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Member Since 21 Feb 2008
Offline Last Active Today, 10:13 AM

Posts I've Made

In Topic: Fallout 3 Terminal in C++

12 July 2014 - 06:59 AM

The other option is to use a mask that animates per line on the rendering. You can then just set the text of all lines and the mask animation will reveal text as goes a long untill it is finished.


Ignore this I missed the console app, my solution will only work if you are doing some fancy rendering

In Topic: So... I'm a Molecular Biologist....

08 July 2014 - 03:53 AM

Thank you all for your comments!

I guess I need to clear a few things up: I'm not planning on the initial version being complex, 3D or anything like that. Neither am I trying to code it myself.

What I'm trying to be able to do is communicate what I want to a programmer using the correct terminology.

I guess what I am looking for is a general survey of technical terms and what they are capable of doing, I.e. The pros and cons. Wikipedia is a little too tech speak heavy for me when I try to read about game engines and I'm getting overwhelmed with options.

I figure I would try to get the game coded in C++ and for mobile devices, but I want it to be as cross platform compatible as possible and the code to be as open source as possible. I'm not sure what my options are in that regard.

I'm also not sure what my options are in regards to actually coding the information. I guess they can be math based or rule based (if/then type stuff)? Is there any other way to encode the information?

I understand that there is underlying game mechanics and then there is a user interface on top of that (generally), but I am unsure how to say that in technical terms and what my options are in that regard.

Etc, etc.


If you get a decent programmer he will not want you to know the right names for things, he would just want you to be clear in describing what you want him to do. I personally rather hear a designer say ow I want this feature to work like this one in that game, because that means I am free in planning how to do this. When artists, designers or producers start to use buzz words, they are unable to actually convey what they would like me to create.

In Topic: Non-fixed width fonts in games

03 July 2014 - 10:02 AM

On the other hand, if you need only some trivial font rendering (i.e. no composite characters, no ligatures, no bidirectional rendering, etc.), really all you need is the graphic of the glyph and its width (and then you just advance the width for each character). Still may be a good idea to store that data in a file, to make it easier to modify the font.


Whether that's enough for you or not depends on which languages you're planning to support. For many languages (e.g. Western scripts and CJK), you can get away with that. If you want to support other languages, you're better off getting a TrueType renderer.


You need a bit more you at least need its base line offset because other wise you get text that goes up and down and looks really ugly. No game I have worked on is actually using a proper font renderer its all bitmap fonts, with SDF rendering so that one bitmap page can generate all font sizes.


For languages other then EFIGS you generally use different bitmap page and dont load the EFIGS pages. And you only load Kanji alphabet for Japanese for example. Even in the EFIGS languages you dont actually include all the accented characters if you can get away with it.


Generally you need baseline, advance and kerning information about a font to be off passable quality whilst rendering text, not having kerning or baseline information makes your text look really weird if you aren't dealing with a fixed width font.

In Topic: Direct3D 11 Swap-Chain Madness

26 June 2014 - 02:34 AM

I can’t use D3D11_CREATE_DEVICE_DEBUG without the Windows SDK 8 installed, something I fear doing considering apparently some things have to be done through Visual Studio 2012 (which I do not have).

L. Spiro


VS 2012 makes it easier to launch these applications, you can still just manually go into the SDK directory and launch the tool you need from there.

In Topic: Direct3D 11 Swap-Chain Madness

24 June 2014 - 02:39 AM

Have you turned the Debug runtime on, because as of WIN8 SDK this has to be done through the VS2012 and up window or through executing the settings window from the WinSDK directory. It will not turn your debug runtime on other wise even though you did set it on in the D3D june SDK. http://blogs.msdn.com/b/chuckw/archive/2012/11/30/direct3d-sdk-debug-layer-tricks.aspx