Recent posts by Drakim on Kongregate

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Topic: Game Programming / Hackers And GP Hack

You should maybe specify what game you are talking about?

Furthermore, if the game keeps track of these things client side, it’s not really something you can prevent. The user is in control of his own computer, and nothing a developer can do can change that. At best he can obscure and hide things so that it’s a lot of trouble to hack.

If it’s something that’s server side, then sure it should be fixed, but it’s not the Kongregate Staff’s responsibility, but whoever developed the game.

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by EndlessSporadic:

Further javascript can run on Android, unlike Flash.

As far as I know Android can run Flash. iOS can’t run Flash.

Well, both yes and no. There is Flash for android, but it has been discontinued by Adobe, meaning the flash player is getting more and more out of date, and you have to do some tricky things to install it. Eventually you can pretty much count on “regular users” not having Flash on android anymore, juts like iOS.

http://blogs.adobe.com/flashplayer/2012/06/flash-player-and-android-update.html

 
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Topic: Game Programming / JavaScript Good OR Not Good

Yes. JavaScript works on any device that has an internet browser.

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by player_03:

It already uses OpenGL for rendering on certain targets. Are you saying it’ll use WebGL for the HTML5 target?

Yeah that’s what I meant. Thanks.

 
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Topic: Game Programming / JAVA GAMES

That depends on the programmer and the code he writes, not Flash or JavaScript (I have my own JavaScript game running at a solid 60fps). Both Flash and JavaScript have hardware acceleration (3DStage and WebGL).

But that’s not really what you said, you said that there are “limits of interaction” in JavaScript, and now you are saying “It’s not a smooth”. You should avoid dropping unsupported one-liners like that, at least until you know what you are talking about.

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by FlashGrenade:

Which they might not do. Google is dropping the ol NPAPI which is what from my understanding Unity is dependent on.

Browser vendors dropping NPAPI is a huge boon for WebGL though, since it means it won’t have any “rivals” for doing 3d graphics.

Flash got openFL and HaXe working together with them, in order for their product to continue becoming relevant.

OpenFL will likely be powered by OpenGL eventually.

Flash survived for so long because it evolved from web animation purposes to being a tool used to develop really good games.And now it must evolve again in order to stay useful in the mobile tablet age. Can Unity make such an evolution in this type of change or will it be the new beta?

Unity has a pretty good tool in terms of ease and usability for 3d. Their sinking ship is just their Web Player, not the Unity toolset. If they can just get their ass in gear and make their WebGL output a first class citizen I don’t think they would have any problems surviving.

 
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Topic: Game Programming / JAVA GAMES

Originally posted by JackTea:

(there is some kind of limit of interaction for javascript)(at least to some people)

What are you talking about? What limits?

 
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Topic: Game Programming / JavaScript Good OR Not Good

Eh, you seem to have some pretty strange ideas about JavaScript.

I would say that Flash has better tools than JavaScript for easily making the web games we all love and hate, but when it comes down to technology wise, you can hardly tell the difference between something made in Flash or HTML5+WebGL these days.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by 1HVM:

It seems that big companies don’t want to use something another person made available for them.

Unity hasn’t really “made available” anything. If they really wanted to do that, they would have released their stuff as open source.

History is filled with situations where when a company with a proprietary closed format gains dominance, and they always start abusing their position for profit. It’s just how business works.

Right now Unity can be used for free by developers, but if they gained market dominance, you can bet your behind that that free version would disappear, and the paid version would rise in cost each iteration. We have been over this exact same situation so many times, over and over.

We aren’t going to willingly walk into that bear-trap. Thus, Unity will have to focus on open standards like WebGL or die out. Proprietary binary blob plugins are not the future, and it won’t be long before other browsers follow Google on this.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by 1HVM:

Google needs to allow the plugin , Unity is on the rise , more and more games are being made with Unity and I don’t think people will stop doing so, only because Google doesn’t want to support it.

People said the exact same about iPhone not supporting Flash, and Flash is a lot bigger than Unity. Unity needs to get their ass completely on board the HTML5 train if they want to stay relevant on the web.

 
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Topic: Game Programming / What's with all the hate on Unity?

Google is shutting off NPAPI in Chrome this weeks, which means that the Unity plugin won’t be working in Chrome anymore, if you rely on the plugin.

 
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Topic: Game Programming / NexScript tutorial

When I search for NexScript this thread is the first hit. The second hit is a subreddit that is almost empty. What is it? Where can I even see what this language is?

 
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Topic: Game Programming / Will it be possible to export AS3 to HMTL5?

Using Haxe and OpenFL is probably the closest you will ever get to AS3→HTML5. Haxe is very similar to AS3, and Adobe ain’t gonna make no exporter to HTML.

 
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Topic: Game Programming / Best game engine!

This is tough love from me, but personally I think Drag&Drop programming is pretty fundamentally a bad thing.

I know some people use Drag&Drop programming to quickly create prototypes, and for others it was their first introduction into game development (me included!). But I feel people are taking it too far, insisting that it’s a legitimate career path within game development.

There is a very real ceiling for how much you can grow within such an environment, you’ll always be trapped in the role of “noob game developer hobbyist”. The “real world” of game development, from indie underdog hits, big AAA titles, to kickstarter crowd-funded games, will all be dismissing you once they realize you can’t code. Knowing how to code is not an optional skill for game development.

Just think about it for a moment. Imagine authors writing books by using a drag&drop interface to grab pictures onto a timeline, insisting that you don’t need to learn how to write to be an author. We would all instantly and rightfully laugh them out of the public square.

Drag&Drop programing suffers some pretty severe restrictions, and often rely on real programmers who know how to code having laid the groundwork for them, as they can’t really implement path-finding, procedural generation, separation of engine and content. While people who learn how to code keep increasing in knowledge and understanding, often learning alternative programming languages, people who stay with the Drag&Drop interface just tends to get very specialized knowledge about how to do things in that particular program. Their skills aren’t transferable outside of that context.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by pugzy:

Unity is working toward WebGL, as well.

That’s the same as “porting to HTML5”.

Either way, it’s a very good thing.

 
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Topic: Game Programming / What's with all the hate on Unity?

David, you are mixing together the Unity plugin and the Unity development environment. It’s true that some big names are using Unity, but they aren’t using the plugin. Hearthstone, for instance, is made in Unity but only as a standalone application.

There is nothing wrong with making standalone applications with various engines and frameworks. Some use Unity, some use C++ and Lua, some use Python, etc.

The issue lies with the Unity plugin, for the reasons that have been repeated earlier in this thread. As you even point out, there is work towards a HTML5 port, which is great, because it moves away from the Unity plugin.

Originally posted by DavidGameDev:
Either accept that Unity is here to stay, or go ahead and miss on some of the best games being created.

Or you know, just be one of the unlucky (me included) who can’t get the Unity plugin to work on our computers, because the Unity team didn’t bother. You can’t frame this as a acceptance thing when I literately cannot play Unity plugin games on my computer.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by Draco18s:

“The problem with Unity is that Java is a memory hog.”

Wat.

When he says “the problem with this logic” he is referring to my post which promoted JavaScript, saying it cannot compete with Flash because it’s a memory hog (which is completely untrue, while Java can be very heavy on the memory, JavaScript is not, but it’s pretty obvious that he is just repeating things he have heard but don’t understand). Calling Unity garbage is unrelated to that, he just squeezed it in.

 
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Topic: Game Programming / What's with all the hate on Unity?

note that for this post I am strictly speaking of Unity as a webplugin. I know you can have standalone games that doesn’t require the user to install the plugin, which isn’t that different from just making a regular standalone game. I have no beef with that

A lot of people in this thread seems to be missing the advantages of open standards over proprietary binary blobs. If you make something in Unity for the web, your content will run on whatever devices that the Unity team decides should be graced by their plugin. Run an outdated operating system? or something that isn’t Windows? Well, the Unity team might help you with that, or they might not, it’s out of your hands. With a open standard that nobody owns (and can abuse for profit), stuff like that won’t happen. Anybody could create a browser with JS, WebGL and make it work on a XP, heck, even a windows 95 machine if you’d like. And in fifty years when Windows 20 comes out, your content can still be enjoyed because it’s based on that open standard, it doesn’t depend on a cooperation deciding it’s profitable to create their plugin for that operating system (if they exist at all so far in the future). Heck, they might even sue you if you try to do it for them, or hack your way around what restrictions they have.

In short, you don’t want vendor lock-in. It’s bad, m’kay?

The fact that there is such a thing as paying for Unity to unlock all “features” especially worries me. Want to use more than five local vars in a function? No worries, just sign up for our premium developer plan. Is that really the sort of future we should be sailing towards, with copyrighted proprietary plugins, development environments that have tier costs plans (and locked features if you don’t pay up), and no control over our games after they are made?

If Unity is bought, or close shop tomorrow, what then? What if a security hole if found in the Unity player and they aren’t around to patch it?

Originally posted by Etterra:

The problem with this logic is that Java is a memory hog in the worst way.

No, the problem is that you have absolutely no idea what you are talking about. Java and JavaScript are two different things.

 
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Topic: Game Programming / how do you add two numbers in c++

We aren’t here to do your homework.

 
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Topic: Game Programming / Webgl-Game Development

There are lots of great free resources on the web on how to do these things. I’ve personally learned to use WebGL with nothing but google searches. You don’t need to spend £14 to get it in book format.

(This is your first post, and you come here to advertise your book? That’s very spammy)

Learning WebGL
WebGL by Mozilla
WebGL Academy

 
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Topic: Game Programming / Help Me Guys !

You’ll have more luck asking in the collaborations forum, but be aware that most people aren’t to hot on programming somebody elses game (especially AS2). You’ll have a better shot at making the game by learning how to program yourself.

 
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Topic: Game Programming / Sprites stacking on top of each other

Amibtious is correct, blitting is the way to go. When you use Sprites and MovieClips you give up power and flexibility in favor of convenience, and you will eventually run into things you cannot fix because you don’t have control.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by player_03:
Originally posted by Drakim:

that’s the very last thing in the world the web needs right now.

The second-to-last thing being an end to net neutrality?

The internet and the web are two separate things. Net neutrality is also important, but it’s a different topic in a different area.

 
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Topic: Game Programming / What's with all the hate on Unity?

Personally I dislike Unity because the whole idea is a move in the wrong direction.

While it’s true that you have to install Flash, this is fundamentally a bad thing and should be recognized as such. It is only “accepted” for legacy reasons (there is so much flash content online now, and it came about because other means like HTML where really lacking back in the ol’ days). The web should fundamentally be made up of HTML, CSS and JavaScript, and not binary blobs swf files that you need closed source binary blog players to view.

When Unity comes onto the stage and says “hey we wanna introduce another binary blob format with our own closed source binary blob player” they deserve all the flack they are getting, because that’s the very last thing in the world the web needs right now.

 
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Topic: Game Programming / [C/C++] Optimizing a loop

Originally posted by qwerber:

+1 to Drakim and player_03.

Do you have any suggestions for avoid duplicate vertex stream? because it seems like to me that I have to upload x y velocity and time (5 * 4 bytes) every vertex (unless I’m drawing points) with increases the amount of data I need to push by quite a lot.

I’m entirely sure I understand what you mean by duplicate vertex stream.

I would really recommend points for a particle system rather than triangles, it’s just a much better fit. You can even use textures on points, so as long as your particles don’t need to do absolutely crazy stuff you shouldn’t need anything more than points.

Aside from that, how do other people write their applications so that it runs at speeds like 500 fps :/? Feels like on C++ the draw calls are not as much bottlenecks as on stage3d.

Just double checking, you are drawing all your particles with a singular drawing call right?