Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 23 Oct 2011
Offline Last Active Feb 14 2013 01:17 AM

Topics I've Started

Tactical RPG Map Editor

02 February 2013 - 12:11 AM

Apparently there is a forum on gamedev where you can spam and it's OK! Who knew?


Announcing.... TacticsEditor! I've been working on this simple WPF/C#/AvalonDock tool for about 5 months part time, mostly on weekends. It supports multi-level undo, and it behaves rather well when you try to be sneaky and remove the flash drive you saved a project in....


Anyways, here is a video that should demonstrate what it can do. It's actually inspired by the old TimeSplitters 2 mapmaker, but for Fire Emblem-style tactical RPGs. If there is anyone on these forums that likes Fire Emblem AND TimeSplitters 2, then he or she should be able to understand my reasoning behind working on this project. I hope to promote the idea while at the same time submitting it to the community at large for critique.




About Face

07 November 2011 - 07:00 PM

I am currently reading About Face 3: The Essentials of Interaction Design. This book speaks to me, it really does. Not because I am a design-oriented guy frustrated with bad software, but because I am a programmer by trade and I am guilty as charged of taking shortcuts in implementing prototype interfaces and then coming back and having to re-architect the code to implement the other 20%. Often times the popular programming patterns are the direct opposite of user friendly, even with object oriented languages, true object oriented design often takes a back seat to the demands of the implementation. I am inexperienced and haven't been working in the industry long though, so that might be one factor.

Some problems are just so difficult and timelines are so unrealistic that there is no choice. Recently I had to implement a sort of token field (like what you find in mail clients, Mac has a build-in control called NSTokenField iirc) in C# WPF and in the end the solution that actually worked was to serialize a RichTextBox to XAML, edit the XAML using basic string manipulation, and serialize the control again to be rendered. This implementation is so radically different than the correct "programmer" way of doing it, which would be to define a special control with special behaviors from scratch, but it doesn't seem to interfere with usage so in this case we dodged the bullet.

Anyways, has anyone else read this particular book? What are your thoughts/opinions and have you applied any of the techniques described in the book?

Full Screen/Post Processing PS On SDK CubeMap Example

23 October 2011 - 02:12 AM

I am working on a tech demo for my programming portfolio, and I am using the CubeMapGS Sample in the DirectX SDK Sample Browser. Like all computer graphics tutorials, it is less of a tutorial and more of a gratuitous high-level explanation of nothing useful to somebody without code that does what they want, (though I suppose the incompetence of humanity in coming up with decent tutorials for any topic --except how to build a Lego-- is a discussion for another time).

My tech demo has very specific needs.

Let's say I have a PS:

float4 PS_Final( VS_OUTPUT_SCENE vin ) : SV_Target
return float4(1.0, 1.0, 0.0, 1.0);

And with no guarantees on the syntax, this shader should return yellow pixels. Now, I want to apply this shader to the entire screen after everything else has been rendered. I have been told that you basically need to render a screen quad and apply the shader to that quad. Except I wasn't told HOW to do this, of course, because one thing you can count on on the internet, 0% of graphics code actually compiles and runs.

So I tried migrating some of the code from the "render a triangle" tutorial into the cubemap tutorial, and it didn't run. Some horrible thing that I didn't do quite right. Maybe it's the fact that it takes 300 lines of code to render one triangle, and I tried finding a way to migrate the important code into the cubemap sample which is itself 900 lines long without knowing anything at all about the DirectX library.

What I need is step by step instructions on how to apply this post processing pixel shader. Do I need information about computer graphics, history, theory, pretty mathematical representations? Not really. Will those things be helpful? Not at all. What do I need? Instructions that when followed lead directly to my goal, nothing more.

If you can't provide instructions that a 6-year old could follow, please don't bother trying to help. There is PLENTY of useless non-instruction information on the internet. You can't expect any human being to look at a picture on the box and put the pieces together without instructions.