Tom 'Blue' Piddock

 Game Development

Game development and other polite discussion. Game development...
Apr 14, 2021 23:39
Otherwise you're just a Senior picking up the slack for the lack of manhours on the table and all the responsibility that comes with it from a Lead position.
Apr 14, 2021 23:38
Leadership is fine if your devs listen and you have enough control for delegating.
Apr 14, 2021 23:24
Lead Developer work is intense when working remote :|
Apr 14, 2021 23:24
Doing alright my man. Up and down of course with the pandemic but I'm otherwise fine.
Apr 14, 2021 23:22
God - It's been a while since I've heard that "Twang" sound.
Apr 14, 2021 21:29
@Almo I could resurect myself from the dead to sudden nominate out of the blue :P
Dec 10, 2019 10:09
It's a lot easier feed wise to see relevant questions pop up there so I am able to quickly answer questions I know a solution to.
Dec 10, 2019 10:09
I use it when I'm in chat often.
Dec 10, 2019 10:03
hands @TomTsagk a top hat
Dec 10, 2019 10:02
tips hat
Dec 10, 2019 10:02
Good morning all.
Dec 9, 2019 13:05
Just the link on the bottom right of the page - can still use the mobile site on the Desktop.
Dec 9, 2019 13:03
Would the mobile version of the room have the same notification?
Dec 9, 2019 11:49
Thought I would also add there's nothing wrong with having your worm state directly control whether they're able to fire a weapon by making a loose connection between the worm's currently enabled weapons and their ability to fire them.
Dec 9, 2019 11:49
Exactly. Nice and simple guard assertion to continue your states if the conditions are met.
Dec 9, 2019 11:46
You can have your worm state forward events for your weapon states.

Worm mid air -> player presses fire -> worm State says this is possible for the worm but doesn't know for weapon -> forwards event to FSM for current weapon -> weapon checks if capable of firing -> if capable move to firing state otherwise nothing.
Dec 9, 2019 11:43
If you are falling then you press the "drawWeapon" key - the HFSM for the falling state should go "That doesn't do anything in this state so no change".
Dec 9, 2019 11:42
Then there is no natural route for them to cancel into that animation of drawing the weapon.
Dec 9, 2019 11:42
Your Falling State should not have any routes into your WeaponDraw/WeaponFire/... states.
Dec 9, 2019 11:42
That needs to be built into your HFSM.
Dec 9, 2019 11:38
Have a base line State for your animations to be able to handle generic shared animations (like drawing the weapon) then move that into the state machine route for that weapon which then dictates the control for that weapon with exit conditions to swap out to another/fire/cancel etc.
Dec 9, 2019 11:36
Okay - this sounds like an HFSM approach to your weapons could be really handy.
Dec 9, 2019 11:34
Awesome. I'm assuming you want to have a wide variety of weaponry but be able to rely on the base weapons system to handle the animation of drawing the weapon and then readying it whilst allowing you to flexibly use different styles of actually using/firing/aiming the weapons?
Dec 9, 2019 11:32
You're making a worms clone to learn?
Dec 9, 2019 11:15
It's just a css-style, it might be a per room settings for starring comments.
Dec 9, 2019 11:06
I went a level up and became the hat.
Dec 9, 2019 11:00
It's been a while since I came to the chat here - seems a little barren. :(
Dec 9, 2019 10:44
@TomTsagk It means he starred it himself to make sure we knew about HATS
Dec 9, 2019 10:43
Sep 28, 2017 10:48
:P
Sep 28, 2017 10:48
Edinburgh is where I live, so I guess you took it all.
Sep 28, 2017 10:40
Yup.
Sep 28, 2017 10:37
Yup.
Sep 28, 2017 10:27
So when it does, it's fucking magic.
Sep 28, 2017 10:27
This is Scotland, the sun never rises here.
Sep 28, 2017 10:15
tips hat
Sep 28, 2017 10:15
I still have a little sun shining up there. Quite happy with the weather right now.
Sep 27, 2017 15:41
Alternatively you can just use this information for display purposes. Getting the camera details allows me to know where in the world we are projecting the scene to. This can then be used along with the Present hook that draws the scene to draw hitboxes with nice simple primitives.
Sep 27, 2017 15:40
We can then use these same addresses to write those values, and when returning to the hook that intercepted the call, prevent the game from continuing normal flow so it doesn't overwrite our changes.
Sep 27, 2017 15:39
Using that address, we scan the memory, get the struct that controls the camera position (Vector3) Angles X and Y (floats) and Roll and Zoom (floats).
Sep 27, 2017 15:39
It passes a single variable - the address of the pointer that stores the camera position.
Sep 27, 2017 15:38
So an example, the camera controller hooks onto the method that writes the new camera position.
Sep 27, 2017 15:38
So when a method gets run by the game, it's intercepted, passed via event handling to our own delegates, and then the original function is either called (to allow normal function to flow) or not called to prevent functionality overwriting our changes.
Sep 27, 2017 15:37
We can then assign our own delegates as part of these hooks to run our own code using an event driven pattern.
Sep 27, 2017 15:37
So at a "high level" we have EasyHook in an injected DLL hooking onto methods in the game that we find by using memory pattern searching (found by using Cheat Engine to reverse engineer the game). The Hooked methods are assigned delegates in our injected code which then get called when the game calls them, this gives us the chance to intercept any information the game is using by finding the right functions that write to certain variables (player position, camera properties, etc).
Sep 27, 2017 15:12
The injected DLL is full of some sorcery, I tell ya.
Sep 27, 2017 15:12
Well, actually... If I'm talking about what the code that is injected does then that's the tricky part. The actual client to injection interaction is farely flat.
Sep 27, 2017 15:11
Yes, really fucking tricky.
Sep 27, 2017 15:10
twitch.tv/videos/177503171 It's a bit long but there are some nice highlights in there if you fancy them.
Sep 27, 2017 15:10
Requires a bit more 3D space knowledge etc.