Game Development

Game development and other polite discussion. Game development...
Jun 21, 2022 19:46
yeah I don't know much about dead by daylight
Jun 21, 2022 19:45
I thought it was its own thing a sort of indie game
Jun 21, 2022 19:45
it's a dead by daylight game
Jun 21, 2022 19:45
oh wow I just re-read the title after you said that
Jun 21, 2022 19:44
I'll date one if I must
Jun 21, 2022 19:44
well as long as they're neutral good murderers or at least chaotic good murderers they're ok in my book
Jun 21, 2022 19:14
right now all I know is "I want raytracing and I have an rtx card and nvidia does special raytracing on rtx cards, let's go"
Jun 21, 2022 19:14
there's a lot more to learn about the technology in general but I'm keeping links for later
Jun 21, 2022 19:08
spent an entire day building up to displaying a triangle
Jun 21, 2022 19:08
I mean what used to be a few dozen lines of code turned into 1000 >.> and it's just setup
Jun 21, 2022 19:05
yup
Jun 21, 2022 19:04
nvidia, amd and any other opengl driver vendors would have to implement them
Jun 21, 2022 19:03
yeah if opengl were to define its own idea of raytracing in its own api then yeah what you said is true
Jun 21, 2022 19:03
I was more focused on the nvidia exclusive rtx thing
Jun 21, 2022 19:03
yeah that would be one way
Jun 21, 2022 19:03
aaah you mean for opengl to define its own flavor of raytracing that is independent of card/driver vendor
Jun 21, 2022 19:02
well that's exciting
Jun 21, 2022 19:02
@Almo ooo a dating sim with... murderers?
Jun 21, 2022 18:59
it's sort of how libraries work usually, as the library developer you make yourself work with the rest of the world, you don't ask the rest of the world to customize themselves for you
Jun 21, 2022 18:58
when it should be nvidia plugging themselves into the ecosystem
Jun 21, 2022 18:58
that seems the other way around to me, I'd expect nvidia to ship their own libraries to call into that work with opengl, otherwise nvidia would depend on opengl to tell them what to support
Jun 21, 2022 18:56
yup, basically and it's up to nvidia to offer it
Jun 21, 2022 18:55
whereas for vulkan: nvpro-samples.github.io/vk_raytracing_tutorial_KHR <- official tutorial
Jun 21, 2022 18:55
and the best test: "nvidia rtx ray tracing opengl tutorial" (you may also replace tutorial with something else or remove it entirely), does not give any results on google
Jun 21, 2022 18:54
I could be wrong, but from what I've looked and looked fairly hard, there is no API for that specific feature for opengl
Jun 21, 2022 18:48
but first, the fun
Jun 21, 2022 18:48
or some other raytracing solution
Jun 21, 2022 18:47
so I'll think about end-users of the game after I've had my fun, will probably write a non-raytraced version
Jun 21, 2022 18:47
but yes, I'm also super excited about using vulkan and actually writing code that directly targets my rtx card lol
Jun 21, 2022 18:44
the khronos guys said vulkan won't cause opengl to be deprecated anytime soon but I think opengl being kept out of stuff like advanced raytracing by e.g. nvidia will do it eventually
Jun 21, 2022 18:42
so I might have to figure out a way to make that work quickly
Jun 21, 2022 18:41
which is probably for the best because a special feature I'd like to implement is for the player to place cameras around the world and then see their output on screens in the game, to inspect what happens around the world/what his stuff is doing
Jun 21, 2022 18:41
but then I found out that nvidia rtx does not support opengl so... vulkan it is I guess
Jun 21, 2022 18:40
I'm trying to write my own engine for what would be a sandboxy game with voxel based terrain (like no man's sky) and because I'd like it to, raytracing
Jun 21, 2022 18:40
I'm hard at work writing a vulkan renderer for what used to be opengl, which is not necessarily fun because all I'm doing is try to make what was already there work again >.> and boy is this API extreme. but it looks to be lots of fun when it comes to finding interesting ways to optimize, right now that's not the case for me
Jun 21, 2022 18:38
making an engine is exciting work, it's easy to forget about why you're doing it lol
Jun 19, 2022 13:24
I guess I'll join the "find a version of unity that works and stick with it for that project" crowd lol
Jun 19, 2022 13:23
I kept upgrading unity LTS over the years and somewhere along the line something happened and for just that project unity keeps hanging randomly
Jun 19, 2022 13:23
my current project is pretty much compromised at least for the foreseeable future, which is not a tragedy because it achieved what it set out to do but it's still a pity
Jun 19, 2022 13:14
html + css would be a huge time saver if it works ok
Jun 19, 2022 13:14
UI is always the slowest and most tedious thing to work with
Jun 19, 2022 13:14
@Evorlor ty, if it's good I might try it for my next project
Jun 19, 2022 12:47
but when they first presented it years ago it looked really cool, writing your guis in a html-like language and then using css to style
Jun 19, 2022 12:46
I hope I didn't get your hopes up for nothing just in case it's been abandoned/left behind/discontinued :( I haven't heard that much about it in a while
Jun 19, 2022 12:10
I don't remember if unity has a way for you to say UIParentGameObject.EventThatFiresWhenSomethingIsAddedToIt += ... so you could be notified in a ThemingManager of new UI elements being added
Jun 19, 2022 12:09
it's probably what I would try? it gives you the flexibility of having a separate component added to an UI element without one (since the original had an Image anyway)
Jun 19, 2022 12:08
I wonder if you could make your own class ThemedImage : Image that can respond to the currently selected theme, or at least register itself on creation/destruction with a ThemingManager which will apply colors to it @Evorlor hmm
Jun 19, 2022 11:57
I tried it years ago and it was unusable, no idea about their state now
Jun 19, 2022 11:57
I have no idea if they work correctly now or not, but unity's "new" ui system uses something like CSS for styling - that would be the simplest, new theme = new CSS
Jun 19, 2022 11:56
any this.GetComponent<Image>() can be replaced by a referencedGameObject.GetComponent<Image>() in another class