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Messages - rubenwardy

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1
Feature requests / Re: Create a button class
« on: May 06, 2020, 06:15:37 pm »
Here's a comparison of GUI libraries I wrote

2
Thanks for bumping the thread, because I've missed such a nice project  :P

I quite like the minimalistic graphics, and looking for more gameplay details.

Thanks :D


Any info on when first playable alpha will be available? Also, is it a commerical project, and if no, is the source code available?

I have no idea when it will be available. I'm currently keeping the source code closed for two reasons:

  • it is not in any playable or usable state, and I don't want to have to support or accept contributions to it
  • so I can decide at a later point whether to make it open source or a proprietary product

I am a contributor to lots of free software projects, but this is something for myself!

I've been publishing things I've learned during the course of this project. See the RVWP webpage for a list, and also these:


3
SFML projects / Re: 9001
« on: January 04, 2020, 07:35:31 pm »
The rendering on this is quite impressive! Are they particle systems?

4
I've made a lot of progress since the opening post!

New World Rendering

The world rendering has been massively overhauled to render all layers in a cross-section where you can walk up and down layers like so:



3D Lighting

I've added support for 3D lighting with day and night transitions:





I've created a webpage with up to date information here: https://rubenwardy.com/rvwp/

And More!

  • 8-bit connections for walls
  • Add architect mode
  • Add plots, to represent land ownership
  • Use ENet for networking
  • Improve chunk loading by using spiral search pattern
  • Better inventory GUI, with pictures and tooltips
  • Simplex-noise based map generation

5
Feature requests / Re: Better gamepad support
« on: April 24, 2018, 02:04:50 pm »
The DB is a text file, and is licensed under ZLIB iirc. It's not specific to SDL so can be reused

6
Network / Re: Questions About Server Loops
« on: April 22, 2018, 06:15:37 pm »
Unless you're specifically aiming for an MMO server (which I recommend avoiding) then you don't need to use threads like that. You can receive packets in a non-blocking fasion, and then update any states and such in the same thread. If you want to support massive parallism, then it's worth looking into things like farmer/worker and spatial workers instead of the design, as it'll scale much better.

Avoid over engineering, the simpler solution tends to be cleaner and better. That being said, over-engineering is fun :)

7
I have been working on a game for the last 3 years, on and off.

I’m aiming towards a city-based game, where players can wander around a procedurally generated city. The concept is you'll run a community of rebels in a dystopian future, so there will be mechanics such as stealth and avoiding standing out.

I haven't got much actual game play, but I have a partially functional networked world with multiple z-layers. RVWP originally standed for Ruben's Virtual World Prototype, but now stands for Ruben's Virtual World Project.

The map is made up of 3 layers - terrain, flooring, and objects. Each of these is registered using Lua scripts and stored in using the Type Object pattern. I choose this instead of ECS as it's easier to serialise and send across the network. Moving things on the map - including players - are Entities. Entities use an ECS with components mostly implemented in Lua.

The client is structured using a MVC pattern. There's controllers and views for each window, the HUD, and the scene. There are also multiple controllers for the player input, which allows the type of input (keyboard/mouse/etc) to be abstracted away from the actual movement code.

More information: https://rubenwardy.com/rvwp/

Blog post detailing history: https://blog.rubenwardy.com/2017/08/13/multiplayer-topdown-sandbox-game/







8
Feature requests / Re: Better gamepad support
« on: April 20, 2018, 03:58:32 pm »
I've been struggling with this on my game, and ended up having to hardcode particular controllers. Well, I say that - currently I only support my own.

sf::Joystick::Identification info = sf::Joystick::getIdentification(joystick_id);

if (info.name.find("xbox")) {
        type = XBOX360;
} else {
        type = GENERIC;
}

// Just assume that all controllers are like XBOX for now

buttons_map[BTN_A] = 0;
buttons_map[BTN_B] = 1;
buttons_map[BTN_X] = 2;
buttons_map[BTN_Y] = 3;

// Whether LT & RT are axes or buttons varies - detect this here
if (sf::Joystick::hasAxis(joystick_id, sf::Joystick::Axis::Z)) {
        buttons_map[BTN_LT] = -1;
        buttons_map[BTN_RT] = -1;
        trigger_lt = sf::Joystick::Axis::Z;
        trigger_rt = sf::Joystick::Axis::R;
} else {
        buttons_map[BTN_LT] = 6;
        buttons_map[BTN_RT] = 7;
        trigger_lt = -1;
        trigger_rt = -1;
}

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