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Member Since 10 Nov 2006
Offline Last Active Yesterday, 04:22 AM

#5177385 A student who is stuck at the moment

Posted by Ashaman73 on 01 September 2014 - 02:12 AM

but I need to know where to go in order for this to work.

Well, you need to decide yourself the direction you want to go, what are your goals ?


It is not really clear of what goals you have. Game designer ? Coder ? Artist ?

What are you studying ?


The game industry is really tough and you will have a better chance to get hired if you are very good at a specific topic. If you want to be a jack of all trades, then your chances will most likey decrease. So, first off try to decide what your primary goals are:

1. Coder ? No, you dont seem to like coding...

2. Game designer ? Well, game designer is different to  the game idea man/woman. Game design benefits sometimes from coding skills to prototype a certain game idea and to have a basic understanding of AI. Though there are not really many game designers in the game industry compared to other roles.

3. Artist ? Well, there are lot of artist, I would say the majority of roles in the AAA industry are artists. There are lot of branches, like environment artist, character artists, animators. If you want to have professional feedback, seek out forums which are crowded with professional game artists like polycount and ask for feedback/help.


There are other roles (like sound fx, music composer etc.), but I didn't saw any references/interst in your post considering this roles.

#5176879 Life Like Graphics

Posted by Ashaman73 on 29 August 2014 - 04:51 AM

So what I'm stating is that if the colors of life were sampled and those colors accurately applied
to a character/object or other the resulting image (3d/2d) would represent the coloration of which we call life

To make it short: this is a common way of artists to choose the basic color palett, by picking colors from real-life reference images.


Nevertheless, this is only one part of (photorealistic)/life-like models. Do you know basic models, where they took some photo of a person and render it 1:1 on the face of a 3d human character ? Well, do they look life-like ?

#5176637 Help!Model got wrong color in Assimp!

Posted by Ashaman73 on 28 August 2014 - 05:34 AM

Most likely an RGBA<->BGRA issue, that is, the blue and red channel are swapped. This happens, if you upload a BGR(A) texture (fileformat) as RGB(A) texture (internal GPU format) and vice versa (eg. blender expects a RGB(A) texture and the demo a BGR(A) texture). Double check the texture format and the demo code.

#5176592 Make games with skill, not luck!

Posted by Ashaman73 on 27 August 2014 - 11:46 PM

Randomness challenges your true skill.


Randomness will result in new situations and the correct evaluation and reaction to this new situation strongly depends on the true skill of the player. A random event could result in a disadvantage, but on the other hand the same will occur to the opponent. In the long run the player, which reacts more skillfully to the ever changing situation will most likly be the winner.

#5176397 Suggestions for a node-based shader / material tool and integration

Posted by Ashaman73 on 27 August 2014 - 04:51 AM

It depends a lot on the used engine (supported APIs, input parameters etc). If you have an engine which supports DirectX, then take a look at the shader designer of VS 2013.

#5176364 Suggestions: Making procedural video game characters

Posted by Ashaman73 on 26 August 2014 - 11:33 PM

I don't know a lot about procedural graphics or techniques related to this style

Well, PCG is really not simple.


Nevertheless, it reminds me of spore and Chris Hecker has some interesting information about (procedural) creatures in Spore over here.


Good luck smile.png

#5175986 How to impplement roughness

Posted by Ashaman73 on 25 August 2014 - 06:45 AM

My idea is to have a cubemap with MIP levels..

There's  a little missconception in your approach. Thought there is no real hard definition, PBR (physical based rendering) is more about applying physical laws, formula and approximation to rendering a surface depending on the incoming light and less about hacking until it looks good/right. The latter isn't evil, but it isnt really PBR either wink.png


Here's a start.

#5175949 Game Suggestions for School Project

Posted by Ashaman73 on 25 August 2014 - 02:16 AM

For a previous version of this assignment I created a 3D space invaders

If this is the scope (which sounds like a good idea !), then how about some other classic game in 3d ? Something like pac-man ?


An other thought: what is the goal of the project ? The demonstration of coding skills, of managing a whole project, of making something visual impressive, of creating an innovative game ?


I was thinking of creating something like the early wolfenstein or doom,

Don't underestimate the scope of such a project. It is of much complexer scope compared to space invaders, don't get lured by some early rendering engines into thinking that the game behind it is simple to create.

#5175926 Terrain smoothing algorithm

Posted by Ashaman73 on 24 August 2014 - 10:44 PM

Use gaussian blur (the heighmap is just a grey-colored greyscale image).

#5175411 Transformable Character idea for Endless Run

Posted by Ashaman73 on 21 August 2014 - 10:45 PM

You are on the right track. First off, try to think about challenges first, while keeping a skill in mind and assign it to a special cat afterwards .


Eg. I need long jumps to overcome certain challenges, so the superman cat can jump over large obstancle, still it is a skill (timing). The ninja get invisible for a short duration if he throws a smoke grenade in front of him (skill: you need to walk through smoke cloud when it explodes).

Other ideas:

- A furry ball (juggernaut cat), which can't be controlled but pushes through certain obstancles.

- A grapple-hook (burglar cat), which can shoot a grapple hook and swings over a chasm.

- A digger (miner cat), which can dig into the earth and undermines certain obstancles.


Btw., thought not my game style, your game looks nevertheless good so far. smile.png

#5174952 Procedual level generation for a platformer game (tilebased) using player phy...

Posted by Ashaman73 on 20 August 2014 - 03:23 AM

Procedural generated content is really hard, it gets even harder if you need some functional layout (platforms needs to be reachable, walkable, riddles etc). In my personal opinion (I have experienced with PCG over the years), PCG is only useful for abstract/chaotic content, eg abstract caves in a rogue like or chaotic plant placement in a terrain generator. As soon as you need some functional/meaningful content it will get messy quite quickly.


Many games use a hybrid approach (torchlight, diablo3,spelunky), where you have designed content, often in form of templates, and a procedural generator which plugs these templates together to deliver randomised, but still functional/meaningful content.

#5174673 Destructor in vector called too often

Posted by Ashaman73 on 19 August 2014 - 04:43 AM

Best to debug it, try to set breakpoints in the destructor and eventually a breakpoint on the datablock (Variable object) which seems to get deleted a second time. Take a careful look on the call stack to check if really this object got deleted a second time.

#5174653 Destructor in vector called too often

Posted by Ashaman73 on 19 August 2014 - 03:27 AM

Hmmm.... following idea (might be wrong tongue.png ):


This here

	const ecs::ComponentDeclaration::AttributeVector vAttributes = 
		{ L"Texture", core::VariableType::STRING, offsetof(Sprite, stTexture), onSetTexture },
		{ L"Blending", core::VariableType::INT, offsetof(Sprite, blend) },
	}; // this line here

will most likely create two attributes first, then use the assignment operator to copy  the reference to vector. After this line you have 4 reference of two attributes, two on the "local stack" and two in the vector . Therefor 2 references will share the same m_pData, which will be deleted when leaving the method (two local refernce on stack and the const, but not static vAttributes living on the stack too). 

#5174372 Inverse Kinematics help

Posted by Ashaman73 on 17 August 2014 - 11:55 PM

I get the wall position by raycating and setting the hand's positon. This is all I am looking for.

Well, but this is the complicated case. The complexity depends on the number of modified bones. A simple, single bone head tracking or a two bone leg on ground IK are some special cases which could be hacked .

Sure, you are only want to place a single bone , eg your hand bone. But then you need to fit in all other bones to support the pose while keeping the general pose of the given animation. Eg. the upper body need to react to the hand on wall scenario (bending over ). In this case, additionally to  your hand bone, you will most likely need to adjust the wrist,lower arm, upper-arm, shoulder and 1-3 spine bones too. Adjusting this kind of complex IK without considering more complex IK sovler is no fun at all smile.png

#5172195 map borders in an open world game

Posted by Ashaman73 on 07 August 2014 - 10:41 PM

i don't know how to do it the right way

There's no right or wrong way. It depends on your goal.  An often used, simple, realistic border is water, therefor an island. It works for almost all settings, fanatsy,modern,urban etc.