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AverageJoeSSU

Member Since 30 Jun 2007
Offline Last Active May 13 2013 12:27 PM
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Topics I've Started

bad looking normals texture... any ideas?

06 May 2013 - 01:10 PM

dx11 depth/normal mrt shader.

 

Attached File  normals.png   25.24K   21 downloads

 

its a cornell box... seems like half of the "2 triangle quad" has incorrect normals (ie one of the tri's). what could this be?

 

I thought maybe it is that I have a bad stride in my vertex data?

Or maybe the vertex data itself is bad?

 

Thanks for any insight.

-J

 

 

 


Dynamically create VertexType struct?

13 February 2013 - 01:24 PM

Hey all,

 

I am using assimp to import my models, and would like to be able to dynamically create the cpu side vertex struct.

 

I see examples of dynamically creating the vertex buffers and input layout, but that isnt enough correct?

 

i need the CPU side object to represent the data, in an array.

 

Perhaps I'm going about this all wrong.

 

I was thinking i could make a struct with a union of the possible datatypes, but that will waste space. HMMMMM

 

any links would be appriciated.

 

-J

 

 


Flaws/Possible improvements for Final Fantasy 7's combat system.

05 February 2013 - 03:49 PM

Hey everyone!

 

Pretty straightforward....

 

-scrolling to find an ability to use. Later in the game this can be stressful when you have to get a critical spell off quickly. Not sure how you could improve this, as better UI still makes it tough.

 

-Cutscenes got tiring and took a lot of time. being able to skip them would be cool. making them shorter and adding extra interaction (ala mario rpg) would be even better.

 

+Materia system was lots of fun. not sure i can complain about it really.

 

+Limit's and getting positive feedback for taking a beating was cool, although some of the limits were just useless, which was not cool.

 

-some spells were useless, making battle dynamics robust enough to give every spell meaning would be a nice thing.

 

-turn speed... not knowing when an enemy had a turn ahead of you or not adds the wrong kind of mystery to the battle system imo. minorly random enemy turn speed might be cool.


Strategies for implementing GUIMark2 Bitmap with DX11

23 January 2013 - 03:21 PM

Topic sums it up really...

 

What is the best/quickest way to push independently transformed bitmaps to the screen?

 

Particularly from the perspective of, doing it in DX9, and then changing subsystems to leverage DX11 features.

 

For Example, perhaps using the compute stage to calculate transforms on the individual bitmaps.

 

Or perhaps binding a texture array to prevent state switching. (that may be a previous OGL limitation)

 

Thanks,

Joe

 

For those of you who don't know what this benchmark is....

http://www.craftymind.com/factory/guimark2/FlashGamingTest.html


JRPG Dialouge/Chat System...

28 December 2012 - 03:44 PM

I have been mulling over how i should do a chat system similar to the one seen in final fantasy 7.

 

Rendering it isn't an issue (that part works). Mainly I am concerned with how/where I should store it.

 

Currently my game has a sqlite database that works quite nicely. Also im using unity pro but really that doesnt matter for something like this.

 

I have identified several requirements like:

 

-Dialouge between two characters during a "cutscene", but i do not have notion of cutscenes quite yet. (i suspect it will just be a C# script per cutscene that is fetched by the game although when im not 100% sure)

 

This is triggered by entrance into the scene, and then removed from the database once it is run.

 

-Then there is a conversation when a player talks to an NPC, which can be influenced by the current event going on in the world.

This is triggered by interacting with the NPC.

 

-Then there are other arbitrary triggers that can start a dialouge (ie as the player leaves a scene he is stopped and someone talks, a monster says something before fighting, a treasure chest, a door, etc).

 

My question is general, what fits in my database and what doesn't. Does every bit of dialouge connect to the character that is speaking it? does my table for a piece of dialouge contain foreign keys of all the characters involved? bools of what triggers it (a scene, a trigger, or an interaction with an NPC? Do i record arbitrary triggers in the database so that the game knows a trigger connects to a dialouge?

 

I am not 100% convinced i have the correct approach, any advice or reference material would be great.

 

Thanks,

-J

 

 

 

 

 


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