Recent posts

#1
Announcements / Re: Reggie World ( Pandora , P...
Last post by nabz32 - Yesterday at 10:58
Thx for the kind words,

just some small updates done since my last post

* I added performance settings for the lawn effects ( view Distance of lawn can be set in percent ( it is allways related to draw size ) ).
* Lawn in close proximity to the player on another terrain level was also pushed down when the player was on ground, this has been fixed
* Fixed movement for the player when using a joystick
* Added bouncy wall detection also for enemies ( there is a wall type flag that will bounce the player off, like in a pinball machine, the texture of those walls can also change when it is bouncing something off, if it is properly defined in the TileShape Editor )
* Fixed a bug where height of static objects was reset to zero when an terrain update occured on a fixed area
* Created PlayerShape type and moved all hard coded animation frame references into it
* Created new maps
* Finished some animations of the new Player model in Blender, I will export it partially ( legs / arms / torso / head ) later this week, the reason why I export it partially is I want to change the model for the body parts on the fly ingame ( this is allready done like this for the old player model )




#2
Did you find the library? If so, multithreading is realitively easy. When you only read data, everything is fine. Once you start writing bits, you must ensure, that no other thread tries to read or write to the same memory location at the very same time. You do this, by setting locks (critical section or mutex in HawkThreads). The main problem is to organize your work loops, so you don't have a lot of locks.
You will get used to it, when you start doing things in parallel. Often, I use separate lists for the result of each thread and merge the results after the parallel code part together to one result.
#3
So cool to see, you're holding on to this. I really can learn a lot from you. I have a folder with lots of projects that I started but never finished. When the hard part is coded, I tend to lose interest. Keep it up!
#4
I have added tree leafes reacting to player collision, I rotated them based on the proximity to the players / enemies, multiplied with the angle to the player, looks really nice.

I have completly rewritten the collision engine, now it is even smoother than before for diagonals, even with high frameskip values.

Now it is time to implement the player editor ( for assigning animation frames to different actions ) and a player action editor ( basically making combat moves editable ). Then I will add some fire calculations / effects, because I need burning lawn / trees for the story ). After this I can finally implement the new story / gameplay ( I made some maps for this allready ).

#5
Nevermind, I found a good tutorial on hawk threads, I will give it a try sometime
#6
That was just a short side project, all calculations done on single thread and still almost 60fps (of course map is small) but it's unachievable for let's say many popular game making solutions :) Generally standard  A* is good for turn based games, RPG, or when you have few units, as when you introduce proper collisions/tile occupy state there are a lot of problems that you need to take care on. And popular solution is to use regions/portals/waypoints pathfinding globally and fast A* locally when traveling between portals, or when previously calculated path is blocked - so the unit need to find some other way or wait path to clear and so on. And it would be best to do this on separate thread so this also have some requirements - local map data for pathfinding thread... And all that is a 'little' more work that such small project. Hopefully I will revisit pathfinding in this year to tune JPS/regions for proper game.
#7
I know what you mean, and on one hand it's good idea as you can focus on coding and other stuff but on other you still need to prepare those sprites to be usable with your code, and later you need to reedit all objects that use such graphic again. But it all depends from the developer and their approach for handling assets.


lately there is so much audio packs avaialble..

Music Producer Pro Pack: Synths & Sounds on Humble Bundle.
Tiers:
3 items -> €1.00
4 items -> €9.29
12 items -> €18.59
End date: 10.07.2024

Something rather for music producers and people that like to play with music creation software





and it looks that I missed one bunle: Epic Royalty-Free Music Collection vol. 2  :(
but there is something even better, 3rd pack from Ovani:


Audio Arcade: The Definitive Collection Of Music And Sound Fx From Ovani Sound on Humble Bundle.
Tiers:
6 items -> €1.00
20 items -> €17.09
40 items -> €18.71
End date: 15.07.2024

PR info:
Give your project that last bit of audio polish it needs to truly shine with this bundle from Ovani Sound. You'll get a vast collection of royalty-free music and sound FX ready to plug into your project, as well as powerful time-saving audio plugins usable on all major game engines. From masterfully crafted gunshots and explosions and music packs that span moods and genres, to music and ambiance plugins for Godot, Unity, and Unreal Engine, your audio needs will be well and fully sorted. Plus, your purchase helps the Children's Miracle Network.


#8
Is there some example how to use the threads?
I was last using threads with posix threads back in 2017.
What I want to achieve is loading data in a seperate thread and continue refreshing the screen in the main thread. Of course I wont access the ressources that are loaded from the main thread while it is loading.
So basically I saw how to create a thread, but how to delegate work to the thread, send an interupt from the side thread to the main thread etc.?
#9
GLBasic - de / Re: IDE, gibts da noch mehr?
Last post by nabz32 - 2024-Jun-24
Ja, vielen Dank, es gibt sogar Bookmarks? Sehr nützlich. :good:
#10
Bug Reports / Re: Jpg doesn't work
Last post by Kitty Hello - 2024-Jun-24
did you push the GETNUMJOYSTICKS fix to the git repository?