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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: fuck4mblimit.webm (3.52 MB, 460x258)
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That's from my custom game engine in OpenGL. Fuck the 4mb limit im going to sleep.
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It's nice, but that webm quality is really bad...
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>>1022250
>le sovl.... tile retro adventure rpg, le reinvent the wheel...
Let's see those colorful programming socks of yours
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>>1022270
If you have a problem with what he posted, why don't you go make a thread about your modern graphics project built on a mountain of bloatware? Oh wait, you probably won't because no one will care about it or it doesn't exist.
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>>1022250
That’s very nice, dear anon! But to get higher'quality and more sincere compliments you need to clarify a few things...

>How long did it take you?
>Did you use AI for the algorithms?
>Have you considered portability?*
>Do you use any third-party libraries to abstract the process?**
>What language are you using?

I’m currently working on some 3D projects in C, and since one of my main goals is strong portability (especially to web environments via WASM) I use Raylib so I don’t complicate things unnecessarily.
That said, do you also consider portability*, or do you code exclusively for a single operating system with native APIs? Or do you use libraries like GLFW/SDL** to abstract the process?
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File: file.png (2.21 MB, 1895x1231)
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>>1022250
I fucking hate block game bullshit use marching cubes please
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File: xd.webm (3.69 MB, 706x456)
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>>1022270
i dont think ill build an rpg, that's something you can do with a nice amount of time, if you are using unity or any other engine. If you are building your own engine you have to build each system from scratch, even clicking an object isn't trivial. You literally have to write the code that translates the pixel coordinates in 3d space coordinates. this involves writing your own hitboxes and your own raycasting algorithm.

i dont know what are you referring to when you talk abt "colorful programming socks".

>>1022278
>How long did it take you?
Hard to say, worked on that discontinuously, sometimes even 2 weeks in one year so yeah. Let's say 3-4 months assuming 8hrs 5/7.

>Did you use AI for the algorithms?
only for implementing the MSDF fonts rendering, because of lazyness and because the implementation was kinda trivial (i still supervised the process and decided the way it had to be implemented).

>Have you considered portability?
Yes if considering portability means staying as close as possible to the most basic and generic gl functions. (i do use GLFW for the window and the input callbacks for now), i try to make it as light as possible, im trying to optimize everything, i want that to run on mobile too eventually. Actually im testing everything on an integrated intel i5 processor , if it runs smooth there it will run smooth everywhere i guess.

>Do you use any third-party libraries to abstract the process?
Just a tool that generates the textures needed for the MSDF fonts from a cleartype font, but once you have that texture you can let that sit in the files and technically you don't need that tool anymore. Writing myself that sort of tool doens't felt that intresting (yet, lol).

>What language are you using?
i did that initially using pyglet in python but since the lib got updated everything broke so i decided to drop the library and python itself and go on with a mix of C and C++, ill eventually drop raw pointers completely sooner or later.
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>>1022383
The idea is to build a chess variant involving more variables (vegetation, terrain etc). Textbooks openings will be useless in that scenario. User may eventually decide how much he wants to get far from basic chess with granularity from 0 to pieces have their own inventory and equip, but will take years to reach that point considering i'm not working on this continuously.
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>>1022281
>I fucking hate block game bullshit...
I do not. Cry a river
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>>1022385
Isn't the grid resolution way too high to facilitate gameplay?
The map is sex though
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>>1022389
No it isnt you autistic retard
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File: xfsfs.png (490 KB, 1300x827)
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>>1022389
You can set the size you prefer. Give me a number (not too big obviously)
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File: frogger_2_opt.gif (3.96 MB, 503x426)
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>>1022250
Your project is very interesting. I also had a similar game premise: mixing genres with high ludic entropy (such as RPGs or 3D contexts) with the low-entropy approach of chess. This opens an incredible potential if handled correctly.

The only game I can remember with this kind of juxtaposition is Frogger 2: Swampy's Revenge. (I’m excluding all roguelikes because they’ve become a rigid parody of the genre, nothing organic).

Speaking specifically about your game:

-How do your rules differ from traditional chess?

-Does the variation in cell height have any effect on gameplay? Or is it just an aesthetic choice to make the game visually more interesting?

-Are the trees and water just decoration? Can pieces 'drown'?

It seems to me that, due to the apparent freedom of movement, you’re not using the traditional chess pieces. Is that correct?
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>>1022270
He knows how to program a graphics engine, and you know how to shitpost.
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>>1022408
I have a plan but that's a long distance one, i wont write any design document yet, have few ideas. in my todo list there's adding a first iteraction of visual occlusion between the two teams (considering the vegetation and the terrain). Im taking long pauses between weeks of coding i think ill have the time to think about the design step by step while trying different tools and prototypes.
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>>1022250
Looks really cool. I wanna do something similar but don't know where to start. Got any useful resources/tips?
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>>1022416
https://learnopengl.com/
https://thebookofshaders.com
https://www.opengl-tutorial.org/
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>>1022250
What mark did your lecturer give you for this engine for ants?
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>>1022429
What do you mean with "for ants"?
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File: XD.webm (879 KB, 1304x830)
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>>1022429
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>>1022250
>that resolution
>that size
>that name
bro pump the resolution and use variable bitrate
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>>1022250
Impressive work. I'd date you.
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>>1022627
kekw
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>>1022250
Meanwhile, some idiot with no programming experience makes a game in Unity with perfect collisions and 100.000 different shaders, and earns thousands of dollars. Yes, it’s unfair. But remember that you’re a REAL programmer; they’re a sham.
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>>1022793
Im not against anyone using Unity, Unreal or whatever BUT... ...recently i have played darkstein3D (a so called "boomer shooter", essentially a parody of wolfstein3d) made by a single developer. The game is heavily unoptimized and i have noticed some sounds like the static ringphones in the envirorment literally coming in with an unnecessary doppler effect (wich clearly has no reason to be there and irremediably tanks on the CPU). Well, these generic, easy to use engines are making possible, a plethora of (good or bad gameplay side) unoptimized games. I noticed that was going to happen 10 years agò but only recently ive seen the blatant hate towards UE unity etc becoming mainstream. When something gets too accessible (we have seen that already with the internet, because of smartphones) the average quality goes down. In general you are free to use any of these engines but please, take some time to optimize them or learn some basic code, LLM's are going to make the thing even worse i bet.
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>>1022793
Also i hate the idea of making hundreds of unnecessary shaders just because you can do it. I have seen a huge amount of indie games literally being made twice as heavy as they should because someone decided it was a good reason to stack 5,6 shaders on a single item. That's again an accessibility problem, some guys got their hands on these magical in-out charts on UE or blender and decided it was a good reason to create overcomplicated shaders without giving a fuck about performances, not even mentioning the SSAO applied everywhere, including voxel games, just because you can press the ceckbox to activate that post processing feature. Literally low poly games overloaded with state of the art illumination techniques.
>>
bro this is such a cool look
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>>1022813
No textures there, just colors and shaders. Maybe that's why it looks so raw i dont know, i like the simple style too.



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