Nov 21, 2016 07:43 PM
(This post was last modified: Nov 26, 2016 02:01 PM by Mr Impact.)
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I'm currently writing a 2D multiplayer platformer type of game.
The server is pretty much complete, it uses IOCP and fully functioning for what's implemented in the client so far.
I'm writing it in Direct2D, I wouldn't have used a game engine for something as simple Tic Tac Toe, honestly.
My issue is I don't know where I want to take the game, or if I want to drop 2D and go to D3D11 instead.
Nov 21, 2016 10:29 PM
(This post was last modified: Nov 21, 2016 10:30 PM by Mr Impact.)
(Nov 21, 2016 08:15 PM)TouchMyMalware Wrote: I'm currently writing a 2D multiplayer platformer type of game.
The server is pretty much complete, it uses IOCP and fully functioning for what's implemented in the client so far.
I'm writing it in Direct2D, I wouldn't have used a game engine for something as simple Tic Tac Toe, honestly.
My issue is I don't know where I want to take the game, or if I want to drop 2D and go to D3D11 instead.
Good luck with your game. Why would you limit your game to just Windows? I would suggest SDL2.0 with OpenGL. Unity has great tools. Why not use it? 🤝
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Big engines like those rely mostly on dragging and dropping, along with scriping languages or C#. I'd rather have full control over my code rather than relying on scripts and high levels of abstraction. As well as their server client model designs, I'm not happy with them, so I'd have to change quite a bit to customize it. If I'm going to spend my time customizing code so often, why not just write my own from scratch?
(Nov 23, 2016 01:22 PM)TouchMyMalware Wrote: Big engines like those rely mostly on dragging and dropping, along with scriping languages or C#. I'd rather have full control over my code rather than relying on scripts and high levels of abstraction. As well as their server client model designs, I'm not happy with them, so I'd have to change quite a bit to customize it. If I'm going to spend my time customizing code so often, why not just write my own from scratch?
Unity isn't drag and drop though at all. But I guess I understand where you're coming from. It's just that if you're going to really produce your own game for a commercial release, assuming that's what you're doing, it's almost irresponsible at this point to create your own engine provided there's an engine that does what you need and I guarantee Unity does. UNet is trash and its still early in its lifecycle but there are alternatives you can use that are actually pretty good, ie Photon.
Do what you wish though. Keep us updated. I'd love to see what comes of it.
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(Nov 23, 2016 02:03 PM)xenko Wrote: Unity isn't drag and drop though at all. But I guess I understand where you're coming from. It's just that if you're going to really produce your own game for a commercial release, assuming that's what you're doing, it's almost irresponsible at this point to create your own engine provided there's an engine that does what you need and I guarantee Unity does. UNet is trash and its still early in its lifecycle but there are alternatives you can use that are actually pretty good, ie Photon.
Do what you wish though. Keep us updated. I'd love to see what comes of it.
If I used Unity, would I be able to use my own server with the client? I could go and change the code internally as to where it connects and how it reacts, but if all that requires change is a minimal packet structure, then it's not too bad.
(Nov 23, 2016 05:08 PM)TouchMyMalware Wrote: If I used Unity, would I be able to use my own server with the client? I could go and change the code internally as to where it connects and how it reacts, but if all that requires change is a minimal packet structure, then it's not too bad.
You can use your own ser we/client model, yes.
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I decided to go with Unreal Engine rather than Unity since my game is already in C++, I don't want to have to convert it to C# scrips.
(Nov 24, 2016 09:18 AM)TouchMyMalware Wrote: I decided to go with Unreal Engine rather than Unity since my game is already in C++, I don't want to have to convert it to C# scrips.
That works. Unreal is a little overkill but whatever works. If you need any help, feel free to PM me. Good luck.
It's cool for first time :D keep it up
Nov 24, 2016 11:57 AM
(This post was last modified: Nov 24, 2016 11:57 AM by Mr Impact.)
(Nov 24, 2016 11:36 AM)Phosmand Wrote: It's cool for first time :D keep it up
Thanks. I'm currently on a new project which is a 2D platformer. Stay tuned!
Looking good 🙂 Did you do any cool logic for the win conditions?
(Nov 24, 2016 09:18 AM)TouchMyMalware Wrote: I decided to go with Unreal Engine rather than Unity since my game is already in C++, I don't want to have to convert it to C# scrips.
A note on this.
Even if your code is already in C++, you'll still be using UE's scripting API.
If you don't have a time constraint, go ahead, otherwise I'd suggest Unity.
I have a question, hope some Unity guru's out there can help me.
Imagine you have a "big level", some questions:
- Unity implements some kind of BSP, Octree or another technique to render "only what you see" with out extra code?
- imagine the same "big level". How you trigger NPC or enemies AI when player is "near" to that NPC/enemy?
(Nov 26, 2016 07:46 AM)Zilog80 Wrote: I have a question, hope some Unity guru's out there can help me.
Imagine you have a "big level", some questions:
- Unity implements some kind of BSP, Octree or another technique to render "only what you see" with out extra code?
- imagine the same "big level". How you trigger NPC or enemies AI when player is "near" to that NPC/enemy?
I've never done this myself in Unity but have done so in SDL.
There's a number of ways you can do it and those methods would depend on the sophistication of your game.
Unsure as to how you'd want to implement octrees are they are typically used for collision detection rather than generation. You should look into splitting your world up into chunks and render them programmatically.
For your NPC query, you'd have what's called a behaviour tree, think of it as a flowchart that awaits state changes, I'll have a look around and see if I can dig up one of my old projects where I made a visualisation of this.
(Nov 26, 2016 07:46 AM)Zilog80 Wrote: I have a question, hope some Unity guru's out there can help me.
Imagine you have a "big level", some questions:
- Unity implements some kind of BSP, Octree or another technique to render "only what you see" with out extra code?
- imagine the same "big level". How you trigger NPC or enemies AI when player is "near" to that NPC/enemy?
1. So.. an LOD?
2. This is just basic AI. Watch any tutorial on "enemy AI" on YouTube and you'll see how to do it. Basic stuff.
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