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Member Since 29 Jan 2000
Offline Last Active Aug 01 2015 03:45 PM

Posts I've Made

In Topic: Stuck with which approach to take (architecture)

23 December 2014 - 11:15 AM

In my rendering architecture, the renderer class owns a series of pipelines which are composed of stages.  A pipeline is for a specific cameraviewport.  Each stage can either cull/sort the renderables in the scene, or take the renderables output of a previous stage to generate render commands from them.  My scene is currently an octree of renderables, but for the longest time was simply an unsorted list.  


Here's my current render setup in my game


ShadowMap Pipeline:

   -Shadow map stage


Environmental Pipeline:

  -Reflection map stage


Main Pipeline: 

   -skybox stage

   -terrain stage

   -model stage

   -post processing stage

   -Debug stage

   -GUI stage





In Topic: Building A Game Engine + Game

15 November 2014 - 06:46 AM

If you're looking to get started learning to program games, then I recommend you start with some kind of high level language (scripting language) and bindings to a multimedia API like SDL(https://www.libsdl.org/) or SMFL (http://www.sfml-dev.org/).


Why not look at something Lua+SDL (https://redmine.malikania.fr/projects/luasdl2/wiki).  You can write you games in Lua, which is fairly easy to learn and you use SDL to make it easy to create windows, load images/sounds, and handle input.  Unless you really want to learn about low level stuff, this will get you going quickly with the least amount of overhead.  Since it's an interpreted language, you also get fast iteration times, which is very important when starting out.  It's not an engine,but provides enough functionality that you can start just making games.  As you make a few games, the stuff you reuse will start to evolve into your engine.  As a guy who's been making "engines" for a while, I'd recommend finishing a game, it's much more rewarding, even if you're the only person to ever play it.  Making games will give you the experience to know what should go into an engine.


This isn't the only option, there's pygame (http://www.pygame.org/news.html) and LOVE (http://love2d.org) or you can go for 3d with panda3d (https://www.panda3d.org/) and unity.





In Topic: Shader Storage Buffer driving me nuts

27 October 2014 - 12:07 PM

Edit: Nevermind, it looks like you have your padding in your C struct, so it should line up properly.


I'm no expert, but I thought your variables in the struct needed to be 4 component aligned.  Try this as your struct in your shader.


struct TerrainParameters
    mat4 mModel;
    mat4 mNormal;
    int iLayerCount;
    float fTileBias;
    float fTileScale;

    float padding;     //<------------------------added this guy here so that the next variable can be aligned properly.
    uvec4 uLayers[8];







In Topic: Looking for 'Visual' HTML/PHP editor.

16 August 2014 - 07:53 PM

I did several heavy web apps (like games) for my day job last year.  The best IDE I found for javascript/html/php/SQL was phpStorm by JetBrains (http://www.jetbrains.com/phpstorm/).  It is able to edit everything, deal with remote servers, databases (including mysql like you're using), integrate with version control systems.  There' s a long list of features.  They also have a webStorm without the php stuff or database stuff.  I believe you can try it out for 30 days and a buy it for $99 as an individual. 





In Topic: Tips for Programming a GUI

13 April 2014 - 09:43 PM

You should also look at the "Immediate Mode" GUI talk on Molly rocket (https://mollyrocket.com/861). It's a slightly different way of thinking about GUI development. In my opinion it's easier to use as an end user, but not necessarily easier to build.

It's great for simple in game menus, but apparently can be used In fairly complex systems. Unity uses an IMGUI in their editor.