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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @DrSuperEvil: Go

    "Behavior" term is not only used in the editor, but also is a name of a group of special model features in Art Tools. It's been a while since I used it, but I remember that we need to define "look at" behavior in Art Tools, which simply gives a special interface to a bone of the model. This interface can then be used by "look at" trigger action in the editor so the bone will be rotated in a specified direction.

    You mentioned some related effect, so it may be the improvement Delphinium mentioned. Would be nice if they made it work through pure data. When I worked on my last map I was an extreme data purist, but I had no choice but to use triggers for that look at thing, and it was the only trigger in the map, that has anything to do with unit attacks.

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @Delphinium1987: Go

    "Look at" behavior has been there since much earlier than LotV, I used it to implement a full spherical turret a couple of years ago. But it was so buggy, man, I never witnessed anything that much buggy, and decided to never touch that shit again, even though it looked cool in game, when a huge robot aims his gun down to kill a little zergling and then raises it up to aim flying units.

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    yea!

    GO TURTLE!

    Posted in: Artist Tavern
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    posted a message on [Showcase] SoulFilcher's models

    Looks like a mobile battlefield brothel.Though, if marines can't get rid of their battle costumes, it's useless for them. Those costumes must be having some preinstalled machinery to simulate stuff. So, this "whoreship"? may be used for officerls, like ghosts? Though, I'd expect ghost to be so much psychically trained so they can either be focused enough to avoid thinking about sex while being on long missions, or they may even have an ability to imagine sexual penetration so realistically to trick their body into believing they really having sex, so they get their relief because of strong trained mind. So, probably no one will build this unit, Soul. They just don't need it.

    Posted in: Artist Tavern
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    posted a message on Powerful Artificial Intelligence

    @DrSuperEvil: Go

    In theory powerful AI indeed requires demanding computation when it's being taught to act as AI (for example, hundreds of thousands of reinforcement operations for neural network learning process, or equal amount of generations for evolutionary learning). But completed AI may not require any exceptional computational resources. Because it's not a simulation of general purpose brain with intense raw input. It's an AI to solve single problem (like playing SC good), which is generating output values abased on input ones, which takes 2-3 waves of a few thousand math operations.

    OP mentioned that AI utilizes information about the game to use in further battles. So, the act of NN learning happens after the game and doesn't affect performance during.

    Posted in: General Chat
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    posted a message on Stuff I do in Unity

    I used some particles to create a controllable tank, so now it's a playable prototype, Scorched Earth remake.

    Embed Removed: https://www.youtube.com/v/YSQC5eABhOA?fs=1
    Posted in: Off-Topic
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    posted a message on Stuff I do in Unity

    Guys, if you have a videocard that supports shader model 5.0, you may be interested in checking this little program I wrote out of curiosity, to measure, how fast mandelbrot fractal will be rendered on gpu. It does indeed being rendered pretty fast, so it feels like exploring it in realtime. The only problem is that on bigger zooms it reaches the precision of double float, and everything becomes pixelated. But it's a pretty deep zoom, you'll see the pixels on 10^-15 scale.

    It's a 64 bit windows build.

    Quote from ArcaneDurandel: Go

    Sounds like Unity has a wrapper for OpenCL/CUDA, which ends up doing that or PhysX.

    Yes, and HLSL is used as a language, so practically there's not much difference from a normal C#, I just can't run functions from functions. How easily the task is parallelized is important, luckily most stuff I play with is parallelized perfectly. The most problems I had with was shared access to data, when it's critical which parallel process first reads and writes data. But hey have methods for atomic operations which fix this issue.

    @abvdzh: Go

    Cpu does have wider instruction set, but its "smartness" may be related to its ability to perform even complex operations during only one tick. If I remember correctly, one "add" operation takes one cycle, but one "multiply" operation takes a number of "add" operations. But cpu may have additional shit to multiply in one cycle. But basically CPU core runs 10-20 times faster than gpu core. But gpu has hundreds or thousands of cores.

    Gpu instruction set affects coding habits only slightly. And yes, it's best for massive math.

    @ZombieZasz: Go

    Yea. Though Worms are a remake of Scorched Earth. They just didn't make the ground crumble down after explosions.

    Posted in: Off-Topic
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    posted a message on Stuff I do in Unity

    Just wanted to share with you guys, how I have fun in Unity.

    I wanted to create something physically realistic, and figured out that Unity has a class to access GPU and use it as CPU. Videocard is full of slow processor units, but there's alot of them. So, some kinds of calculations benefit greatly from being computed inside gpu.

    So, I simulated a ground-kind of mater with lots of particles. There's around 30K of them. They physically interact with each other. And form a soil. And then I explode it. Now as it works, I'm thinking of remaking an old Scorched Earth game with this material.

    Embed Removed: https://www.youtube.com/v/O6uQ-joLMYI?fs=1
    Posted in: Off-Topic
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    posted a message on Why are most projects campaigns?
    Quote from abvdzh: Go

    The real thing stop people from creative process is a SUM of time needed to 1) Learn how to do things in Data (It's realy hard to jump in cuz of actor system and Missile Movers) + 2) actual implementation of your ideas when you have required knowledge. And to produce some quality content instead of garbage you realy need to know a lot.

    Campaigns require same amount of learning as TD clones, anything needs a good data. But campaigns require more time to implement everything - there's too much terraining and triggering, that consumes lots of time. So, if time was the reason, people would prefer creating TD's.

    So, maybe the "all projects are campaigns" situation exists because campaigns take more time, so only their creators remain active at mapmaking lore, because it takes more time for them to finally understand that their product may not attract as much attention as they hoped it will.

    Posted in: General Chat
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    posted a message on Why are most projects campaigns?

    It may be due to gameplay idea crisis. Wide variety of arcade maps has covered the most obvious genre/gameplay areas. So, people can't come up with something fresh, original, interesting. Campaigns, on the other hand, are interesting not because of gameplay mechanics, but because of stories, while gameplay is trivial usually. It's easier to devise an interesting story, because plot space is infinite.

    Why did this gameplay idea crisis happened? Why is it hard to create a new, unexpectedly intriguing arcade map? Because blizzard are conservative about what the engine can let us do. For example, I and that guy with tratatata or whatever nickname have been trying hard to invent terrain deformation based games, but failed, because current implementation doesn't support important features. My attempts to convince blizz employees to have these things improved failed too. Same happend to my other ideas, like physics based gameplay or territory based gameplay. Other people report engine ruins their ideas too, like platformers or shmups - latency is too low for reaction based games and true arcades. Let's not forget how slow galaxy is. ANy complex algorithm would slow the whole thing down even if you are an optimization genius.

    So, engine only supports a limited space of game mechanics, most of which are already occupied. Low arcade popularity also plays a role. But for me popularity wasn't the reason I moved to other platform. I only wanted to have fun creating cool new stuff. But I was limited by the engine like a penis in tight pants. Unity pulled me out and sucked inside. But not everyone has hard enough coding skills to easily move somwhere else, so they are stuck with sc2 engine, but they chose to create new stuff, and therefore campaigns are a sanctuary, where engine can't control their imagination.

    Posted in: General Chat
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    posted a message on [Request] Wc3 Darkranger model without the arrow launching

    Absolute perfectionism would be to move to Unity.

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @GnaReffotsirk: Go

    Oh, they covered joints based ragdolls in the tutorial? Crap, didn't know that, and had to go the trial and error way to learn how to make those death body parts not fall aside from each other.

    But practically I adore ragdolls, but not even as biological deaths, but rather as mech units deaths. It's cool to see tank threads or helicopter fans physically realistically get separated from the model, fly away, fall to the ground and randomly dangle here and there.

    Posted in: Artist Tavern
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    posted a message on 3D Platformers?

    I'd ignore the "for arcade" part of your message, and suggested you to use Unity. That engine suits "I want to create a 3D platformer" purpose much better than sc2 editor. As better, as plane suits air travelling, while sc2 is rather a submarine in this analogy. You know data part of the editor, so you will have zero problems creating an object oriented modular battle system, all those weapons, effects, missiles, buffs and validators. I still like and use sc2 editor, to create RTS games. But 3D platformer? Fuck, only Unity.

    Posted in: Miscellaneous Development
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    posted a message on [Showcase] NanaKey&Delphinium's Models
    Quote from Forge_User_37739087: Go

    @CybrosX: Go physics for death model is called ragdoll I believe, it is in the official tutorials from blizzard, from the ArtTools

    Actually, official tutorial only covered a situation where separate pieces of models fall apart independently. Ragdoll mechanics appeared since HotS, they use additional kind of connections between physics bodies named "joints", haven't seen them mentioned in the tutorial.

    Posted in: Artist Tavern
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    posted a message on Attachment points every model should have?

    Origin, center, overhead, weapon. Also spheres named Vol_Target and Vol_Shield. If unit has a turret, turretz also required.

    Posted in: Artist Tavern
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