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Ashaman73

Member Since 10 Nov 2006
Offline Last Active Dec 16 2014 03:06 AM

#4996448 Binary Tree that Grows as the Program Runs

Posted by Ashaman73 on 02 November 2012 - 01:14 AM

Why should we do your homework ? What would happen if you fail ?

1. Nothing, it isn't important to succeed, I do it just for learning. => well, then try harder, you will learn !
2. OMG, I need it to get accepted. => well, if an other student did made it, it is justified that he got the place instead of you, sorry to be honest.

I have spoken with my professor, and he has not helped much.

This is the best hint, that you should solve it yourself. Why do you do it when you don't want to learn it at all ?

Thank you mighty programmers of gamedev.net

Honey didn't help you, nor your dignity.

helpful posts will be rated as such.

hhmmm... I'm still getting a good rating ?


#4995826 is Ragnarok's art Pixel Art ?

Posted by Ashaman73 on 31 October 2012 - 08:05 AM

Hard to say. I would not really call it pixel art, but painted sprites (pixel art often use dithering, reduced color palett etc). It is likely that they use a painting tool like photoshop for painting sprites.


#4995824 OpenGL Not Rendering Models

Posted by Ashaman73 on 31 October 2012 - 08:02 AM

1. Check if you don't call this between a call of glBegin and glEnd.

2. Check for errors before this call and after this call, because the error will refer to the last ocurred error, which could be produced by a previous ogl api call .


#4995816 What am I doing wrong in my algorithm?

Posted by Ashaman73 on 31 October 2012 - 07:36 AM

I've looked at your code and your indicies magic is ...interesting Posted Image
You already ensure, that newly added walls are not connecting your growing room set, so I would guess, that you have a bug in your indicies magic somewhere ? Ie when adding the rooms to the set of already proceed rooms.

I think I got it. The problem is, that you merge three sets instead of two sometimes. When you find two rooms in different sets, you need to merge the sets. But in your case you only check if not both rooms are in the growing set (=knockedDownRooms), but it could be, that none of the two rooms are in this set. In this case you would merge three sets, the two single room sets and the knockedDownRooms set producing a potential island. When using ordered walls, it is always ensured, that one room is in the knockedDownRooms

Solution 1:
Instead of using a single set (knockedDownRooms), start with sets for each single room and merge them accordingly.

Solution 2:
Update your condition from
if (knockedDownRooms.Contains(roomsAndFloorType[0]) &&
									    knockedDownRooms.Contains(roomsAndFloorType[1]))
									    continue;
to
if (knockedDownRooms.Contains(roomsAndFloorType[0]) && knockedDownRooms.Contains(roomsAndFloorType[1]) ||
(!knockedDownRooms.Contains(roomsAndFloorType[0]) && !knockedDownRooms.Contains(roomsAndFloorType[1]))
									    continue;



#4995808 What am I doing wrong in my algorithm?

Posted by Ashaman73 on 31 October 2012 - 06:52 AM

Sorry, I don't checked your code yet,

but looking at the algorithm it seems to be kruskal (minimal spanning tree, nodes=rooms, edge=knocked down edge).The condition you need to hold up is, that each set of rooms have exactly rooms-1 knocked down walls (add a debug output to check it). When you choose a random wall, you need to ensure that this wall connects two rooms in two different sets, else you will introduce a cycle (you have more than one way between two different rooms in a single set).


#4995792 OpenGL Not Rendering Models

Posted by Ashaman73 on 31 October 2012 - 06:03 AM

It is hard to tell a problem from text only. Could you please provide some comparision screenshots ? Have you checked for opengl errors ? There're always differences between ati and nvidia GPUs and it needs some time to fix all issues which runs on only one plattform.


#4995725 Deferred shading - problems with normal map

Posted by Ashaman73 on 31 October 2012 - 01:19 AM

Even if I only display dot(normal,lightdir) I get light artifacts on the faces the light shouldn't reach ...

At the first glance I would say, that your normals are correct. I guess that you have a missconception. When you have a surface facing away from your lightsource, the angle between surface normal and light is greater than 90 degree which lead to cutting off the light. But applying a normal map to this surface, the normals rendered to the gbuffer start to bend and this could lead to bending to less then 90 degree which lead to lighting of back faced surfaces.

Either try to avoid such drastically normal maps to lessen the artifacts, use a shadow map or save the surface normal too. The latter is quite easy, but will cost additional bandwidth, but in this case you would leave out the lighting calculation if the surface normal is pointing away.


#4995315 Feedback on Unique Zombie Survival Game Idea?

Posted by Ashaman73 on 30 October 2012 - 01:07 AM

I'm open to constructive criticism, ideas that I could add to my game, and, ultimately,

Hmmm... you have some hard requirements for your criticism. At least I would sugguest to look into modding an existing game much like DayZ, these will bring you an huge step closer to your goals.

the question: would you play it?

No.


#4995308 Concurrent rendering & game-logic

Posted by Ashaman73 on 30 October 2012 - 12:39 AM

There is really not that much of a performance gain you can expect from multithreading your game.

Sorry, but this is BS.

What is the correct approach to concurrent rendering while running game-logic?

The game logic is always hard to make concurrently with other engine parts due to its manipulative nature. Just think about a missle created ad-hoc in the game logic loop, you really need to be careful to not create all the necessary entities (physics, render model, sound files) on-the-fly and add them to the according sub-systems. In this case you should work with proxies which are in an invalid state until properly integrated at a given sync point.

As L.Spiro said, I think that multithreaded rendering, or atleast creating multiple command queue concurrently can help.

But there's still hope to optimize the rendering without using multithreaded rendering. The basic idea is , to fill up the rendering queue faster than the GPU is capable of processing it. Once the CPU is done, the GPU is still running leaving the CPU for other tasks:

Simplified tasks in a single frame

	  Render   Game logic			Physics  Audio
CPU |--------||------------------||---------||-----------|
GPU   |------------------------------|	 

If you don't want to touch the game logic you can try to extract as much as possible from the rendering task and process it concurrently like this

Simplified tasks in a single frame

CPU 1 |--| Render animation  
CPU 2 |-----|Rendering Pipeline
CPU 3 |---------| Physics
CPU 4 |--Audio---|S|---Game logic---|
GPU   |------------------------------|	
Ie extract the calculation of the animation for the next frame from your rendering pipeline (double buffering), no need to stall the pipeline filling here. S is the Syncpoint, that is, you start with the game logic once all the other tasks are proceed.


#4995010 Feedback on my Game Idea (randomly generated dungeon RPG)

Posted by Ashaman73 on 29 October 2012 - 04:56 AM

Level generation is not content generation is not game design generation, that seems to be a weak point in your concept.

You are approaching the game design from the wrong direction (I made the same misstake Posted Image ), the right way would be to design the game, then design the interesting content and eventually use a level generation approach to design the details . The important part is, that you can't generate interesting game play by generating 100 different levels, because it would be like playing the first level 100 times.

So, design your core content first (different enemy types, puzzels , challenges, boss fights, item progression, skills etc.) and look how to map them to levels later on, this is much easier and less frustrating.


#4995005 Feedback needed - 2D art

Posted by Ashaman73 on 29 October 2012 - 04:31 AM

Yes, the first scene is really lovely. I would try to transfer the concept on the other scenes too.

IMHO the snow scene is the weakest. For one you have no value gradient from low (foreground) to high value (background), ie the snow has the highest value ( and the sun). Then you use contrast colors in the background, which introduce some kind of disharmony, gathering too much attention (your main character should get most of the attention). And the contrast of the main char and the background is quite low.

The third scene is better, but lacks the look of the first one. The background lacks the softer gradient of the first scene (you can read the silhouette much better in the first scene) and the foreground to background gradient is more limited. In the first scene the three center planes (very dark tree - main char - dark tree) consists of a color gradient and a very good contrast to the background. I would mimic this in the last scene too. And try to shift the hue too, if not done yet to (i.e. for the main char).

But otherwise very impressive !Posted Image


#4995004 Rendering Fog in Night

Posted by Ashaman73 on 29 October 2012 - 04:14 AM

Please suggest me some solution.

Screenshots ?


#4993748 First try into Game Designing [Feedback needed]

Posted by Ashaman73 on 25 October 2012 - 05:13 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


#4993710 Resource referencing

Posted by Ashaman73 on 25 October 2012 - 01:57 AM

You need to wrap you mesh in an other class, i.e. model, something like this:

class CAnimationData {}
class CMesh {}

class CModel {
  CMesh m_mesh;
  CAnimationData m_aniData;
  Matrix m_matrix;
  int m_currentAnimationFrame;
  Color m_color;
...
}
For each ingame instance of a model you need to create a CModel object, but mulitple CModels can sharea a single mesh, animation data etc.


#4993417 Want to program for big developer. what should i be learning?

Posted by Ashaman73 on 24 October 2012 - 07:27 AM

Using UDK isn't the best way to learn programming, it is good for artists and game designers, but programmers, even if modding udk, should start at the basics. You are only 18 years old, so if you like to be a coder for a big studio you should start with a degree.

An other thought about UDK: studios don't need coders to use the UDK, that will be handled by game designers/artists, they need coders to do the things which are not supported by udk out of the box.




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