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Member Since 20 Jun 2012
Offline Last Active Sep 05 2014 12:16 PM

Topics I've Started

Non-Developer Betatester Source?

26 February 2014 - 07:52 PM

Does anyone have any decent suggestions on how to get betatesters for an indie game that aren't necessarily developers?


Ie, at a stage that's too early to even put on steam greenlight.


Something like a "betatester community" would fit the bill, but surprisingly my searches show no results.


There are plenty of game and company-specific outlets, but no "general gamers betatester community".


Again - this seems surprising?


I guess the closest thing would to be a betatester of early access games on a platform like steam, but that doesn't completely cut it.

Wouldn't there be a lot of interest in having a group of folks who are willing to just test entirely unhread of startup game projects? For the sake of curiosity and potential?


If you happen to actually know of "the one rare" source which might be congruent with this, please do tell.


Open to all other ideas aswell.

Advanced FX

22 January 2014 - 12:29 PM

Anyone have good material on more advanced rendering effects, related specifically to 3D FPS weapon firing?


For example, one concrete thing I want to implement is a flamethrower akin to what you'd see in Tremulous


And then just in general other shooting effects like flashbang/projectile, lasers, ...


I saw a decent page once I think on the official Valve wiki I can't find now... Related to how halflife/source handled these kind of things.


I think the primary fundamental basis is a particle system based on billboards?


I would love to find that exact valve page again if anyone has that link, and of course any other good pages.

Diagnosing GL crash ?

12 January 2014 - 03:53 AM

What's the best way to diagnose a GL crash?


I mean a specific "kind" - which typically happens at a render call such as glDrawArrays/glDrawElements... And only on "specific" hardware. Not all systems. Same code usually works just fine on modern nvidia/ati cards, but usually older intel laptops that support 2.1 have this problem - even though this is (as far as i know) 2.1-compliant code... And yet again, SOME older intel laptops also DO work, aswell as most modern ones.


I know the "usual" candidates: ...


Assure there are no GLerrors - there are none.


Use a GL debug context - usually the systems that crash like this actually also usually crash on simple context creation when specifying debug context.


Sometimes I hear "GLDebugger" - But, 1) I've never used that, and 2) am assuming you'd have to know specifically what to look for as i think it just provides general state information and probably wouldn't have anything specific/highlighted to a crash within the GL render function call ?


There have been things in the past that have also caused this that I've actually sorted out... For example, if you have a GL client state enabled and you don't send that attribute - it will crash on some (even modern, usually nvidia) cards. Even though ati card probably won't crash.


So it seems like it might be something similar to that. So for example - other than "knowing" that you should not -have a GL client state enabled when not sending that attribute- ... How would someone be able to successfully diagnose this issue?

User-hosted redundancy

05 December 2013 - 06:14 PM

So, say you have a system where games are mainly user-hosted with a central server listing that does automatic matchmaking...


If the "player" who is really hosting the game quits early, then the whole game crashes..


Any ideas for workarounds to this? My idea is to assign a "backup" host, ie a second user that all clients are aware of who will automatically resume the broadcasting services if the main host quits.


What do you think? :)

FPS momentum

03 December 2013 - 02:03 PM