[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
▼ Settings Mobile Home
/g/ - Technology


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: gamedev dialogue.jpg (170 KB, 1600x990)
170 KB JPG
Welcome aboard edition

/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Graphics Debugger: https://renderdoc.org/

Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.

previous: >>109857154
>>
File: modern-networking.webm (3.57 MB, 1920x1080)
3.57 MB
3.57 MB WEBM
>netcode completely re-written to modern standards
>no more lock step input requirement
>dead reckoning, host authoritative
>if a player drops, Bob takes over, if they reconnect they continue driving
>rendezvous daemon live at rvz.fatal.racing
>host games, join existing games, server browser, all in the whiplash gui
>dedicated server binary
There are some bugs, but it mostly works now.
>>
What is the definitive algorithm for detecting when a future collision between N convex, possibly rotating, 3D objects will occur?
>just move in tiny steps then use gjk to find penetration depth and push the objects apart
No. I want to know the time of collision in advance.
>>
>>109934685
Depends on the shape
"possibly rotating" is basically an unsolved problem afaik because even commerical physics engines don't support this from what I've seen
>>
>>109934685
You really, really should just do the shit thing you reject. Closed form collision of moving 3D objects is multiple careers.
>>
>>109934881
nta but I also dislike the penetration depth method and use sweep tests
>>
>>109934881
How do you even do it with multiple objects? Separating two objects, sure, but what happens when you separate n objects colliding in a big mass? Separating one pair might clip one or both objects into some other object which now also need to be separated.

>>109934902
What shapes do you sweep? Capsules?
>>
File: 4j18o93tu3l11.png (23 KB, 527x487)
23 KB PNG
maybe tomorrow
>>
>>109935275
>what happens when you separate n objects colliding in a big mass?
you iterate until eventually none of the bodies are touching

>What shapes do you sweep? Capsules?
Capsules, spheres, AABBs, triangles
>>
File: tamarillo plant.png (1.08 MB, 1030x761)
1.08 MB PNG
If your game was alive would it help you finish it? Because this plant constantly needs water, I don't delay when they need it, but because my game has a perfected robot body and I don't see it languishing, just waiting, I don't feel any motivation to change things about it.
>>
>>109933748
ah... i've built myself into a corner... again

in my sneedless ambition to decoople i've made things very obtuse and... inefficient
>type erased systems that register themselves
>a very simple game engine loop that just iterates over a vector of type erased systems and executes them
>each system completely independent from the next
this has effectively lead to the fact that every thing has its own single-purpose system
nice

it is an isomentric-kinda game, everything is drawn top-down and then every frame, before drawing, a translation matrix is applied to every motherfucking thing that is supposed to be drawn lol
why? fuck me
it works for a few things, but it will not scale well
>>
File: brekky.png (270 KB, 640x652)
270 KB PNG
gm frens, let's make some good progress today
>>
Today I just learned about lambda functions in my Python class, but the concept of anonymous/lambda functions are something I've seen through other languages. That said, what are some common instances and use case examples of using a lambda in game coding?
>>
>>109938816
It is not just game coding but any coding in general. You use it mostly for callbacks, which is when you pass a function to another function. For example, if you want to execute some code when the user presses a keyboard key, you can pass an anonymous function to be called.
>>
>>109938816
Event systems. For example an entity has a function field onHit that gets executed whenever it gets hit. The field is optionally set to arbitrary function.

Functions can be variables, that's the main idea.
>>
I bought Claude Pro last week, banged out a few prototypes I had in the back of my head, and now I'm back to handmaking my main project.
This shit is amazing.
>>
File: 1765525779281197.jpg (9 KB, 220x229)
9 KB JPG
>>109938703
IT'S 21 AND I HAVEN'T WRITTEN A SINGLE LINE TODAY
>>
>>109940948
quick commit a new line to your README
>>
I ran into something all programmers fear the most: design.

SDT source code:
https://files.catbox.moe/0896hv.zip

THE PROTOTYPE:
https://pastebin.com/SUun2xk1
Copy-paste this code in here:
https://htmledit.squarefree.com/
>>
>>109941584
>play innocently with the cloth simulation thing
>wow cool!
>...slowly start developing suspicions
>actually read
My dick is not a circle.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.