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choas

Scheduled Pinned Locked Moved Programmer Humor
programmerhumor
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  • J [email protected]

    Oof, this reminds me of a personal experience.

    Me: Oh this grapple system is easy, we'll just push the player's vector towards the destination vector.

    Game: Oh but there's a small object in the way that cannot be moved. This will make an immense amount of collision data per tick.

    Me: Can't we just ignore-

    Game:

    S This user is from outside of this forum
    S This user is from outside of this forum
    [email protected]
    wrote on last edited by
    #28

    As another mod maker/game tinkerer...

    Genuinely, how did you fix this?

    If I understand this right, the problem would be... ignoring certain collision meshes/hulls while in grapple movement mode... but then if you stop your grapple while basically inside or intersecting with those meshes/hulls, now insane nonsense happens, right?

    ...

    Assuming this is an OoT hookshot style, just throw the player directly at the grapple end point thing, and not a more complex and realistic 'throwing and climbing a rope like a mountain climber' style grapple... the way I would try to address this would be:

    Give the grapple movement mode some kind of shut down mechanism/recovery.

    Like... oh the player is still trying to grapple toward point A... but they aren't moving at anywhere near the speed they would be if they were unobstructed, cancel the grapple mechanic.

    Or: oh, the player is in grapple movement mode, but they collided with something, and they're nowhere near the grapple end point, stop the grapple mechanic and stop moving them.

    For either (or both) of these, at the end now transition the player into some kind of specifically designed 'grapple mode has failed due to an obstruction' state, where the player now gets some amount of damage, a 'collided into object' animation, during which the player gets repositioned into a 'collison safe/no collision violation' nearest position, like a 'get unstuck' check in an mmo or something.

    Or another way would be: before the player actually begins being moved by the grapple... do the vector trace from the player, to the end point, and around that vector, quickly draw a large box, rectangular cuboid, perhaps with endcaps of some kind... that just projects what the straight line movement of the player's collision hull would be... maybe make it a bit bigger than the player's collision hull just to be safe...

    ...just 'draw' that real quick, if it intersects with anything, no can do chief, grapple attempt fails, doesn't engage.

    That would at least work for static world objects that don't move, you'd still also need one or both of the above methods to handle colliding with things that can move, npcs, other dynamic objects.

    F J 2 Replies Last reply
    2
    • deceptichum@quokk.auD [email protected]
      This post did not contain any content.
      blackmist@feddit.ukB This user is from outside of this forum
      blackmist@feddit.ukB This user is from outside of this forum
      [email protected]
      wrote on last edited by
      #29

      And don't even get them started on doors.

      1 Reply Last reply
      1
      • nokturne213@sopuli.xyzN [email protected]

        I just want a game that lets my avatar be left handed.

        S This user is from outside of this forum
        S This user is from outside of this forum
        [email protected]
        wrote on last edited by
        #30

        As a gameplay programmer, I got anxiety from reading this (and I think the animators are already in a fetal position on the floor)

        K M 2 Replies Last reply
        32
        • S [email protected]

          Game director : we’re gonna add interact-able doors with proper door opening animations for the characters

          The game designers:

          The programmers and artists:

          The producers:

          L This user is from outside of this forum
          L This user is from outside of this forum
          [email protected]
          wrote on last edited by
          #31

          Okay, okay. No doors but stairs instead

          1 Reply Last reply
          2
          • tetris11@feddit.ukT [email protected]

            Well yeah, we have a character model for the giant demon and the giant demon has a huge use case.

            A scarf? That's a model extension. Either you're asking me to create a whole new character with a scarf baked into the mesh that will deform weirdly as the character moves, or you're asking me to implement an accessory-anchor system all for the sake of a scarf (albeit other accessories might use this new framework) which will then need a physics/cloth sim to even look half good.

            H This user is from outside of this forum
            H This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #32

            my thoughts. system has to be made for costuming from the get go and you bring in a wierd new character race and everything breaks for them.

            1 Reply Last reply
            3
            • S [email protected]

              As a gameplay programmer, I got anxiety from reading this (and I think the animators are already in a fetal position on the floor)

              K This user is from outside of this forum
              K This user is from outside of this forum
              [email protected]
              wrote on last edited by
              #33

              Can't you just swap x for -x. Run some unit tests just in case. We'll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

              F anunusualrelic@lemmy.worldA B 3 Replies Last reply
              21
              • S [email protected]

                Can't wait for the Disney live action movie remake of XKDC comics!

                openstars@piefed.socialO This user is from outside of this forum
                openstars@piefed.socialO This user is from outside of this forum
                [email protected]
                wrote on last edited by
                #34

                Plot twist: it will be written and created by AI:-(.

                1 Reply Last reply
                2
                • K [email protected]

                  Can't you just swap x for -x. Run some unit tests just in case. We'll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

                  F This user is from outside of this forum
                  F This user is from outside of this forum
                  [email protected]
                  wrote on last edited by
                  #35

                  The location that the player is visually interacting with would be different, but the world wouldn't know that. Eg. in a cutscene, the player reaches out and touches a button on a control panel. If the player's X is flipped, their left hand will be further left than their right hand, and will miss the button visually as they go to press it. Asymmetrical animations might also be fucked, ie. sidestep/jump right normally extends the left leg for leverage, but now their right leg would push off visually and they would still move right.

                  K 1 Reply Last reply
                  7
                  • K [email protected]

                    She did get her research team after all 🙂

                    match@pawb.socialM This user is from outside of this forum
                    match@pawb.socialM This user is from outside of this forum
                    [email protected]
                    wrote on last edited by
                    #36

                    Now try to identify if it's a fish

                    thebat@lemmy.worldT 1 Reply Last reply
                    14
                    • U [email protected]

                      Well, sure, with an image classifier, the bird identification is doable. I'm sure I could implement that if I went looking for some open source thingamabob that does that. But it's still not something I could actually understand. That part definitely hasn't changed over the years.

                      F This user is from outside of this forum
                      F This user is from outside of this forum
                      [email protected]
                      wrote on last edited by [email protected]
                      #37

                      Having taken an ML class, with some of my college notes I could do this and "understand" it... but the weights would still be a black box. AI training is black (box) magic.

                      1 Reply Last reply
                      7
                      • S [email protected]

                        As another mod maker/game tinkerer...

                        Genuinely, how did you fix this?

                        If I understand this right, the problem would be... ignoring certain collision meshes/hulls while in grapple movement mode... but then if you stop your grapple while basically inside or intersecting with those meshes/hulls, now insane nonsense happens, right?

                        ...

                        Assuming this is an OoT hookshot style, just throw the player directly at the grapple end point thing, and not a more complex and realistic 'throwing and climbing a rope like a mountain climber' style grapple... the way I would try to address this would be:

                        Give the grapple movement mode some kind of shut down mechanism/recovery.

                        Like... oh the player is still trying to grapple toward point A... but they aren't moving at anywhere near the speed they would be if they were unobstructed, cancel the grapple mechanic.

                        Or: oh, the player is in grapple movement mode, but they collided with something, and they're nowhere near the grapple end point, stop the grapple mechanic and stop moving them.

                        For either (or both) of these, at the end now transition the player into some kind of specifically designed 'grapple mode has failed due to an obstruction' state, where the player now gets some amount of damage, a 'collided into object' animation, during which the player gets repositioned into a 'collison safe/no collision violation' nearest position, like a 'get unstuck' check in an mmo or something.

                        Or another way would be: before the player actually begins being moved by the grapple... do the vector trace from the player, to the end point, and around that vector, quickly draw a large box, rectangular cuboid, perhaps with endcaps of some kind... that just projects what the straight line movement of the player's collision hull would be... maybe make it a bit bigger than the player's collision hull just to be safe...

                        ...just 'draw' that real quick, if it intersects with anything, no can do chief, grapple attempt fails, doesn't engage.

                        That would at least work for static world objects that don't move, you'd still also need one or both of the above methods to handle colliding with things that can move, npcs, other dynamic objects.

                        F This user is from outside of this forum
                        F This user is from outside of this forum
                        [email protected]
                        wrote on last edited by
                        #38

                        You could plausibly implement some physics to deal with it. If the player is moving into a surface, move them along the part of their grapple movement component that's perpendicular to that surface. This will allow them to slide along walls/floors/ceilings realistically. For the case where they need to move "through" a small object, you could treat their collision as a sphere and have it collide with the object; for small objects, this could let them pass by. Eg. for grappling sideways over a small rock on the ground, their point of collision would be mostly below them and a bit to the right, but they're being pulled mostly straight to the right, so they would move perpendicular to the point of contact and move up-right over the rock, then continue their grapple path. Depending on your game's physics system there are other solutions, but for a typical game engine, that should work well.

                        S 1 Reply Last reply
                        0
                        • nokturne213@sopuli.xyzN [email protected]

                          I just want a game that lets my avatar be left handed.

                          W This user is from outside of this forum
                          W This user is from outside of this forum
                          [email protected]
                          wrote on last edited by
                          #39

                          Counterstrike did that over 25 years ago. Yikes I'm old

                          1 Reply Last reply
                          2
                          • nokturne213@sopuli.xyzN [email protected]

                            I just want a game that lets my avatar be left handed.

                            buboscandiacus@mander.xyzB This user is from outside of this forum
                            buboscandiacus@mander.xyzB This user is from outside of this forum
                            [email protected]
                            wrote on last edited by
                            #40

                            Hahah

                            No.

                            1 Reply Last reply
                            1
                            • K [email protected]

                              Can't you just swap x for -x. Run some unit tests just in case. We'll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

                              anunusualrelic@lemmy.worldA This user is from outside of this forum
                              anunusualrelic@lemmy.worldA This user is from outside of this forum
                              [email protected]
                              wrote on last edited by
                              #41

                              Ok, but all your dialogue will be spoken backwards.

                              H K K 3 Replies Last reply
                              5
                              • F [email protected]

                                Always have to remind myself of this when managers ask me if something could be done. If it's easy, I naturally get a little annoyed that they're even asking. But knowing that is my job, not theirs, and it's good that they ask. There's lots of places where they assume and things go badly.

                                F This user is from outside of this forum
                                F This user is from outside of this forum
                                [email protected]
                                wrote on last edited by
                                #42

                                It’s always nice of them to ask

                                1 Reply Last reply
                                6
                                • deceptichum@quokk.auD [email protected]
                                  This post did not contain any content.
                                  sirico@feddit.ukS This user is from outside of this forum
                                  sirico@feddit.ukS This user is from outside of this forum
                                  [email protected]
                                  wrote on last edited by
                                  #43

                                  Shadows in the real world a lack of energy
                                  Shadows in games imma need it all boss

                                  1 Reply Last reply
                                  10
                                  • nokturne213@sopuli.xyzN [email protected]

                                    I just want a game that lets my avatar be left handed.

                                    F This user is from outside of this forum
                                    F This user is from outside of this forum
                                    [email protected]
                                    wrote on last edited by
                                    #44

                                    changes all weapons to be two-handed

                                    This way, no one will complain and there’s only one thing to maintain!

                                    nokturne213@sopuli.xyzN 1 Reply Last reply
                                    4
                                    • S [email protected]

                                      Game director : we’re gonna add interact-able doors with proper door opening animations for the characters

                                      The game designers:

                                      The programmers and artists:

                                      The producers:

                                      M This user is from outside of this forum
                                      M This user is from outside of this forum
                                      [email protected]
                                      wrote on last edited by
                                      #45

                                      Now we need to decide in the case of collisions if:

                                      • Doors violently push anyone out of the way, possibly "crushing" them into walls or
                                      • Force themselves back closed, turning any random NPC / obstacle on the other side into an unbeatable lock or
                                      • Just trap an unfortunate NPC in a corner on the other side, or
                                      • If they use the physics system to swing open, in which case they'll look smooth but possibly bonk the player/actor going through them a few times and could potentially (and comically) insta-kill them if physics is feeling grumpy.

                                      The frustratingly comedic unintended results of any choice makes for great organic marketing though.

                                      Gamedev is magical.

                                      Aside: Know what did this really well though? Resident Evil games after RE:4.

                                      The ability to "slowly quietly open", and then at any time decide to violently action-hero kick it open to send a zombie on the other side flying, was genius.

                                      E R 2 Replies Last reply
                                      17
                                      • S [email protected]

                                        As another mod maker/game tinkerer...

                                        Genuinely, how did you fix this?

                                        If I understand this right, the problem would be... ignoring certain collision meshes/hulls while in grapple movement mode... but then if you stop your grapple while basically inside or intersecting with those meshes/hulls, now insane nonsense happens, right?

                                        ...

                                        Assuming this is an OoT hookshot style, just throw the player directly at the grapple end point thing, and not a more complex and realistic 'throwing and climbing a rope like a mountain climber' style grapple... the way I would try to address this would be:

                                        Give the grapple movement mode some kind of shut down mechanism/recovery.

                                        Like... oh the player is still trying to grapple toward point A... but they aren't moving at anywhere near the speed they would be if they were unobstructed, cancel the grapple mechanic.

                                        Or: oh, the player is in grapple movement mode, but they collided with something, and they're nowhere near the grapple end point, stop the grapple mechanic and stop moving them.

                                        For either (or both) of these, at the end now transition the player into some kind of specifically designed 'grapple mode has failed due to an obstruction' state, where the player now gets some amount of damage, a 'collided into object' animation, during which the player gets repositioned into a 'collison safe/no collision violation' nearest position, like a 'get unstuck' check in an mmo or something.

                                        Or another way would be: before the player actually begins being moved by the grapple... do the vector trace from the player, to the end point, and around that vector, quickly draw a large box, rectangular cuboid, perhaps with endcaps of some kind... that just projects what the straight line movement of the player's collision hull would be... maybe make it a bit bigger than the player's collision hull just to be safe...

                                        ...just 'draw' that real quick, if it intersects with anything, no can do chief, grapple attempt fails, doesn't engage.

                                        That would at least work for static world objects that don't move, you'd still also need one or both of the above methods to handle colliding with things that can move, npcs, other dynamic objects.

                                        J This user is from outside of this forum
                                        J This user is from outside of this forum
                                        [email protected]
                                        wrote on last edited by
                                        #46

                                        I don't know the "right" answer, but I set it so if you hit something, it plays out some checks similar to as you described:

                                        • If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.

                                        • If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.

                                        • Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.

                                        ... And last but most horrible of all:

                                        • Do a completely different set of checks if the player is underwater when the collision happens.

                                        All my games are janky though so I don't think this is some ideal setup.

                                        Edit: Cleaned up the collision damage part as I thought I handled it differently.

                                        S 1 Reply Last reply
                                        1
                                        • F [email protected]

                                          changes all weapons to be two-handed

                                          This way, no one will complain and there’s only one thing to maintain!

                                          nokturne213@sopuli.xyzN This user is from outside of this forum
                                          nokturne213@sopuli.xyzN This user is from outside of this forum
                                          [email protected]
                                          wrote on last edited by
                                          #47

                                          You can hold a two handed weapon favoring the left, or the right.

                                          F 1 Reply Last reply
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