replace my old one. Weapons can also specify what muzzle flash they can use when firing.
I'm also replacing my placeholder uzi with a plasma gun, taken from Red Eclipse. It'll probably function similarly to Doom's plasma rifle.
Luis Butler
Beginner here. Anybody got good tips for starting out in GameMaker? Maybe some easy tasks? I fucked around in it a little, but nothing too serious. I'm not sure what to do now.
Thanks much, these look really great. A bit surprising but really exciting that others in /agdg/ are into this stuff. I suppose a game engine is a pretty all-encompassing testing grounds for a language.
Isaiah Butler
The only downside with quaternions is that most people don't fully understand them, myself included
Leo Edwards
I'm pretty sure you can just use any mesh with an emissive material. Both lightmass and light propagation volume lighting will use it as an area light. I think there's a box you need to tick somewhere to make it happen, though.
Jack Howard
>wanted me to hack his 3ds >tell him to google it >wanted to know what kind of sd card to buy for his 3ds >he is too lazy to know this >doesn't even own a sd card slot or hub >tell him to buy one >i dont have the money for that >they are like 6 dollars >tell him if he can't figure out the microwave tier 3ds hack instructions he wouldn't be able to figure out how to get games and im not tech support >r e m o v e d >he goes to play league of legends with a friend of his who cucked him >more time to dev
post progress fellow nofriends
Daniel Reyes
Learn complex numbers. They have a real component and an imaginary component. This leads to a representation of a magnitude and an angle that is easy to work with, e.g. quaternion multiplication multiplies the magnitudes and adds the angles.
Quaternions are just a generalization of complex numbers, with three imaginary components instead of one. This leads to a magnitude and a rotation in 3D. The operations all work the same way, e.g. quaternion multiplication multiplies the magnitudes and "adds" the rotations, i.e. rotates one of the operands by the other. Usually people just work with unit quaternions where the magnitude is 1, so it's just a rotation.
Aaron Watson
>>tell him if he can't figure out the microwave tier 3ds hack instructions he wouldn't be able to figure out how to get games and im not tech support
basically insulting your friend and calling him stupid
and you wonder why you lost your friend
user...
John Price
It's like... Boku is a zombie and each time you show that picture it is deteriorating just a little bit more.... just a little more grey... just a little more hollow inside.
Cameron Baker
>cult classic
Caleb Lee
WHAT
Nolan Robinson
Is it even worth bothering with Godot or should I just shell out the $100 for GameMaker?
I would try and make my own engine but I only know Java T~T
Easton Bailey
game maker is cheaper then 100
just pirate it
David Jenkins
Try it and see if you like it, it's free.
Chase Wood
>You could split up shaders into passes based on loads and stores, for example, and have them simply be inputs and outputs. That's actually not a bad idea. Images in glsl aren't coherent anyway, so dealing with synchronisation isn't necessary unless the user explicitly requests a coherent image. Maybe instead of the coherent qualifier in glsl I could have a coherent monad. I guess I'll figure it out when I get to it, though I'm getting close to just saying that I'm only supporting features equivalent to glsl version 330 so I can draw the line. I only have a few months left of the project and I don't know if I want to stay on for a PhD or not.
Think of it this way, if your game was finished, there would be no point in posting it. We're here for feedback. If you're looking for outside input, even if you've only just started, then post. Or if you're just proud of whatever you've done, that's fine too.
Joseph Fisher
Honestly I would just not bother with the load/store stuff. It's pretty niche. Having a type system that guarantees energy conservation is enough of a killer feature!
Ryder Sanchez
I'm a little sad that python won in that space of languages, because ruby is best girl
Isaac Ortiz
rate my pixel skeleton
Wyatt Brooks
I hate doing menus
Bentley Torres
i came up with a title for my game but it doesn't really fit my game
should i trash the title?
or should i try to make it fit with my game?
Jaxson Gutierrez
Needs to stop jerking his bone so much.
Samuel Hill
It's super garbage; I would strongly recommend uninstalling your computer.