Tfw your dream game requires excellent skill in areas of math you don't study and a competent understanding of poorly...

>tfw your dream game requires excellent skill in areas of math you don't study and a competent understanding of poorly documented bleeding-edge graphics technology

you could be researching those things right now instead of awooposting on Sup Forums at 5am.

we have the internet .... everything at our fingertips... just google
or if you want you can wait for brain upload and download technology but you might be really old by then

its 7 pm watcha mean

There are few things that are documented worse than advanced math and WebGL.
For both, to understand any one thing you have to check several sources because any one source will tell you only a fraction of what you need to know.

...

>tfw your dream porn game will never happen because you have niche kinks

aroo~

What game, awooposter?

shut up faggot dog

>giant-server online multiplayer (like .io games)
>airships which are custom-built
>players spawn at spawn points which are built on airships, and these spawn points will advertise the role that the player spawning at them will be able to take on (you can be infantry on an airship that is mid-battle for example, or a mechanic for a longer term)
>players can change alliegance at will, so you might built your own airship with blackjack and hookers while residing on a larger one, then gradually form a large fleet
So like Space Engineers, but with thought put into the gameplay to put more emphasis on the parts of it that aren't mining and building.

What makes you say you need excellent math skills for that concept? It sounds just like a random factor in determining player location and/or job assignment.

That sounds pretty fucking awesome user. What are you thinking you need maths for, player distribution? Airship design? Or just generally for building the game?

I'm pretty talentless myself, but that sounds so rad I hope you can work on it one day

start small and work your way up

Although things like "this airship is in combat" could be automated, so players looking for a fight can find one more easily, job assignment is determined by whoever controls the spawn point, and the only way they can restrict the spawned player to that job is by modifying the robot the player will occupy.
So if a player sees a "gladiator" listing in the spawn locations which exists so that some people can play and watch quick deathmatches, and rather than hands they have sawblades, nothing prevents that robot from cutting a hole out of Thunderdome and getting a respectable job as a lumberer.
Unless there's no trees of course.

Physics, and rendering.
I can skip the hard maths if I give the airships voxel-based structures with no moving parts and use three.js to render, but if I want to have a really good physics engine I'll need some very clever math, and there's things I might need to do for rendering that I'm not sure three.js is capable of.

ring runner user is that you

awoo

I'm almost tempted to buy it because of you
ALMOST

OpenGL programmer here.

Nothing is documented, because our value as programmers is basically rooted in knowing how it works and there being no competition from people just picking it up. 90% of the documentation you find is extremely outdated, poorly explained, or outright wrong.

It's like, $1 every time there's a sale.
I haven't seen a sale where it doesn't go 90% off.

As long as there's no Hindi translation you'll be fine.

I don't think the average indian coder, even with a fully translated opengl documentation would be capable of producing anything of functional value.
For proof, see AMD

>tfw your dream game would require top tier servers/netcode and assloads of CPU that the average games machine couldn't handle

>tfw you will never pet the awoo

is that keyboard in mint condition?

feels batman

Hindu "code" is generally only useful for stuff that only requires writing, not designing.

It's like fast food: it will fill you up, but you wouldn't serve it on a banquet.

It's a bit gummed up.

I want to rub the Miji.

be careful user, don't wamt to get sticky keys.

user, the engines do it for you. unity and unreal engines does it for you

To catch on, a game like this would have to run in-browser, so only WebGL or Unity can be used.
Unity simply isn't flexible enough to handle the kind of optimisation that would be needed for something like this, and it requires a plugin unlike WebGL.

no? The game can catch on as a download-only game. Also, unity isn't supported on most browsers anymore

Say something nice about Momiji.

smells like dog

>took coding classes in college and took online courses at home to supplement
>now draw furry porn for a living

Programmer user from earlier. You're probably applying too much value to the idea that your game wouldn't need a plugin to run in a browser. WebGL is functionally limited as shit, and fairly outdated in a lot of respects. Explain the fundamentals of your idea and I'll give you some advice on what's feasable.

cute

She has nice momijis.

>tfw I'm on route to do the same
>tfw I'm only in the first cycle of my career
How much do you gain by drawing furry shit, user?

I want to be the awoo

So do I user, so do I.

Might be late, but pretty much explains everything.
It'd need 3D and good flexibility with shaders, since textures look horrible in comparison to shaders and shaders allow you to render a material based on physical properties; e.g. a molten mix of 50% gold and 50% copper at 500°C.

Dunno what options there are other than GLSL for that.

Also, the ability to quickly handle changes in the placement of vertices or even their creation and deletion would be needed, since if it transcends being a cheap voxel-based thing then lots of dynamic manipulation of meshes would happen, not to mention level-of-depth.