Does anyone here have experience with procedural text generation? I want to implement procedural descriptions for the planets in my game which are not toooo repetitive to read :o I read about Markov chains but I'm not sure how I can incorporate the different planet parameters, features, etc. And I'm also wondering what other methods there are^^ #computerscience#python#gamedev#gamedevelopment#coding#development#compsci
Game Devlog 01 - Yesterday I restarted my #GameDevelopment project. I liked where things were headed before I took a break, but I think a reset will help me focus. Using #Notion, I’m writing out deliverables and tasks and I’m about 20% done preparing for development on the first minor version. It feels a little tedious and I may scale back in the future, but I want to see if the structure will help with this first minor version. #GodotEngine#IndieGameDev
Despite me being an absolute performance addict beyond reason, I have decided not to write my dice roller entirely in C++, for now. At least not until Godot 4.2 comes out, which brings hot-reloading to GDExtension.
GDScript is slow, and I really hate wasting people's CPU cycles, but prototyping the game logic is just so much quicker because it's right in the editor and changes are applied immediately.
I am also certain that I will be able to convert GDScript to GDExtension C++ fairly easily, because all I do is call engine functions, basically. It's just a matter of translating the syntax.
Last but not least, It would make a nice case study to directly compare the same implementations in GDScript and GDExtension C++.
I'm making slow but steady progress on my multiplayer dice roller with the #GodotEngine! I'm still not sure wheter I should make the grabbing and throwing using simple reparenting or physical contraints/joints. What you see in the video is using reparenting. I like it because there is way less latency. It feels more immediate.
I just need a nice way to cluster the dice nicely around the cursor instead of just keeping them at their relative distances, which involves a lot of math code I would like to avoid.
I want to use as many engine features as possible for maximum performance and least code to maintain.
Texture Artists! How would you go about turning this photo I took into an evenly lit texture? It doesn't need to be tileable.
I know I can stretch it to be nice and straight, but then, how could I make the light more even? Is that even possible?
I know there are plenty of good (and probably free) wood textures, but for my project, I want everything to be handmade from scratch. I want to try at least. Either procedural, or from a photo like this.
❓ Is there a server provider in Australia (preferably Sydney) that can get me an affordable VM for a week or two?
The reason is this: I'm a German game developer and I'll be spending 5 weeks in Australia soon. I'm planning to do some remote work while I'm there. I will have a laptop with me but it's not powerful enough to work on the game. It also lacks Windows, which is the main issue.
In Europe, I can rent a VM that lets me upload my own ISO files and basically have a desktop in the cloud for 20-40€ a month. But in Australia, it looks like any decent server will cost you hundreds if not thousands of dollars. Is there really orders of magnitude in price difference, or am I just not looking in the right place?
Meow! I would like to make this a character that would not just appear for a while as an element of the background, but have some interesting concept. Do you have any ideas?
30 years ago, in April 1993, the World Wide Web commenced.
Glad to have been there in those earliest days of the public internet. I was a young Amiga game developer, fighting for development freedom on Usenet, as Commodore was pushing developers to not take over the system. 🙂
Day 4, I continue to work on the Game Design Document, for now, already 40 pages of text. Most of the gameplay is already in my head and I like it. I will describe the crafting section soon. Craft will be one of the core mechanics
Last night, I received a task to investigate a massive #performance regression in certain parts of the game.
So today I began investigating and ran the latest build on my 4 testing machines. And indeed, the machines that had an #Intel#GPU only achieved ~10% of the FPS they usually had. "Oh no!" I thought, and spent all day profiling and disabling various engine features, but no matter what I did, the performance didn't improve much.
And then I found it. Those Intel machines still had #Mesa DLLs in their build directories from the last time I was investigating a graphics driver issue. Which means they have been using a #software implementation of #OpenGL all this time! :drgn_stare:
I removed the DLLs and the performance returned to normal.
And now I'm back to square one, unable to reproduce the performance issue. :drgn_weary_sob: