Recent Posts

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91
Suggestions / Re: Linux user data dir
« Last post by Enigma on October 21, 2016, 02:37:50 am »
Just an FYI, convention dictates Linux game data directories in the HOME folder should be prefixed with a "." to keep it hidden. This is to prevent viewing of the home folder being cluttered with generated folders.

Picture attached to demonstrate.

In the first version of Blackvoxel the data directory was hidden (we used ".blackvoxel") for the Linux version.

But that was changed when the school mode was introduced : we made the explicit choice to make this directory visible.

The problem with an hidden data directory was because Blackvoxel is also an educational program. Some users have to interact with some Blackvoxel files as part of their daily use(Programs for robots, files for programming or custom textures). Some student that are beginners can be confused as they didn't find the Blackvoxel data directory because it was hidden. And even for those knowing where to find it, it wasn't very comfortable as there is a lot of hidden directories in the home directory.
So it appears to us that a working directory shouldn't be hidden.
In addition, the new convention for a lot of Linux distribution is now to put config files in a directory lying in .config rather than sitting in the home as an hidden directory.

Some suggested that we should separate settings from the user data. But we find this confusing to have two place with Blackvoxel data in it. In addition, as all Blackvoxel settings aren't yet in the Gui, user have to use config files in some case. And it's not easy to explain to some users "find the Blackvoxel directory, not the one you see, but the other one that is hidden".

That said, we offer the possibility for the user (or some distribution packager) to adjust it to meet their goals. The data directory name is in the ACompileSettings.h configuration file for Blackvoxel compilation options.

The Blackvoxel Team
92
Troubleshooting & Bug Reports / Re: Invert mouse
« Last post by Enigma on October 21, 2016, 01:43:32 am »
Can you explain what you mean?

Inverting the mouse look on the Y axis. Moving the mouse forward moves the view direction down, moving the mouse back moves the view direction up. This is inverse to the current configuration where moving the mouse forward moves the view direction up.
Honestly, this is a very common option among games with a first person or third person perspective.

Do you see the use of such "reversed" option as the cause of a personal gaming preference or because of using some specific input hardware (Mouse vs trackpad or maybe some "art pad" tablets") ?

What about airplane control ? The actual in Blackvoxel for airplane is "reversed" as in most flight simulator. Do you think a "reverse control" option should also reverse the airplane control ?

The Blackvoxel Team
93
Suggestions / Linux user data dir
« Last post by danish on October 20, 2016, 02:10:52 pm »
Just an FYI, convention dictates Linux game data directories in the HOME folder should be prefixed with a "." to keep it hidden. This is to prevent viewing of the home folder being cluttered with generated folders.

Picture attached to demonstrate.
94
Troubleshooting & Bug Reports / Re: Invert mouse
« Last post by danish on October 20, 2016, 01:19:06 pm »
Can you explain what you mean?

Inverting the mouse look on the Y axis. Moving the mouse forward moves the view direction down, moving the mouse back moves the view direction up. This is inverse to the current configuration where moving the mouse forward moves the view direction up.
Honestly, this is a very common option among games with a first person or third person perspective.
95
Troubleshooting & Bug Reports / Re: Invert mouse
« Last post by olive on October 20, 2016, 12:22:45 am »
Any chance of an inverted mouse option?

Hi danish, and welcome to the Blackvoxel forum  :)

Can you explain what you mean?

The Blackvoxel Team
96
Troubleshooting & Bug Reports / Invert mouse
« Last post by danish on October 19, 2016, 09:17:46 pm »
Any chance of an inverted mouse option?
97
General Discussion / Re: Hello
« Last post by dddvvv on October 14, 2016, 09:16:49 am »
@d3x0r,all
  In my opinion actually making the game is the hard part. Building assets as an indie developer is a lot of work. If you obsess about perfection and consistency overall you have to do everything by your own hand. That means that I do the mechanics & research, tuning, level design, visual art, sound effects, story etc.

  On the other hand I want to see open doors self-emerging online communities beat corporations in the business game. Normally, this means that the community is sustainable and makes money.

On a more lighter tone I did find this on steam: http://store.steampowered.com/app/290060/

  What got me interested in Blackvoxel is the code and the mechanics. The code can be kept under control and reasoned about by a single person. I fully congratulate the owners for their skill and experience. The mechanics... even one of those mechanics can make a game: http://www.zachtronics.com/tis-100/. On the other hand it requires a tremendous amount of tuning and personal investment. In reality a successful game can be done with much less runtime logic and better assets and design.

  Finally I want to say that I actually ditched 3D and multiple mechanics totally. I am building a 2D pixel art game with a single mechanic. The mechanic is original as I didn't see it in another game and it as a lot of content potential. The engine is written in C & JS and compiled for the PNACL platform. PNACL is the precursor to web assembly. The real-time logic is done in C and the user interface is in HTML, JS and CSS.

98
General Discussion / Re: Voxelarium.js
« Last post by Enigma on October 12, 2016, 09:32:00 pm »
I have some updates and news :)

I've been working on WebVR; and 3d controller support.  I have a single sector loaded that I can walk around, and that's kinda satisfying.

I don't really have pictures... and it's somewhat unstable.   I can't use my glow shaader in AltSpace VR (Free Social platform which supports all devices including 2d displays; err your desktop. )

I have it loading there which is almost like WebVR... but entirely not.

still actually working out controls; and I noticed in AltSpace that the controls are still hooked to their game engine, and I need to see if there's a can't default behavior;

and I had to fallback to conventional textures; but 90fps in javascript with lots of room to spare :)

Hi d3x0r, glad to hear some news.

We have also worked on the idea of making a VR version at the Rift availability some time ago. Unfortunately, the VR universe was rather immature about different hardware support and standard API interfaces. But things will come in it's time.

About fps, what we can say as we have done a lot of tests with different machines, with voxel there could be huge difference between graphic cards,  operating systems and drivers. Some systems can get well over 1000fps on the blue flat area(with nVidia hardware). Some aren't really fast despite some powerfull hardware. Some hardware will struggle with unsorted textures. Some have limited capacity with shaders. Some drivers/platforms don't support some OpenGL features.

Ps : A new Blackvoxel version will get out soon...  ;)
99
General Discussion / Re: Hello
« Last post by Enigma on October 12, 2016, 06:43:56 pm »
Really?  You're saying if I create a set of assets and charge $30 for them, that has anything at all to do with blackvoxel or it's code/resources? 

I disagree entirely.  If all supporting changes to the code is kept open source... but you can also charge for distribution of the sources, if no other methods are available... but even so...
The changes would have to be kept on your own git branch and basically any pull request would be useless to the mainline...

Hi d3x0r,

I didn't understand what you mean, did you responded to dddvvv or us ?

The Blackvoxel Team
100
General Discussion / Re: Hello
« Last post by Enigma on October 12, 2016, 06:41:57 pm »
Got it. I will start development from scratch and release my work under MPLv2  :)
It will be exciting and I want try this

So, good luck for your project.

The Blackvoxel Team
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