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Messages - Naret
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1
Devlogs & Projects / Re: Squaretale's Pixel Game
« on: August 18, 2018, 11:05:27 pm »
would be a crime to put this on hold, it looks like 2d uncharted-megaman  :0'

2
Challenges & Activities / Re: The Daily Sketch
« on: July 23, 2018, 01:06:59 pm »
golden axe <3

3
Pixel Art / Re: [Feedback] tileset and other stuff
« on: February 16, 2018, 10:35:35 pm »
looks like some kind of syndicate game, it's quite awesome for your first tiles. - That's my humble programmer's view ;)

4
I just had an odd conversation with this person on Discord.

I was trying to get to know him, but all he wanted were my game ideas. He didn't seem to care at all about cultivating any sort of relationship. He just kept asking for game ideas. Anytime I asked him questions, he was very suspicious of my questioning, as if I was going to steal his code or something. He was asking for my game ideas before I could even introduce myself and give him my name. This person isn't someone I feel comfortable with entering into any revshare contract with.

Maybe he's just young or inexperienced, but it wasn't my cup of tea.

Best of luck in the future!

From my side:
He started with "I have tons of ideas for unique, fun games. I just need a programmer to help make them a reality "
so I've offered to help create his games and asked what he wants to create.
But then he started to ask random stuff, I've replied and asked why that is important, he said it's not, but if he has to spent 40h/week to make my game, he wants to have conversations. I said, we're talking because he wanted me to make his game. And then he started to judge me ("You are inexperienced ..." etc.) and he won't tell me his ideas.
 ???




5
thx for your reply, I wrote you a pm (your portfolio thread only has an e-mail address, no chat possibility, unless I miss something)

6
*bump*
I've created some smaller games.
now I'm up to create some Isaac'ish game. Any pixel artist up for the challenge?

7
Devlogs & Projects / Re: Blackbox Voxel Tool
« on: December 23, 2016, 06:09:19 am »
The reason I avoided automated mesh optimizations is because of how much it adds runtime costs on model manipulations. Even though there is a variety of methods with more or less costs, even the fastest does add a substantial amount. Blackbox tries to keep that experience more fluid, and rather relies on the artist to sufficiently optimize the grid manually by multi-resolution construction. The poly count of that is less ideal than by auto mesh methods that go beyond cube form. So it's a question of framerate costs in that versus latency on model changes. Add to that, I've grown to like the current cubic organization of the grid composition from a work perspective. The plans on how to optimize memory differently aims to keep that. And rather have artifacts compensated for at no costs by raw precision range. Balancing all these considerations is a difficult question. For the time being I will keep going with the current approach, to concentrate building the rest of the core features. At some point though, when seeing it all play out, a decision must be made which kind of costs we'd rather settle with, or which kind of costs gets along best with the specific case of application. Maybe even multiple render modes for choice. Hrrm.
I agree, a fluid working tool is very important; what is the fastest and most correct rendering worth, if you cannot edit it?

A lot of time there is no just 1 good solution, so I would suggest you have 2 modes, one for editing and one for correct rendering. (A lot of engines, e.g. Unreal Engine, Source Engine, etc. have two modes).
I think nobody cares during editing about the precision artifacts, because they know it's just in editing. In gameplay mode, you can run high-quality meshing and optimizations, because you need to do it just once.

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Devlogs & Projects / Re: Blackbox Voxel Tool
« on: December 22, 2016, 02:13:33 pm »
ok, so you have t-junctions currently. That's why you see the typical artifacts.
t-junctions become a problem on the rasterizer stage, after view projection. it's not dependent on the mesh alignment.
There is a nice explanation for "aligned meshes" aka voxel:
https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/

I'm not sure what it means, but I'm very curious to see your future on-the-fly meshes and how you'll overcome the t-junctions :)

Voxel <3

9
Devlogs & Projects / Re: Blackbox Voxel Tool
« on: December 21, 2016, 10:31:16 am »
You say Blackbox operates differently from what I assume, and your description didn't make it 100% clear to me, hence allow me to ask: Do you have t-junctions in the mesh?

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Devlogs & Projects / Re: Blackbox Voxel Tool
« on: December 21, 2016, 03:36:25 am »
sorry for the double post, I think there is no "edit".

An alternative to meshing is "direct rendering" which bypasses this issue completely and opens up a path to a new world of fun :D

I don't have that many screenshots of it, but here is one where you see some high density recursion next to a very low density and there is no precision error. (in general you work with volumes and not with faces, hence it's hard to create a gap in-between)


it's simpler that meshing.

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