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user92578
08:08
nwp
nwp
08:36
You have an actual "is a" relationship there, so that seems reasonable.
I just don't like the mental effort that needs to go into casting and not deleting the base classes.
I don't consider the shortening of actionRecord.TileData.BasicData.X to actionRecord.X worth the pitfalls.
But I can see how one would.
user92578
Yeah I feel like the proper OOP approach would be to move the code that uses the data into a virtual method inside the structs
user92578
However sometimes I like to keep all the "action" code in a single place
14:36
Hey guys its me again ! Still struggling with my game ... i do spawn Trees,Rocks and other resources server side, put them into a table with a reference to the chunk in which they are. Than i send those resources as a list to the player where i display them.
When the player clicks on a resource he should have different options to choose from, like "Informations", "Chop Down (if its a tree)", "Gather (if it has something to gather)" and later a few more... should i store the different options as sets (Which resource owns which options) server side or client side ?
Futhermore it should be dynamic, for example if the player is level 10, he should be able to unlock more options on the resources.
user92578
Then obviously server side.
So but somehow i do need to link the option set (server side) with the different option buttons client side, right ? Could i just send the resource option set to the client ? The option set would contain different IDs (1,5,7 ). Client side is a list with the different option buttons,
all indicating to a ID ( 1 -> Harvest Button, 2 -> Chop down Button ). So i just would need to loop through the client side option list to receive the option buttons and displaying them in the popup when the resource is clicked. Or do you have a better idea ?
user92578
Yeah sounds reasonable, then just check again on the server side that the option the user clicked is allowed.
14:52
Alright, thanks a lot :)
user92578
Basically if game logic is involved, you have to store the stuff server-side.
16:06
@genaray just out of curiosity how r u doing your multiplayer network? R u doing unet or like other things?
No im using an external self hosted server with some kind of MMO API ^^
16:27
So, I came to a realization multiplayer FPS game is basically same as elaborated chat server/client. instead of receiving once and sending once back, I am constantly talking to clients and clients are constantly sending stuff back
nwp
nwp
It's a little more complicated.
yeah
I don't play MMO but FPS action games like Paladin Paragon OW, I can't imagine how physics get involved in the network scene
nwp
nwp
The concepts still apply. It mostly revolves around lag mitigation.
this article really throws a lot of good info!
btw I am sad that I will never get to have an opportunity to even practice stuff like this
like having a network connection that can have people connect and run a game is not easy; my internet provider doesn't provide fast internet conneciton
Where do you even get a server network connection, like so many people connecting and stuff?
nwp
nwp
You pay money to a company to do it for you. You don't want to use your house connection for that.
16:41
so like, you pay for a computer? But then how do you program on it?
nwp
nwp
You just upload the program.
user92578
yeah
user92578
or you remote connect to the computer and just program on it
then after I program a server, will it run my "server.exe" ?
am I like, basically lending a computer then?
nwp
nwp
16:43
There are different models. You can use their computer or provide your own.
They also like to put virtual machines on computers and call it a cloud for some reason.
user92578
user92578
The cloud is just someone else's computer.
17:05
So I heard,
the current trend of gaming is that competitive friendly but also casual friendly easy to get in
easy to play, fun to watch
true?
 
1 hour later…
Sie
Sie
18:18
@JoshPetrie Well what is a good way for newbies to tackle such a feat? I mean in the very first video he specifically does say (might be a paraphrasing a tiny bit) "this is one way to go about making a game engine". Link.
Also if anyone cares I've decided that I am going to learn MonoGame.
 
1 hour later…
19:40
@BlueBug No
The most popular PC game on the market is still LoL, which is not easy to play, and is not welcoming to new players
I wouldn't call PUBG or Fortnite "casual friendly" either
@Sie why monogame
Sie
Sie
20:10
I don't know. It's either that or try making a game from scratch. Still not sure what the heck I want to do.
Monogame seems to be a nice mix of low level but not quite from scratch.
Sie
Sie
21:09
I'm having trouble finding a good 3D tutorial for monogame. If anyone knows of any let me know preferably videos.
user92578
21:40
@Sie Why do newbies need to be able to tackle such a feat?
22:20
@Sie I'd only use Monogame if there's something it can do that Unity or Unreal can't.
Sie
Sie
@Tyyppi_77 Fair point.
@Almo I guess. I just really want to work in something lower level to get a better understanding of how engines work and hopefully improve my code.
It's unlikely to really help if you're not a expert programmer already
why do you want to "improve your code"
if you can get your game made, it's "good enough"
I doubt Chris's Tallowmere code is amazing, but it's a successful product. (maybe I'm wrong, apologies to Chris) I'm certain my code isn't brilliant.
Sie
Sie
What if I can't though? I feel like in Unity I've hit a ceiling because I simply don't understand the code.
What do you mean
And digging around in engine code isn't going to help you
22:34
Ok so your mechanics require messing with meshes.
My opinion is, come up with a concept that your programming ability supports.
But failing that, I doubt Monogame is going to help you here.
I don't think it's meant for this kind of low-level stuff. (I could be wrong)
@Almo MY CODE IS THE BEST IN THE WORLD
:D
@Sie Unity lets you create meshes by supplying your own vertices if you really wanted to go that deep
is that efficient in realtime
?
he's essentially allowing players to edit meshes
If it's done once, probably not much different from loading an FBX
maybe a touch of freezing if it's a huge mesh or something, would have to profile
Sie
Sie
22:44
I've tested it and there are no FPS hits or lag to speak of.
Sie
Sie
The problem is that code was heavily helped with and I don't know how to extend it further. Hence the Reddit post.
I've thought about contracting someone out but idk.
22:58
At a guess, not thinking about performance, but you could loop through each vertex, form a line, and check the player's mouse cursor to see if it's close enough to be in the middle of the line, and manipulate from there
gotta look at each line from each vertex. there's some sort of search that will do it. could be a lot for a complex mesh
Sie
Sie
23:22
I think part of the problem is I keep on looking at the code that's already there. I'll make a new script and backup the old one and see what I can cook up.
I am working on an RPG game, and I was wondering if 56 different stats would be too overwhelming for players. What do you guys think?
If that's the genre, and people are looking for that, then sure why not
might not be for everyone, but if that's okay with you, then go for it
Ok. Thanks
Though I might ask what's up with the anime girl?
23:37
It's a screenshot from Disgaea 5
Ok...
See ya later. I got 13 goats who would enjoy for me to feed them.

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