Game Development: Some fixes

Announcements about major changes in Haven & Hearth.
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loftar
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Re: Game Development: Some fixes

Post by loftar »

For the record, the greatest problem with the brick tiles is that the tiles themselves are 11x11 isometric pixels; that is, prime. It's kind of hard to find a regular pattern to tile over that.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Thijssnl
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Re: Game Development: Some fixes

Post by Thijssnl »

Mqrius wrote:
Thijssnl wrote:Arrgh, all the new stuff has to come while I was sick? D:
Nyway, cool fixes, <3 decay change!
Isn't being sick the perfect time to play all day?


Depends how sick : )
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Wolfang
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Re: Game Development: Some fixes

Post by Wolfang »

Mqrius wrote:Yup. It's free for me, and allowed, up to 50 GB upload a week, unlimited download. Speeds are >10MByte/sec download, >1MByte per sec upload. It's really convenient. Only thing I'm not allowed to do is use a different domain, so that's why I haven't been using a havenmap.tk domain or something like that.


I don't know how fast Leuven's uni-internet works...not that I download much at all, I actually wouldn't know how.
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.
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Mqrius
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Re: Game Development: Some fixes

Post by Mqrius »

Wolfang wrote:
Mqrius wrote:Yup. It's free for me, and allowed, up to 50 GB upload a week, unlimited download. Speeds are >10MByte/sec download, >1MByte per sec upload. It's really convenient. Only thing I'm not allowed to do is use a different domain, so that's why I haven't been using a havenmap.tk domain or something like that.


I don't know how fast Leuven's uni-internet works...not that I download much at all, I actually wouldn't know how.
You could use speedtest.net.
It turns out my upload speed is even higher than I thought!
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This is in bits.
It's too bad there's nearly no servers/clients out there which can match this speed, so I hardly ever load at that speed.
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Granger
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Re: Game Development: Some fixes

Post by Granger »

loftar wrote:For the record, the greatest problem with the brick tiles is that the tiles themselves are 11x11 isometric pixels; that is, prime. It's kind of hard to find a regular pattern to tile over that.


Then why not have a bigger texture with an endless pattern (eg. 8 tiles in both directions) to lift the limitation that individual tiles borders have to be seamless?
The part where the client cuts out the part it needs to display shouldn't be that hard to code.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Game Development: Some fixes

Post by loftar »

Granger wrote:Then why not have a bigger texture with an endless pattern (eg. 8 tiles in both directions) to lift the limitation that individual tiles borders have to be seamless?
The part where the client cuts out the part it needs to display shouldn't be that hard to code.

It seems less than trivial to combine that with tile variations and transitions, on the other hand.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Thurrok
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Re: Game Development: Some fixes

Post by Thurrok »

How'd you do it with stone pavement? They look wayyy less blockier than bricks.
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Granger
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Re: Game Development: Some fixes

Post by Granger »

loftar wrote:
Granger wrote:Then why not have a bigger texture with an endless pattern (eg. 8 tiles in both directions) to lift the limitation that individual tiles borders have to be seamless?
The part where the client cuts out the part it needs to display shouldn't be that hard to code.

It seems less than trivial to combine that with tile variations and transitions, on the other hand.

Tile variations: have several of the big textures which are identical at the edges so you can stitch them (basically the same as with the 11x11 tiles) to build an endless texture from (or start with one really big endless texture). Then use the classic tiles to stitch together stencil masks for the transitions (since the pavement dosn't change that often apart from when it's actually being laid this should cache nicely).

You're using a 3d rendering engine anyway, so why not use the options it provides?

Blender tutorial here
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Game Development: Some fixes

Post by loftar »

Well, sure, of course it could be done. :)

I'm not sure I'm so idle as to want to rewrite the whole map rendering code just for better-looking bricks though, I must admit. I will, at least, take the liberty to save that exercise for a rainier day. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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Re: Game Development: Some fixes

Post by Potjeh »

I don't understand why is the tile size a problem for making a better pattern. Do all the bricks and gaps between them really have to be the same size?
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