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Flannelette
Jan 17, 2010


Question:
If I have the time and money at this stage in my life is "Because nothing like it exists and I want it to" a good reason to make a game or doomed to failure like some half finished classic car restoration?

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Flannelette
Jan 17, 2010


ShadowHawk posted:

Treat your indie game like a hobby and not like a new business venture, because the odds are very high you won't make money on it.

I don't want to make money I want a game to exist in some form so it stops taking up room in my head.

Flannelette
Jan 17, 2010


Thanks for your replies and encouragement.
Of the 2 free-ish engines Unity and UE4 which one can handle high Newtonian physics calc loads better? Mainly for solving thousands of simultaneous collisions, ballistics etc such as a fragment field from an explosion.

Flannelette
Jan 17, 2010


Akuma posted:

FWIW I'm working on a very physics heavy game in Unreal at the moment that needs to recreate something from real life very accurately, and we had to write our own physics implementation because out of the box Unreal just couldn't be manipulated into producing fairly rudimentary realistic results...

As long as it can handle lots of simultaneous high speed collisions between point objects against low speed 3d objects without the points slipping through between a frame or other shenanigans it would be fine.

Flannelette
Jan 17, 2010


RazzleDazzleHour posted:

Reporting in from a couple months ago when I asked about game dev jobs, people said that hiring was almost entirely about your portfolio, which I expected. I had very little digital art experience so I decided to go back to school, I'm at a college a fair number of successful industry artists have been to (Riot, Pixar).

Now that it's come time for finals, I figure this is a good opportunity for some work to go into the portfolio. The only "real" class I'm in right now is a 2D/traditional animation class (handdrawn, digital drawing, claymation, etc, basically anything except 3d rendering). What are the big selling points for a portfolio? Would it be better to focus on something more narrative, or go all-in on a skill demonstration like a technical demo? I mean, ideally it would be both, but you know what I mean. What sorts of things should I keep in mind about portfolios if I'm making fresh work for it?

I'm not a game dev but my experience with portfolios is always put just your best work in it and make it about the area you want to work in.
It needs to make an impression so don't put a bunch of half finished or generic milk run pieces in it. I'm not sure if its the same for game devs but less is more other people have to spend time looking at the portfolio so you don't want to waste it.

This experience was from when you handed a portfolio to them on a VHS so it might be different now.

Flannelette fucked around with this message at 06:59 on Nov 28, 2018

Flannelette
Jan 17, 2010


ETPC posted:

how come writing is seen as so tertiary and often unnecessary still in the gaming industry? or is that a falsehood?

Maybe almost every person who does game dev thinks that they are bad at writing so we'll find someone else? Except for the devs that did writing before being a game dev.

Pixelante posted:

Any suggestions for a practical Christmas gift to a 20-year-old who is super into game development? He's currently saving up to go back to school, and already did a Digipen summer program that he loved. I'll probably just give him a Steam giftcard, but I like the idea of giving him something that builds skills too.

This is more general but if he's super into it you're probably better off asking him for things he wants instead of guessing because he'll probably have a few things he really wants and already have the rest taken care of.

Flannelette
Jan 17, 2010


deleted

Flannelette
Jan 17, 2010


MissMarple posted:


My personal opinion is games should be games first. Sometimes a great writer can encapsulate the mechanics that make it up into a pretense and narrative that fit. But the mechanics themselves tell the weight of the story, and should be given precedence. A lot of the time, those great mechanics come about because someone is trying to tell a particular kind of story, give the player a particular experience. In my eyes, being a great game maker is constructing a set of mechanics, as in something like Papers Please, which deliver that without having to use excessive prose.

No, just put all your story in little text pickups or terminals the player finds, everyone likes that!


Question: Is there a community or board where I can do little game dev "jobs" (art, animation, code, debugging, anything really) for free for people who are making little non-commercial personal projects so I can practice with more random things and maybe help someone too?

Flannelette
Jan 17, 2010


Chewbot posted:


There is no secret-sauce combination of words that will somehow be more effective at delivering a written story than a non-interactive experience. However, games deliver an unique experience. If you can overlook the inherent flaws, and stop yourself from overthinking things, you get to be a part of the story. That non-passive experience can be a truly powerful and personal one, and occasionally a better one than anything a passive experience can provide.

Thanks for taking the time to read my take on it, and hopefully I didn't come across as too arrogant!


Thanks for the good write up

In my small sample size of people I've talked to there seems to be one "trick" for games writing, if you can make the player feel smart for figuring out something not obvious in the story they seem to think the writing is better even if it isn't.

Flannelette
Jan 17, 2010


CJ posted:

How does draw order work with respect to particles and effects? In Dark Souls 3 i noticed the bloodstains draw on top of the fog doors. I assume that the fog doors are drawn after geometry and before other particles and doesn't update the z buffer so when it comes time to draw the bloodstain the engine still thinks it should be visible. But that got me wondering how games draw particles from multiple sources in the right order. Does it work out the depth of every particle on the screen then sort them and draw them in a painter's algorithm way?

They're both translucent effects which run afoul of the z buffer (last time I checked, raytracing gpu might start solving this issue in future) so you have to use a more expensive way to sort or a-blend them (if at all) so you'll often see order errors with multiple transparent polys (glass behind smoke, glass behind glass, etc).

Flannelette
Jan 17, 2010


Metal Meltdown posted:

I believe Cuphead also sculpted some of its background assets, like the Egyptian city you can see in the background of the genie fight.
That's an outright video loop though

ShadowHawk posted:

How much of 3d modelling is photogrammetry of physical objects these days vs pure computer designs?

Will we be at a point where more artists are sculpting physical miniatures and scanning them?

Very common perhaps essential depending on what you're trying to make.
It's much faster to photogrammetry a whole bunch of photo realistic rocks or plants or a tree stump or just some dirt than it is to hand model them one by one or try to procedure generate them (or a nice looking burger like above that was probably someones lunch then they scanned it for fun).
It's really useful for making environment art look un-repeditive and realistic without having to spend the time it would take to hand make it. And anyone with an iphone and enough disk space can do it now with a bit of trial and error.
Even things outside environments use it heavily now, it's not going to replace modeling but it's well established along side it.

Flannelette
Jan 17, 2010


Can anyone explain the effect where you have a flat image at the front of the render that is an overlay or outline of a 3d model in the frame, it used to be used a lot for x-ray vision for seeing people through walls or highlighting things it's like a stencil but positioned right over the 3d model.

Flannelette
Jan 17, 2010


CJ posted:

Do you mean this? http://wiki.unity3d.com/index.php/Silhouette-Outlined_Diffuse

I'm not a graphics programmer but i think they take the model, expand each vertex out in the direction of its normal then draw it with a flat colour instead of its texture but always draw it on top of everything rather than respecting the z buffer.

Yeah like that
Used to show up a lot for xray vision

And for top down games where characters could be behind the scenery but still needed to be seen.

I was wondering what the story behind this optimization that you sometimes see when you're not meant to for RB6S
https://www.youtube.com/watch?v=G1R_UQdZXpA

Flannelette fucked around with this message at 04:45 on Jan 23, 2019

Flannelette
Jan 17, 2010


If they're distorting the vertexes then its odd that it's squishing the whole character down and not just the parts pressed onto the wall and drawing it onto the other side but it's probably what it is.
I thought it might be a way characters are drawn if you don't have vision to them.



Speaking of vertex normals
There was a really good info doc that had all the reasons for having your normals pointing 90o from the adjacent face ( extra normal vectors) and all the reasons when to have them pointing off at a tangent but I can't find it now.

Flannelette fucked around with this message at 13:13 on Jan 23, 2019

Flannelette
Jan 17, 2010


Curious about how some mods and small dev team games can produce huge amounts of new high quality models and animations but then other small dev teams (mainly in non english speaking countries) say that they can't afford more than a handful? Is it just if they have someone who can churn them out for free or is there an easier supply of artists in some places I would have though it would all be even where-ever you are on the web?

Flannelette
Jan 17, 2010


Superrodan posted:


Also, there are a lot of free/cheap resources out there, but not all of them will fit the types of art style or the objects you need. For our game jam this weekend we used this 100 percent free furniture/interiors/exteriors pack but we based our art style around it so everything fit. If we wanted something other than generic furniture, however, we would have needed to build it ourselves or find some other solution.

These 3d model assets that you can get for free or bought always seem not at all useful for a game dev, unless like you said, you make the rest around them or they're things like rocks or something you buy a pack of so they don't stick out. But buying a high detail weapon or tank model just seems like it would be unpractical and would be better made to order, buying textures and such seems ok because it's easy to alter them a million ways to suit your game.

I had a question about making the interior of a vehicle which I've never tried: Since its concave so I can't "sculpt inwards" is it optimal to model all the individual convex or nearly convex pieces and then put it together?


Discendo Vox posted:

I'm curious if anyone would care to share their own experiences regarding the sorry story of Starbreeze:

The fall of Starbreeze


This seems like a worse version of ION storm but without any happy bits.

Flannelette fucked around with this message at 06:05 on Jan 29, 2019

Flannelette
Jan 17, 2010


I had another dumb question:
Anyone know how the screen space decals that bloodborne and DS3 uses work? 1: They seem to have a ridiculous upper limit to them (make hundreds of them, walk across the whole game and come back and they're all still there as long as you don't use a bonfire to reset the world) and you can just keep piling more and more decals and it doesn't seem drop the frame rate like you'd expect?
2: They can run across separate meshes so if your character gets blood on their face and mask, if you take the mask off the bit that wasn't covered by the mask with still have the decal on it.
These are neat tricks that you'd think other engines with SS decals would use but they all seem to have the standard decals that vanish after there's 30 of them or 30 seconds thing.

Flannelette
Jan 17, 2010


Emerson Cod posted:

I'm one of the leads on Beyond Skyrim: Cyrodiil, so I can answer this at least for mods. The majority of our 3d modelers are students building a portfolio, along with some hobbyists and a couple people actually in industry. We attracted most of them by either specifically contacting them based off their other work or they heard of us through word of mouth. Some of our modelers started out as total beginners and learned over the course of the project and some came in as experts. A big factor in attracting and retaining modelers and other members has been the reputation that we've built as a project that is not vaporware which has been a really hard sell with something of that scale. Most mod teams also only have a handful of members, Cyrodiil alone has 100 members total only a fraction of which are active at any given time.

Are there communities where modders can ask for help from amateur artists/programmers etc and stuff like that? I'm more interested in the programming part of making games but I used to use maya and houdini for boring non game kinds of things (so I can't do textures and materials even though I still have access to the software) and thought it would be cool to learn it in a way to could casually help others as well in my spare time.

Flannelette
Jan 17, 2010


GC_ChrisReeves posted:

It's totally true that the fundamentals of good modelling carry across programs but good loving god Blender's UI and workflow is an unhelpful mess. It feels easier to pick up Houdini and it's :catdrugs: procedural workflow than to try and find simple modelling buttons that are standard in maya and max whoops sorry that basic feature isn't in blender yet go search the 20 minute long tutorial videos on youtube for a workaround.

Blender has gotten better recently but then it got worse again because "aesthetics" (make all the buttons look the same).
I'm biased but I love Houdini and procedural process it took me no time to work it out after struggling for ages with maya and zbrush (probably something odd with my brain) being able to break everything down into steps which I could freely change infinitely made everything fit together in my head but I wouldn't use it to make complex models still.

Has anyone in games asset making ever used NURBS, they seem useful but everyone seems to just do it the "normal" way even for high detail curves and things like aircraft hulls?

cubicle gangster posted:

Max is free for learning. I think maya is too.
https://www.autodesk.com/education/free-software/3ds-max

it's a student edition that requires absolutely no proof of being enrolled in a school anywhere - because you dont have to be to be a student.
And Houdini has a free version you can't export from as well.

Flannelette
Jan 17, 2010


If you're struggling to figure out what the union should do and how to do it once it's formed, that's one functions of a union. They let information flow between people in the industry independent of the work place power dynamic, if you aren't in a union you're only going to have your own info (from experience or the web etc) and the people you're in contact with. With a big union you can have lots of statistics from all across the industry and then process it down into a easily distributed form that you can inform and empower the industry workers with. Trying to keep workers in little bubbles of information that only directly relates to their work is pretty standard anti-union, anti-worker practice.

Flannelette
Jan 17, 2010


Game question about game dev for a change of subject:

Why in recent times do devs still attach mechanics to the frame time instead of to an independent clock like the one the system comes with? I can understand doing it in the past where you want to squeeze every bit of memory out of the system but there's been lots to spare for a while now. So you still have games that can behave drastically differently if the frame rate dips or rises.

Flannelette
Jan 17, 2010


Star Warrior X posted:

One really good reason to do this is in fighting games, where a huge amount of information is carried by the animations. When things like invincible frames, blocking frames, precise hitboxes, and so on are all tied to the animation frame, it makes sense to time various moves by frame as well.

That's a good reason, keeping everything tied together so it's not suddenly dealing with constantly changing timing.


Hyper Crab Tank posted:

Do you have a more specific example of a game you feel behaves this way? The question is a little confusing to me, because "frame time" can mean different things and memory has nothing to do with it. It's also worth mentioning that FPS dips can cause wonky behavior no matter how your timing works.

Usually it's things like every x frame(s) check/do "something" then if you double/half your framerate it will now check it twice or half as often and for things that run over a certain period of real time they suddenly happen twice/half as much. I can't think of any proper examples but mainly it means you can often run/jump further if you increase the framerate and collision checks happen more/less frequently which usually does nothing but sometimes breaks the game, googling it brings up fallout76 having its physics break at higher framerates (seems like physics is the most common victim of it with lots of changes over time) .

It seems like it's just easier to do it this way because you don't have to worry about interpolating and synchronizing 2 timelines (one for constant paced things and one for the changing framerate) and having one wait for the other but it just goes wrong sometimes and they just hope it's not game breaking.

Flannelette
Jan 17, 2010


Found this when looking at other things about it
https://www.youtube.com/watch?v=he02vJvKaRs
Just an interesting thing I remember people doing but didn't know how it was actually doing it.

djkillingspree posted:

However, there's a couple problems with this - first, when you make a simulation continuous instead of discrete, you have to deal with what happens "in-between" simulation steps. This is a common problem in physics and collision systems, where objects moving too quickly can interpenetrate or tunnel through barriers. These problems can be solvable but require pretty thorough testing. There are also knock-on problems with things like physics, where doing a continuous check on one object can cause changes in another object that should technically be resolved this frame, but you can't follow that chain of interactions forever given that you have limited frame time.


This is why most games that don't go into slowmotion (wait for the simulation and I think old games did it too since they had no buffer?) have backface areas on all the colliding parts that will shunt things back out onto the right side if a simulation step ends with objects penetrating?

Flannelette
Jan 17, 2010


What kinds of ways are there for getting accurate looking high speed collisions that don't wreck the frame rate?
For the production simulator type things I've used and some niche sim games the frame rate will drop readily below 1fps (often less than 1 frame a minute for a pure simulation) to make sure everything is done right. But for almost all games today they can handle lots of very high speed collisions through Havok or physx etc without losing playability and without the physics being noticeably weird. There must be some reliable tricks now that look right 99% of the time for all situations but don't bog down the game much.
While before most games had things like you could break out the of the level geometry if you went fast enough and even things like the source engine and rage(bullet) engines built in physics don't mess up as much as the used to.

Flannelette
Jan 17, 2010


While they don't seem to reveal the exact methods it seems a main trick for high speed physics is to try and predict and solve the impacts mathematically before the frame when they would happen so objects can't get inside each other as their locations are solved ahead of time.

And older style collision
https://www.youtube.com/watch?v=UnU7DJXiMAQ

Flannelette fucked around with this message at 11:46 on Apr 19, 2019

Flannelette
Jan 17, 2010


djkillingspree posted:

This isn't exactly the solution most games use - there's the idea of "sweeping" a collision volume, which essentially extrudes out the volume's path over time as a shape and then checks for where that shape intersects with collision objects to determine the point of collision.


If anyone's ever wondered why when a video game physics object quickly slides over a flat surface made of multiple objects and but catches and bounces up on the "flat" seams this is usually the culprit where it's predicting a collision with the edge of the next piece since the prediction is using a simple quick algorithm to be useful in realtime.

Flannelette
Jan 17, 2010


Goreld posted:

For collision detection, Bullet can for example use Minkowski sums, which is the convex hull of all space the object could have overlapped during the time step.

Detecting the collision is easier than resolving, as others have mentioned - for anything sufficiently complex you have to backwards step with sub-timesteps; using a restitution force is a good way to get exploding sims.

One other big issue is that (usually for performance reasons), game physics engines often favor Euler and Verlet integration rather than higher order methods like Runge-Kutta-4. Someone feel free to correct me if this is just a configurable option in most engines, but code I’ve looked at seems to generally be linear Euler.

When you go above the sampling limit on Euler, it is inherently unstable, unlike RK4 which is conservative and won’t explode. This holds especially true for spring forces.

Semi-Euler and Verlet should be enough for fast paced game physics where you don't mind if it's wrong aslong as it looks good and RK4 is more expensive and has its own problems (isn't sympletic) it just doesn't seem worth using unless you have a really stiff spring or something which probably why it doesn't show up.


I've asked about collision for 3d/modern 2d games but anyone know how different it was is back in ye olde days with sprites (where everything was explicitly just a grid of pixels)?

Flannelette fucked around with this message at 06:50 on Apr 21, 2019

Flannelette
Jan 17, 2010


When the term Tickrate is used in regards to a game engine is it the same as Tickrate for hardware? The smallest interval when any state in the game engine can change or are there things that can happen sub-tick in the same way things can happen between frames?

I'm trying to find a paper on the game technique that I like but I don't know what it's called to search for one, it's the thing that metal gear rising and a few other games, plus any modeling software has where you can split a mesh with a plane and it will generate 2 new closed meshes procedurally.

Flannelette
Jan 17, 2010


Mooey Cow posted:

I mean, has anyone actually dug into the code to verify that's how it works?
I think it has for mario 64 or it seems like it must have for the speed run techniques used on it now, the only things I can remember is it has to use simple math since it doesn't have floating point and it is done at run time.
I think the boxes are just a visual aid for the video and the real effect isn't a real box like in bounding box collision, just an imaginary hitbox like volume around the tri made from the opposing vectors of it and the player.

Flannelette
Jan 17, 2010


Big K of Justice posted:

Speaking as a person who used Houdini since uh... ancient times....


Are there any good formal houdini courses I have only used it for a few years or just keep using it to get better?

Flannelette
Jan 17, 2010


Little question for graphic performance, if I have an animation in a single flipbook image file does it take a more draw calls than if I just had a static image I "animate" through messing with its movement and transparency thresholds etc or just more VRAM.

Flannelette
Jan 17, 2010


Yeah pretty much, just checking if there was anything too it beyond the file is usually bigger on a atlas.

Flannelette
Jan 17, 2010


32GB isn't that expensive these days and then you have overhead for most any memory hog stuff like having 3 monitor's worth of windows and a virtual machine open.
Higher than 32 is for if you need to render simulations which you probably won't be doing.

Flannelette
Jan 17, 2010


Have another graphics question which sometimes people here can help answer:

Does anyone know how a ribbon/trail particle works? I know how to make them in most engines with fully featured particle tools (you click the tick box that says ribbon and you're done) but I don't know how to make one without a pre-built toolset. To clarify I'm talking about things that can put long trails behind a bullet or something that aren't made of a stream of little particles but are instead a single graphic that stretches or tiles out from the back of the emitter as it moves and if the emitter changes course enough it is stopped and stitched onto the next segment of it as the emitter continues moving. I have seen them used in PS1 games so they aren't exactly new. For example you might want a cigarette with smoke that follows it in a long string as it moves and isn't made of individual puffs that are too far apart if it suddenly moves quickly.
I was having trouble visualizing in code how to have the graphic be "fed" out in a string behind a moving emitter and then change direction to follow it.

Flannelette
Jan 17, 2010


j.peeba posted:

If you want to do it programmatically look up triangle strips. You need to procedurally build a mesh out of vertices and triangles which may or may not be camera-facing depending on the case. You don't need to move the triangles themselves to get the smoke flowing since you can animate the UVs. I'd guess during the PS1 era they mostly were pre-built meshes instead of particle systems which is still a valid but more limited approach. If you just need a smoking cigarette and not much more with the technique I'd do it the simpler way: include the modeled strip as part of the cigarette mesh, and maybe add a bone or two there so you can animate some wobble and stretching on the smoke, and then move the smoke trail UVs in shader.

Ok that cleared up something I was wondering about it.

TooMuchAbstraction posted:

Particles are basically just textured quads with some rules on how the quad transforms. Ribbon trails connect the particles together with more textured quads arranged as a, well, ribbon. If you want the ribbon without the particles, disable the particle renderer and leave the trail renderer enabled.

(these kinds of specific "how do I do X" questions should probably be in the Game Development Megathread or the Making Games Megathread; my reading is that this thread is more for demystifying the game development industry)

Thanks didn't know about the COC thread.

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Flannelette
Jan 17, 2010


I'll be the "voice from a different perspective" guy for the learning maya/3dsmax/blender thing:
Yes Maya and 3ds max are the go to in the industry but the industry now has a big small studio part to it now and they often love the free Blender for things so being really good at blender could give you an edge if your goal is to join a small tight team working out of a garage but obviously you should train the way you intend to fight so only do it if that's your goal.
Also echoing the portfolio thing for any sort of creative work.

And while I don't recommend it you can do basically anything with Houdini if you really want to (probably not Substance designer stuff).

Flannelette fucked around with this message at 07:22 on Jan 21, 2021

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