Does anybody know anything about how TCP packets work, and why I would be getting a ERR_CONNRESET when too much data is being sent through? I wasn't aware there was a max size or anything along those lines..?
Player gravity prediction (to predict airshots etc.)
So, the creator of this game contacted us and accused us of stealing his idea. As professional indie developers we of course didn't get intimidated that easily so we politely replied that A) I started working on it earlier and B) it's the dorkly video which we got the idea from.
But we couldn't have expected this!
Gasp!Nuts) <email@example.com> posted:
After asking about details, he revealed that he's working at Britain Nintendo as a right hand for Rob Saunders and a part-time programmer. I guess as a part-time programmer for a huge concern you don't need to know how to animate a simple sprite.
But of course, maybe he's just pretending to not know how to program, because he's apparently working undercover for someone who left Nintendo 4 months ago!From the project page posted:
Clearly we were dealing with a mastermind.
After a little more back and forth, he decided to turn on spellcheck in an attempt to sound serious.
Nintendo: They're okay with you stealing their shit as long as you admit that you stole the idea of one of their employees.Nuts) <firstname.lastname@example.org> posted:
Then again, maybe this mysterious "Britain Nintendo of America" operates differently than the other Nintendos.
I tried to be nice
Okay correction: I tried to be nice at first
Which model formats would be good for supporting in my 3D game?
Hooray, my mesh smoothing code worked first time!
Normals are still a bit dodgy, need a better way to calculate them.
Fixed all my bugs! High-five, please.
The client can now start off literally empty, with no assets like animations, scripts, levels, or images, and it can all stream in from the server with no issues. Hoo-rah!
Because that was sent to me.
I sure hope you feel as stupid as that guy right now
I believe the GPL only makes it mandatory to give source code to those who buy from you. The LGPL only adds the exception that the main product doesn't need to be GPL-compatible and only the source code to a modified library licensed with it has to be released under the LGPL and source provided at request.
Ie. If someone buys it, you should just ship the source code with the product for the sake of clarity — it's mandatory that when a client asks for the source code of your product they need to have the possibility to get the source code for the exact version you sold them.
What's that? Worried about RAM constraints on your mobile device? (or too lazy to make new sprites?)
Have no fear, rotation works in the animation editor too now!
Today is like, get shit done day, isn't it?
In even less waywo related news, the video has just surpassed 1 million views! Maybe I'll get an invite into the secret "1M youtube society".
And Giantbomb will have some sort of live gameplay of Mari0 (including coop) on their site sometime between 4 and 5 PST. That's in about 25 minutes!
I hope the game doesn't crash a lot.
If I were making a game that had a huge amount of success and publicity I would surely release a WAYWO exclusive (through PMs) demo of my game *hint hint*
I must have missed that.
I think you can keep your assets (textures, models, etc.) under an all-rights-reserved license, or any other license of your choosing. Any code that directly links with GPL code, however, must also be GPL'd (this is the main difference between the LGPL and regular GPL). I'm not a lawyer nor do I consider myself particularly well informed about legal issues, etc.
IQM for player models, etc.
IQM is really awesome, as you can basically just mmap() it and load the whole damn thing (or whatever chunks of data you're interested in) right into the appropriate vertex buffers without much processing. It also supports modern features like adjacency information for tessellation and other geometry shader effects.
Your repository is borked. It's not like git can do shit if there's no valid HEAD.
(Well, okay, I suppose you could somehow try to switch HEAD to point to an earlier rev)
How do you break git?
PolyVox takes care of that for me. It's stored in a 3D array whilst the mesh generation process takes place, but in terms of serialising to disk etc, only altered voxels are stored - everything else is generated from a seed on-the-fly.
As for LOD, the only thing you can do really with the current setup is generate the mesh as normal and strip out a few polys to increase FPS. Or try and adapt the system to use octrees, but I have no idea how you'd do that and it works fine as is so meh.
Assuming you haven't actually copied his code or his artwork, he shouldn't have any grounds to sue you personally for copying the "idea" of his game.From the project page posted:
If I were you I'd tell him I'll remove all Nintendo copyrighted material if and when I receive a valid request from Nintendo's legal department. Random employees aren't authorized to make such demands (though he can notify the legal department in case they aren't already aware).From the project page posted:
If Nintendo does complain, you don't have to stop development entirely, you just have to replace the graphics, music, etc. with alternatives that don't infringe Nintendo's rights. They have no right to forbid you from writing a generic sidescroller game with portals.
GiantBomb knows so little about it.
That giantbomb live 4 player gameplay was the greatest thing I've ever seen.
Normally I'd stick with lurking unless I had content, but congrats Maurice and Murkrow!
We'll be fine.
(In unrelated news, watching 4 guys aperture sciencing on a live stream was the best thing.)
If I was Miyamoto and some dude went to the legal depatment withthat I'd respond by commissioning a proper NDS. Port. The touch-screen interface really seems ideal for it.
Fixed up my blending. Next big task that's looming ahead, proper lighting. Anyone got any ideas? Should I try Notchian lighting with a 3d texture (I lose normal mapping)? Ambient occlusion (will hit loading times of the segments pretty bad, and also lose normal mapping)? As many dynamic lights as a pixel shader can hold (Normal mapping and good performance, but very low light limit on any given mesh)?