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Member Since 20 Jul 2013
Offline Last Active Today, 07:26 AM

#5301667 Do My Swordsmen Look Like Cyborgs?

Posted by ericrrichards22 on 20 July 2016 - 09:16 PM

I think they look quite a bit nicer.  The hint of gold on the hilt of the sword is a nice touch, and it looks like there is more facial definition in the helmet.


The only thing that bothers me is the sprite is left-handed in some poses and right-handed in others...

#5301574 Do My Swordsmen Look Like Cyborgs?

Posted by ericrrichards22 on 20 July 2016 - 09:48 AM

They look a bit like the Warcraft footmen, particularly the WC2 version, although that may be more that they share a similar color scheme.




Perhaps adding some flesh tones, with a more open-style helmet, or less armor on the arms/hands, like the WC 1 footman.  The sort of 3/4 top-down perspective here makes it difficult, provided they are in full-plate type armor like that.

#5293614 .Net DX12

Posted by ericrrichards22 on 26 May 2016 - 10:25 AM

What's the best option for playing with DirectX 12 from .NET?  I think SharpDX has implemented support for DX12, but I have more experience using SlimDX.  Did the SlimDX DX12 version ever happen?  I remember hearing some plans here about it.

#5288197 open source x file format library

Posted by ericrrichards22 on 22 April 2016 - 04:04 PM

For 3D models, Assimp will read them in, but it doesn't look like there is a .X exporter yet.


.X is not the most complicated format in the world, at least for the plain-text variant, so you could write one up.  http://paulbourke.net/dataformats/directx/

#5287746 Is there a named algorithm for this method of splitting a large triangle into...

Posted by ericrrichards22 on 20 April 2016 - 04:59 AM

Generally, the process is known as subdivision, and is a pretty extensively studied subject in graphics.


Loop Subdivision 


Catmull-Clark Subdivision


I suspect that handling the acute and obtuse cases differently might be slower than simply doing the midpoint subdivision in all cases.

#5285789 Should getters and setters be avoided?

Posted by ericrrichards22 on 08 April 2016 - 07:38 AM

There's the question of whether you are going for pure, dogmatic object-orientation, or something more pragmatic.  Sometimes, you have chunks of data that make sense to be grouped together, and don't really have any behavior associated with them.  Go wild with getters and setters there - it's a lot more future-proof and change-friendly than relying on public fields, instead, when it becomes necessary.  Even better if you're using a programming language that has support for C#-style properties that sugar over the getter-setter boilerplate.


Especially if you are trying to program in a more functional style, you end up wanting lots of more behavior-poor data objects with public getters, though you would tend towards keeping your setters private, as leaning harder towards immutability tends to be the better choice.

#5280506 Is Programming an RTS Game still good?

Posted by ericrrichards22 on 10 March 2016 - 05:17 AM

Unfortunately this book is sort of verging on abandonware - it's been out of print for a while, the publisher has folded and been bought out by someone else, and the author doesn't maintain the website any more...  The wayback machine has the author's website saved, so you can still get the code examples from here.  


Kind of a shame, since thanks to Mickey Mouse it'll be lost to copyright limbo for the rest of any of our lifetimes.

#5279864 Is Programming an RTS Game still good?

Posted by ericrrichards22 on 06 March 2016 - 01:23 PM

I have a very dog-eared copy of that book sitting on my shelf.  I thought it was fantastic when I got it, almost ten years ago, and I still think it's pretty good.

It's one of the few game development books I've found that works through the process of building out a non-trivial game, piece by piece.  Granted, at the end of the book, you're going to have an unpolished, simple, early-2000s 3D Warcraft clone, but I think it fills in a lot of gaps between what you learn in the straight OpenGL/Direct3D graphics books, and the fairly abstract game design, Game Programming Gems-style topics books.


If nothing else, I think the chapter on random terrain generation is pretty nifty.


That being said, trying to update it to DirectX 11 is not a trivial endeavor.  It makes use of a lot of the D3DX stuff that no longer exists or has no direct analog in D3D11, which can be problematic, particularly for the model animation.

#5277906 Right way to handle people complaining about price?

Posted by ericrrichards22 on 24 February 2016 - 11:17 AM

I often find that converting something into X Starbucks coffees is a great way to rationalize prices.  Sort of like the Big Mac price index, except it's something you buy even more without thinking about it.  Is this game that I'm going to play for 40-100 hours worth four or five coffees?  


Of course, by that metric, most things look like a steal.

#5277477 Game Engine Architecture: what's after that?

Posted by ericrrichards22 on 22 February 2016 - 12:30 PM

The promised content is really appealing; but some reviews say it's plenty of bugs. If it was more recent, it'd be easier to find a solution to non-working lines of codes, but that is so long ago.. does it use OpenGL, DirectX or others?


I think the intent was to present an engine that could be done in either OpenGL or DirectX, but the implementation is all Direct3D.  It's older code, but it's still Direct3D 9, so it's not as full of deprecated mess as it might be.  Probably worth a flier if you can find a cheap second-hand copy.

#5277395 Game Engine Architecture: what's after that?

Posted by ericrrichards22 on 21 February 2016 - 11:54 PM

It's dated now, but I have this tome on my shelf.  It's not perfect, and I dunno how much of its design decisions make sense a decade later, but it is interesting for walking through building a whole game engine.


I wish there was an updated edition, or something analogous, but modern.

#5277278 make c++ more like glsl

Posted by ericrrichards22 on 21 February 2016 - 07:03 AM

Naively, something like this:

vec3 xy(){
    vec3 v;
    v.z=0; // or whatever you want for a non-asked-for swizzle
    return v;

It'd be kind of tedious, but you could write out whatever swizzles you want as functions like that - there are only so many permutations for a 3D vector, and with a decent constructor defined, they would be one-liners.


In C#, this would probably be something I'd do with some read-only properties, which is effectively the same thing, just lets you do it without writing parentheses.

#5275580 what are you using as "best in slot" libs for direct3d9/11?

Posted by ericrrichards22 on 13 February 2016 - 03:50 PM

It's DirectX 11-based, but if that's not a problem, you can go pretty far with just what is in the DirectX Toolkit 


I don't think it has any networking code built in, and I'm not too familiar with what the offerings are in that area.

#5275285 C#, what is the size?

Posted by ericrrichards22 on 11 February 2016 - 10:10 AM

You really don't have any guarantees about what the CLR will do with your class.  There's a very good explanation of that here


If you want to know how much unmanaged memory a class or struct will take up if you need to interop, you can use Marshal.SizeOf().

#5274430 SDL or windows.h

Posted by ericrrichards22 on 05 February 2016 - 06:51 AM

It's been a while since I was slinging C++, but I seem to recall that SDL (1.2) worked pretty nicely as a simple window management and input library to paper over the uglier ways you do that in raw Win32 code.  For initializing DirectX, or binding an OpenGL context, all you really need is the HWND of your main window to bind to, which SDL exposes.