I was forced to make an equation, and I want to share it as it doesn't seem to exist... |
- I was forced to make an equation, and I want to share it as it doesn't seem to exist...
- Added two new moves to my parkour system: balance beams and wall running! Spent way too long trying to get balance beams to work, but I’m happy with how they came out.
- Learn to use Unity's New Input System along with Root Motion Animations to get your characters animating and moving! (Full tutorial in comments)
- Questions regarding staffing agencies + changing contract positions in the industry.
- Questions for my first solo game dev.
- OpenGL Direct State Access (DSA) fails, but pre 4.3 OpenGL works fine.
- Why are game designers wrong 80% of the time -- our iteration vs other disciplines
- Project: Pioneer Game Dev Log #1 - A PSO instpired Online Action RPG
- how does 3d models, have organs and muscles? like in mortal kombat
- To round up the year, I wrote an article of the game design lessons I learnt from successful games of 2020 and I would love to hear yours too
- Recommendations for intermediate level programming book for Unity/in general
- How to identify players in a save file for multiplayer game development
I was forced to make an equation, and I want to share it as it doesn't seem to exist... Posted: 31 Dec 2020 09:08 AM PST Eh, I was trying to keep the title short. Basically I found myself needing something like invsqrt() but not super slow, not quadratic, and a drop in replacement for y=1/x or it's equivalent y=x^-1. After much frustration, searching, headaches, bouts of depression, chain smoking and aggravated assault on a calculator I came up with this... Y = Y * (-X * Y) * -1 I searched and searched and searched and could not find this, so I wanted to share it with ya'll as it may help you, or so I hope. The latest project I have been working on needs 5 different light attenuation (yes, Five) calculations as well as 3 direct linear inverse proportions. The little equation I posted is the exact equivalent to the normal ones I referenced in the first paragraph and you can graph it on Desmos and it does not deviate, and if you layer all 3 they all 3 look and react the same. y=1/x isn't expensive but it was starting to add up running it so many times because I am not using it on scalars, but rather full vec4 calculations (this project is OpenGL). Obviously, this can be used anywhere with anything and like I said, it doesn't seem to exist on any documentation on the internet or anywhere else that I know of. Anyway, it is a drop in replacement for direct linear inverse (reciprocal) when the quadratic implementation is not appropriate or wouldn't provide the desired result. It also doesn't have the issues associated with raising things to negative powers nor does it have any extra FP error when I tested it. It doesn't have a noticeable difference when used on a scalar such as a single float compared to the regular y=1/x but had a measurable difference on the vec4 data sets. I did not however test it on double precision because 32bit FP was good enough for my use, but I doubt it would act differently in that case. As for performance, It Shaved 3ms off my Frame Render time just by itself. Your mileage may vary of course. I know some of us got off on a rough start in another thread, and I apologize, so please accept this as a token of good will and I hope someone gets some use out of it as I did. - CJsneed [link] [comments] | ||
Posted: 31 Dec 2020 11:17 AM PST
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Posted: 30 Dec 2020 03:01 PM PST
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Questions regarding staffing agencies + changing contract positions in the industry. Posted: 31 Dec 2020 11:30 AM PST Background: I work in a contract QA position for a well-known company starting a year ago through a staffing agency. Due to the pandemonium that was 2020, we got furloughed, and then the position and its contract got renewed part-way through when we were brought back by our manager that kept in touch with us. However, I have had the vibe recently to seek new opportunities, and I am including within the same company. They did a lot right by us to get us back in and on a work from home setup and while I am burnt out on my current role, I could see myself working there in some other capacity. I hadn't kept track of the company's job listings page for my company as frequently during this holiday season so I was surprised to see some 'new' (read: a few weeks old) listings on the webpage. One of which, also a contract position (I believe many of the departments are filled out in this manner to keep costs down), is of interest to me and would seem like a suitable step up in pay, my career goals, and role fit. However I am unsure how to proceed about inquiring about the role in my situation.
I know many of these are very typical actions one can take in progressing their career, but I am wary that the circumstances of being so "temporary" in these company's eyes that the process has some pitfalls that leave me with less rather than more opportunities. This may all sound overly-cautious, and I am overthinking it (my specialty!) but I have encountered some hard life lessons that have ingrained within me the instinct to contemplate these factors, hedge my bets so things don't blow up in my face. Any anecdotal experiences/insights are greatly appreciated. [link] [comments] | ||
Questions for my first solo game dev. Posted: 31 Dec 2020 11:04 AM PST Hi. I am trying to build my own small game for the first time and I feel lost trying to start everything by myself. There are couple questions to ask:
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OpenGL Direct State Access (DSA) fails, but pre 4.3 OpenGL works fine. Posted: 31 Dec 2020 01:36 AM PST | ||
Why are game designers wrong 80% of the time -- our iteration vs other disciplines Posted: 30 Dec 2020 01:31 PM PST
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Project: Pioneer Game Dev Log #1 - A PSO instpired Online Action RPG Posted: 31 Dec 2020 01:22 AM PST | ||
how does 3d models, have organs and muscles? like in mortal kombat Posted: 30 Dec 2020 09:26 PM PST | ||
Posted: 30 Dec 2020 05:17 PM PST
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Recommendations for intermediate level programming book for Unity/in general Posted: 30 Dec 2020 07:23 PM PST It's the holidays and the gift cards have been coming in for me. I'm a brand new hobbyist gamedev, but not a new programmer. I'm looking for an intermediate programming book for Unity or gamedev in general. I already have the great Game Programming Design Patterns, is there anything like that but specifically talking about how to implement such patterns in Unity? Any books about best programming practices in Unity? Any just general intermediate level books on the programming aspect of gamedev in Unity? in general? For instance, I've seen about 3 different ways to implement the observer pattern in Unity, but it took a while to find those three. Most beginner tutorials don't get that far. The more advanced ones show one way to implement, and as far as I can tell no one compares the various ways and talks about the benefits and drawbacks. This is just one example, but I'm sure there are more. Basically, what is your favorite intermediate level book on gamedev programming in Unity or in general? Thanks in advance! (Apologies for anyone seeing this twice) [link] [comments] | ||
How to identify players in a save file for multiplayer game development Posted: 30 Dec 2020 12:38 PM PST Hello, I am in development of a multiplayer game, and I am working on saving data. The way the multiplayer is set up is one player hosts and acts as the server, and the other players join them as clients. When the host saves the world on their computer, it will serialize a save file. I'm at a bit of a loss on the best way to identify players in the save file. Eventually I plan to release this game on Steam, and I'll be able to save player location and other information about them under some sort of Steam ID. Until then, how can I recognize connections as being the same? Is the best way to just save it under their IP address until I get it ready for steam? [link] [comments] |
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