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Member Since 12 Jan 2013
Offline Last Active Sep 17 2015 02:06 PM

#5251781 Bad performance when rendering medium amount of meshes

Posted by on 11 September 2015 - 03:27 PM

When I was working on performance with alot of meshs, I found it very profitable to 'flag' which of my meshs was static, and then, on runtime, combine all static meshs into one large mesh object and then render that. It worked rather well because it was iterating through a small number of meshs (the vertex count was high for each mesh, however)

#5223783 Rate my Game Loop

Posted by on 16 April 2015 - 02:04 PM

So far, it looks pretty good. Again, I'd like to reiterate what ferrous said: avoid magic numbers! He says it's a minor nit, but as you develop software further, you will grow to regret using numbers like that.


Also, i suggest using the code tags when posting code. It just makes it easier to read. :D

#5223493 New to Game Dev, looking for some guidance.

Posted by on 15 April 2015 - 12:53 PM


You are on the right track. My best suggestion is to develop a skill in a particular field if you are a programmer. This will help a lot for team projects. As well as individual.

I would also suggest this, but later. For now, I suggest you focus on learning a little bit of everything. That way, you have a wide scope of things to choose from when you decide to focus on one field.

#5223492 Hi there

Posted by on 15 April 2015 - 12:52 PM

Welcome to GDNet, the place where programmers, artists, and musicians all get along to create sweet sweet magic. :D


But seriously, this is THE place to go for programming info. 

#5223287 New to Game Dev, looking for some guidance.

Posted by on 14 April 2015 - 07:20 PM

First off, welcome to the forums!

Secondly, if you're looking for experienced developers, here's the place. Most if not everyone here is here to share knowledge and build a solid knowledge base for all programmers to use. 

One of the best things you can do is start reading and posting. Get yourself out there, and talk to a few experienced devs even on this site! That's where I started several years ago. Now I'm developing my own game engine based on the knowledge I've learned here.


Good luck in your endeavors!

#5217544 Beginner setup questions

Posted by on 18 March 2015 - 09:24 PM

I personally prefer to dev on a Windows 7 machine. Most programs these days are dev'd to be cross platform, however, so if you plan on going that route, the OS is up to what you're comfortable with.


In terms of brands, I generally stick to HP. I've had AlienWare and it was the most unreliable piece I've owned (my own experience). As a starting dev, I wouldn't worry about graphics hardware too much (unless you plan on PLAYING alot of games on the machine). Development generally doesn't take crazy amounts of computer power until you get into some crazy shaders and things.


As for the engine, that's your own personal preference and what you like. Unity is cross platform and simple to use. UDK has an amazing graphics engine, CryEngine... well, I'd stay away... it's very cookie-cutter and not particularly user friendly.


I personally didn't start with an engine. I began with programming, but that's just because that's how I do best. I think in a more technically logical way, so coding was best for me. If you are more visual, using an engine like Unity may be more your speed. It all depends on how you want to get into it.

#5202445 distributing to windows,Linux, and mac osx with a C++ game made in allegro

Posted by on 06 January 2015 - 07:26 PM

AFAIK, you have to compile it ON the target machine. I develop on Windows, and have a linux boot sector, and a mac laptop that I compile on when I cross-platform develop. I could be wrong though...

#5189332 Keeping an object within boundries

Posted by on 26 October 2014 - 10:38 PM

For this kind of issue, you might want to look into basic circle based collision detection. First, find the center point of the circle. Then do something like this:

if(sqrt(pow((dotX-circleOffsetX), 2)+pow((dotY-circleOffsetY), 2)) < circleRadius)
//is inside the circle

This finds the dot's position relative to the center of the circle ((dotX-circleOffsetX) and (dotY-circleOffsetY)) then uses a basic distance formula to check if the distance from the center of the circle is less than the radius of the circle. If the dot isn't inside the circle, all you have to do is move it back inside the circle.

#5186833 Load Meshes

Posted by on 13 October 2014 - 11:15 PM

While most times I'd agree with yckx on the assimp thing, I think for a demo it's rather bulky. It contains WAY too many functions and formats. I say, find a format that you want and look for a library that specializes in it. It will be smaller and, in most cases, faster.

#5185892 Lua and Irrlicht compilation conflicts

Posted by on 08 October 2014 - 08:00 PM

Thanks JTippetts! I was really at a loss as to what it could be. I set the high precision flag in device creation and it worked like a champ!

#5183837 Interactive Tech Demos Turned Games

Posted by on 29 September 2014 - 12:43 PM

So recently I began looking back on my past games that I have finished. Most of them being either very simple 3D wireframe games or 2D shooters. They don't look, feel, or really even play impressively at all. They seem very standard. However, to me, they are my pride an joy.


I am a programmer who is more obsessed with using the least RAM and the least processing power to get something accomplished. As a systems programmer or a backend guy, that's perfectly fine. But as a one man game development team, that leads to some interesting issues.


As of late, I have gotten ideas for some good games that I really want to make, however, I have a problem with getting past the "tech demo" phase and into the actual game phase. I spend more time developing memory saving algorithms or finding ways to cut down on processing and less time on developing a game. In the early stages of game development, this may not seem like a problem, however, I have been encountering this problem subconsciously for over 5 years now!


I have been programming for the better part of 9 years, and have over 5 years in game development, but still struggle to get a basic 3D game to come together using modern technology.


I have no problems banging out a flight simulator for a watch built out of 8 bit AVR chips. I have no problems rattling off entity code for 10,000+ enemies on screen at once. I DO have a problem with putting these things to use within a game. 


Not sure if I'm making any sense at all, but if you have any advice for how I can become a better game developer and less of a backend memory-fixer, please let me know. 

#5183817 Funniest line of code ever ?

Posted by on 29 September 2014 - 11:43 AM


You only fixed the formatting... There's more that should drive your OCD insane... Muahahahahaha!

Fine, refixificated.

What can i say, the formatting apparently irritated me so much that i had to fix it immediately and could not see the wood for the trees.

Obvious joking aside, there is actually some reasoning in addition to readability to actually keep that kind of stuff lined up. For example, in VS you can edit multiple lines at the same time (alt-select) - useful when you later need to change stuff.

... speaking of which, i take you wrote the "= new ANIM();" stuff per line (copy-paste or otherwise) instead of writing all of them at once? *hint-hint*



Yup. I am an oldschool programmer set in the ways of Borland and other such IDE's. I use the more modern ones, however, my practices haven't changed.

#5183663 Funniest line of code ever ?

Posted by on 28 September 2014 - 11:35 PM

Personal favorite of mine (from the first version of my 2D engine back in 2009) 

	runRight = new ANIM();
	runLeft = new ANIM();
	runFront = new ANIM();
	runBack = new ANIM();
	idleRight = new ANIM();
	idleLeft = new ANIM();
	idleBack = new ANIM();//those of you with OCD will HATE me for these lines...
	idleFront = new ANIM();//if you don't have OCD, you have no idea what I'm talking about.

#5164318 2 songs for a new RPG (Feedback is appreciated)

Posted by on 02 July 2014 - 08:13 AM

Thanks for the feedback! I do agree that Dawn of Civilization is the stronger track of the two.

In response to Madsen, the game is a 2D top-down RPG with pokemon-style sprites (pokemon or final fantasy depending on which artist creates them).

I will work on re-writing a new, better title theme using the "theme" phrase from On the Horizon.


Thanks again for the feedback!

#5140231 Vocals: Where to start?

Posted by on 18 March 2014 - 11:24 PM

So I just finished writing one of my best pieces: a jazzy space ballad. Now I am looking for vocalists to sing lead and backing parts. Where / how would I go about getting singers on an indie dev's budget (exactly $0.00)? Also, what would I need to provide singers? I have sheets for all vocal parts (separated in PDFs) and midi tracks of all parts as well as a recorded instrumental backing track. Anything else they would need? Thanks!