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12:18 AM
You can only guess and hope the speed matches what you intend to. Those are simple DC motors, not steppers, so there's no speed control.
 
 
7 hours later…
7:48 AM
I assume it's like making music. A guy sits on a chair with a PS4 controller in his hands and uses a tool to create the rumble
Then he runs it, tests it on the controller, tweaks it, test it again and repeat
Or he uses one of those vibration equations
I'm pretty sure there are stuff like "given a ball with a certain weight rolling on a wood plank
What's the amount of vibration it generates?"
 
 
3 hours later…
10:48 AM
0
A: How game designers design vibration patterns?

BálintThe PS4 dualshock controller has 1 byte values for the left and right rumble packs, so this basically works like 8 but music. Most of these are behind an NDA, so it's very hard to get any information about this (even the information above was hard to get, I only figured it out from a third party...

I was able to gather this much
The patent was probably the best source
 
11:00 AM
I don't think sonic accuracy is necessarily the goal. Just that audio pipelines are useful for specifying / visualizing / blending intensity over time, so in some cases they can be repurposed to help author rumble. It's not expected to echo an audio track exactly, just to be a tool a designer can productively use to change the rumble from "this" feel to "that" feel.
 
user92578
11:21 AM
 
user92578
Aight I'm back to where I was on Monday with the immediate mode implementation, this time with more modern VAOs and VBOs and shaders!
 
user92578
that shows up deleted to me
 
@Wally Is that spam?
 
Is it? I just posted a reddit post requesting to convert Mario C# code to psuedo code so that every one can use it
I don't know if that's considered spam here
 
user92578
probably, I don't think people in there are interested to do some random code translation work
 
user92578
also I don't think that really makes any sense, people should be able to follow the idea of C# code just as well as pseudo code
 
11:48 AM
I thought it might also be useful for others since many people are interested in Mario speeds and other mechanics of Mario
 
user92578
But at least to me pseudo code provides zero value over C# code
Except that the C# code might actually be useful for someone
 
@Wally Well that seems to be your first post here (at least first in a while). We're not used to see your face here and you only post a link. No introduction, no text, nothing, just a link. That's not a good first impression :P
 
@Tyyppi_77 I changed the request to comment the code
 
user92578
Is that your code?
 
No, lol. It's by the guy who made SuperCharacterController. Ryan ross
If I could understand it I'd comment it myself
I want to make a Opensource version of Mario in Unreal Engine using blueprint
 
user92578
11:52 AM
Could you share a link to where you found the code since I can't view that reddit post?
 
user92578
Seems pretty straight-forward
No one is going to comment 2k lines of code for you though
 
Just one function
Run_SuperUpdate()
 
user92578
Just ~275 lines then :)
 
Do you mean that's a lot or less. lol
 
user92578
11:55 AM
Still quite a lot
 
My sarcasm detector was confused. lol
 
user92578
the code is pretty clean though and does already have some comments
 
user92578
yeah the mathy bits are a little tricky though, skimming through the code
 
I added the comments in the function. I don't even know if the comments are right
The function was completely uncommented
 
user92578
my advice would be to start splitting the method up into smaller methods and working your way through those individually
 
user92578
11:59 AM
these monster methods are pretty scary
 
Will try. Can you tell me what you mean by splitting into smaller methods? Do you mean convert it into functions and call the functions?
 
user92578
yeah, like move some stuff inside an if-condition or something self-contained into a method, and then call that from Run_SuperUpdate()
 
Cool. I got it right. lol
BTW are my comments in the top correct?
 
user92578
yeah, seem correct, two of those seem quite redundant though
 
lol. There's no such thing as reduntant comments in code for the special kids
insert more self deprecating humor
 
user92578
12:10 PM
rotating like a pro:
 
user92578
 
user92578
12:22 PM
ah, the good old angle-unit mixup in the docs
 
12:32 PM
Looks like reddit took down then reddit post or shadow banned me
Probably for nintendo IP
 
user92578
r/gamedev isn't doing very well right now
 
They don't even seem to have a bot for auto invites to slack chat
They are manually sending invites
The heroku app also seems to be down for invites
 
Wow! If kenny said it then it's better to stay away from there
 
12:53 PM
Wow, I've now really improved the speed of my game.
All it took was reducing the size of the A* node considerably:-)
Just need to do some code cleanup, but...
 
Off topic question: What are your guys favourite genre(s) of music?
 
user92578
nice!
 
user92578
these days I listen mostly to metal core, Architects is my favorite band at the moment
 
I can now create a world on my (Admittedly good) machine in only a few moments.
About 10 seconds. Before it was taking closer to a minute...
And there is still room for improvement!
 
Metal Core
Is that like guitars and shouting
Surprised you're not into the tech- scene, being European. I heard that's very popular over there
 
user92578
12:59 PM
yeah, guitars and shouting, architects do have some really nice lyrics going on too and their newer stuff has awesome ambient synths in the background
I'm not sure what you mean by tech- scene? EDM?
 
Not quite. Namely Techno and Tech- House.
 
Is unreal Blueprint a thing here?
 
user92578
not really
 
Oh! Well back to Discord then. It's pretty active
 
I once made my own Blueprint system for my Java game engine
Was fun
 
1:38 PM
As you mentioned the Math parts seem to be the parts that are giving me trouble
But I'm making progress in commenting the code
 
user92578
nice
 
I would probably get tons of Panic attacks if I listened to loud metal
 
There, done for now. It's amazing how a few optmizations can make a huge difference!
 
2:00 PM
@Wally until you got used to it. it's an acquired taste. :)
 
@Almo I'll never get used to it. I have problem with high sound and beats. I don't even go to the Movie theater. It'll only add to the trauma
 
sorry to hear it. :(
 
2:49 PM
Ok, this is amazing
 
user92578
aww yeah guess who's flipping sprites like a pro
 
A bus company made a website that would enable you to buy tickets online
But they didn't hire the best programmers to do this
 
:D
 
It was buggy, it didn't have even a 10% uptime, etc.
But one of the bugs was awesome, if you knew javascript, you could've just rewrite the prices of the tickets and buy them like that
 
hahaha
 
2:53 PM
The guy that reported this issue was taken away because of "hacking"
After he brought a single $1 ticket for 20 cents
 
:(
 
Which he couldn't even use, because he doesn't live in the capital city, where this bus company resides
Customer service is awesome
 
user4704
3:49 PM
@Wally What about it?
 
@JoshPetrie Could you by any chance put the "make games, not engines" post back on your website?
It was a great resource and it was the number 0 thing I said to people asking for recommendations
 
user4704
@Bálint Nope. :)
 
Aww
 
user4704
I mean I guess I could, but not while I'm away from my home computer.
 
user4704
Somebody else has it archived somewhere
 
3:57 PM
Yes, I had to use that one a while ago
 
user4704
When I wrote that, the idea of "GTA 5" was just as absurd as the idea of Quake 17, heh.
 
Hah
Well, as with technology, old stuff works for the longest
 
user4704
I guess I could probably host it again. I'd want to make some updates.
 
user4704
I avoided putting it back up when I switched around my site because I use S3 to host it now, and I quite like the fact that it costs fifty cents a month.
 
5:19 PM
@PearsonArtPhoto You should create a question with an answer about your finding about the pathfinding performance
 
I'll make a blog entry.
Maybe I'll even do it out of cycle for my normal updates. Hmmm...
 
Does < sub > work in here?
x<sub>1</sub>
Nope
 
It seems the desire is to use the unicode subscript characters.
 
Strange, the main site allows it
Subscripts aren't perfect
They don't allow for advanced stuff
 
6:22 PM
Now that I think about it, I think I know how to really speed up my pathfinding...
I'm looking at HPA*, but just the very introduction of the paper has helped me to realize I'm making a pretty critical mistake.
Basically, I'm doing pathfinding from one city to a list of cities, but I'm throwing away the data that is used in the mean time.
I probably can do a slightly modified Dijkstra's algorithm to do the initial population, which is all I'm trying to do. It should be much faster then doing 40 long pathfinds using A*.
Maybe I can come up with something. I suppose I should read the paper, it might help me even further.
 
 
2 hours later…
8:16 PM
@PearsonArtPhoto How many cities do you have?
 
Around 40.
 
So, as far as I understand, you have 40 static cities and the ship can't just sail to any random position on the ocean
 
As it is right now, you can sail to random spots on the ocean.
 
But you intend to change this
 
But the cities need to know how far apart they are from one another.
I'm considering it.
I guess I could do a much simpler method to determine how far apart the cities are from one another.
 
8:18 PM
Then that would be the best candidate for pre-calculation
 
That is what is being precalculated.
 
Again, for the distance of the cities
THe ship can only go diagonally and along the axes
 
Right now I pre-calculate 2 things. The first is the distance from each tile to it's neighbors. The second is from each city to each city (Distance only)
That is correct, although the speed can vary.
 
So the distance between two given points (A and B) is
 
The time from A to be will likely be different than from B to A.
 
8:21 PM
Oh right, the wind
 
And the route will almost certainly be different.
Yep. That makes things quite a bit more interesting.
 
Then there's no real way to optimize this
 
There are tricks that I'm starting to learn.
I mean, I've optimized it quite a bit from where I started.
But honestly, the one time pathfinding cost is only around 200 ms at worst case.
The problem is calculating the city to city pathfinding, which is fairly large.
 
200 ms? Man, that's a lot
 
40*40*200 ms is a lot.
Well, 200 ms is worst case. Typical is more like 40 ms.
 
8:23 PM
That's still a lot
 
Yeah, I don't doubt I can improve it further.
It's getting better every time I play with it.
 
That's nice
 
The next thing I'm going to work on is a better heuristic.
 
I want to try something BTW, can I have a gif of the water in motion?
 
Actually, the next this is going to be a test suite...
Video work?
 
8:24 PM
Sure
 
I suspect I can use the fact that I have a city to city mapping to improve the heuristic calculation
Right now basically I need to prune the net faster.
Each time I test around 1000 hypothesis.
 
8:43 PM
@PearsonArtPhoto My take on your pathing question was to pre-calc all of them, even if it means extra "loading" time while generating the level. People who like this kind of game don't mind waiting for the algo to set up the world if it does a good job.
 
What I'm doing at the moment is to have the pre-calc loading in the background while I let the user still play with things.
The faster I can make the system the less lag will be apparent.
 
Man, it would be really nice if the SE chat and facebook messenger didn't use the same exact sound when there's a new message
 
I have my pathfinding system mutex protected because I am trying to be memory efficient in my allocation.
 
@Bálint wow yeah
 
That's the only thing that slows it down anyways.
Solution: Don't use Facebook Messenger.
 
8:50 PM
hahah
 
All my friends are on it
It's really bad on my phone
 
Well, I've just made another small improvement...
Found that I was adding data to a list I wasn't actually using.
That might actually be a fair bit of my GC memory, now that I think about it...
Actually, the time that I'm determining for the algorithm to run is when using the profiler. I bet it is much faster without the profiler.
 
9:06 PM
Think I found another memory leak...
 
i hate memory leak hunting
 
@PearsonArtPhoto Based on my experience, unity games run much faster outside the editor
 
9:22 PM
This is very much true.
The 10-15 second initialization was from a test I did.
But I'm just continuing to improve it where I can.
 
loading time is entirely relative to the type of gameplay
The loading times on War of the Monsters seemed interminable. But they were 6 seconds, which is not bad for a PS2 game. But the game itself was fast-paced, so 6 seconds seemed long. Your game having 15 second initialization seems fine given the type of game it is.
 
Death in Dark Souls 2 on PS3 was horrible
not only did you die and lose your souls or whatever, you had to wait 20 seconds for the loading screen lol
 
:D
 
The other point is, if I can reduce the load time for my own version then I'll cycle faster.
 
:)
 
9:31 PM
And also, I'm on a decent machine, on my test laptop I wasn't getting that great of performance at all...
I think it's faster, but...
 
10:22 PM
@PearsonArtPhoto This might interest you: valvesoftware.com/publications/2010/…
 
I'll have to give that a shot, looks interesting.
But fairly low priority.
 
10:44 PM
Wow, I'm finding tons of little ways to save memory...
 
11:23 PM
Okay, now loads in 5 seconds, no noticable lag. Whew!
I'm done with this for now!
 

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