Jump to content

  • Log In with Google      Sign In   
  • Create Account


joew

Member Since 16 Feb 2000
Offline Last Active Today, 08:12 PM
*****

#5162473 Game content source repository?

Posted by joew on 23 June 2014 - 10:40 PM

Perforce. I don't think there is anything out there that is going to touch it for this purpose.




#5136013 Large textures are really slow...

Posted by joew on 02 March 2014 - 11:48 PM

On PowerVR chips simply using discard even once in a single shader will disable a lot of optimizations hence the larger than normal performance hit. For devices using PVR you want to optimize your geometry as much as possible avoiding overdraw, and at the same time remember that alpha blend is nearly free due to the way the TBDR renders, whereas rejection using discard or depth testing is costly.


#5135937 Large textures are really slow...

Posted by joew on 02 March 2014 - 05:42 PM


Alpha testing, the ancient silly way ("enable(GL_ALPHA_TEST)"), is deprecated (ie. not to be confused with not supported) - it should be done in shader directly (ie. "discard").

It cuts down bandwidth from areas that are hard or impossible to efficiently reach with the geometry approximations - in short, it might be worth experimenting with (although "discard" might be slightly costly [with no depth test] on amazingly-badly-engineered-garbage-hardware ... to be fair, i do not know if mobile devices do qualify for that title or not. So, might be of no use to you, but i thought i clarify the alpha test anyway).

discard is actually destructive on nearly all current mobile chips and should be avoided at all costs, especially if you are targetting mobile devices that are a few years old. There is always a better way (performance-wise) even if some are slight asset hacks. Also null blends are vastly cheaper than using discard at least on PVR chips.




#5135285 Game engine with realistic water?

Posted by joew on 27 February 2014 - 11:16 PM

The reason I mentioned C4 is because it actually has a ton of water simulation that you're not going to find in any other engine that I've seen (I.e. actual wave simulation that affects objects in the water). Also regarding the river creation and painting tools those will be included in version 4.0, which they're showing a preview of at GDC is year.


#5134683 Game engine with realistic water?

Posted by joew on 26 February 2014 - 02:31 AM

You could look at the C4 Engine which has quite an in-depth and featured water simulation system.


#5001644 Which engine to use ?

Posted by joew on 16 November 2012 - 03:41 PM

You don't need an engine for any of those games at all, you could just build the games without having to worry. When you start getting into 2d graphics you could just use something like SFML.


#4997530 Drawing game area

Posted by joew on 05 November 2012 - 05:19 AM

You need to google for "terrain rendering" and you will find many different algorithms with various tradeoffs and specialized for various implementations. They generally get the needed data from a heightmap and build a triangulated mesh which can also account for LoD, etc... although there are other implementations such as the voxel terrain system in the C4 engine.


#4997253 Understanding the concept of Smart Pointers

Posted by joew on 04 November 2012 - 12:25 PM

The main point of the pointer classes is to control ownership.

If the object is the sole owner of an instance you should use std::unique_ptr<>
If the instance can be owned by many objects you should use std::shared_ptr<>
If the instance is used by another class but is not owned you should use std::weak_ptr<> (the pointer is not owned and may not be valid)

Regarding when to use them it really depends on your overall architecture. For most things I return references and use shared_ptr<> sparingly as I like to have ownership clearly defined, and for things like handles I keep a weak_ptr<> to the subsystem.


#4996724 Moving from Java to c++

Posted by joew on 02 November 2012 - 07:14 PM

I do not think the manual memory management is going to be a "horror".

I agree as realistically if using C++11 and RAII properly there shouldn't be much worry about memory management/leaks at all. As mentioned above there are also good tools for tracking things down if needed.. although using std::unique_ptr, std::shared_ptr, and std::weak_ptr effectively really makes things quite simple. I actually find memory management easier in C++11 than using garbage collected languages as the pointer classes are safe and I still control their actual point of destruction... imo it's a win-win.


#4996542 Question on boost::shared_ptr

Posted by joew on 02 November 2012 - 08:41 AM

You have to lock a weak pointer which turns it into a shared pointer for the duration of the scope. For example std::shared_ptr<ObjectManager> manager = m_objectManager.lock();


#4996510 Good community / team / chat or anything really for newbies to collaborate on...

Posted by joew on 02 November 2012 - 06:16 AM

The classified section under "Hobbyist Projects"


#4996292 I Need Help.

Posted by joew on 01 November 2012 - 01:48 PM

Ah thank you, I have heard from somewhere that C++ was easy

Make sure you never listen to the person that gave you that advice ever again!


#4996275 Question on boost::shared_ptr

Posted by joew on 01 November 2012 - 01:05 PM

Note that if you create multiple shared pointers to the same raw pointer (as noted above never to do) they will each hold their own reference count therefore deleting before the other is out of scope. That is what you should always construct shared pointers with either shared_from_this() in the class or make_shared() elsewhere.


#4995862 Animating for 2D games

Posted by joew on 31 October 2012 - 10:25 AM

If you don't need a skeletal system it is actually quite simple. The easiest way is to build a sprite sheet with something like Texture Packer or Zwoptex and then you just change the texture region over time based on the animation time. You can think of it almost like a flip book where you are just presenting slightly different images to show motion.


#4995509 Are you planning/making a Windows 8 (metro) app?

Posted by joew on 30 October 2012 - 12:31 PM

SiCrane I admit that saying it would only take a single year would be quite a fast move, but I did have some reason for it and was thinking more along the lines of indies rather than the big guys. Of course I could also be absolutely wrong with my statement as well.

Basically my thinking is that it gives indies another storefront to stand out and sell their titles having broad reach as long as the potential customer base does in fact move over. In theory (and if it follows iOS, etc) give indies and smaller studios help in recognition either by being featured on the store, and having one place to look rather than people having to surf the web looking for a game they want to play. It doesn't solve the issues in marketing, branding, etc... but it does make it ten times easier to find games and applications having them all in one place (for example when they added the MacOS App Store I found a bunch of small tools and apps that I would have been using all along but I had no idea they even existed!)

Regarding the submission fee I am not in full agreement, but again I could be wrong. Of course people don't like to have the submission paywalls (i.e. Mac, iOS, Steam) but if someone builds a game that is polished enough to actually be worth selling they can probably come up with the submission fee. I know I am generalizing/guessing on that point but that was also a something I read a lot regarding the iOS app store when it launched but I really haven't heard it since then.

Finally, this is a board where a significant fraction don't even target Windows, much less a specific version of Windows.

I agree with you there, the only reason I boot into Win7 is to play games or work on a port :) The sole reason I'll be picking up Windows 8 (at some point in the future) is for porting our title to metro.




PARTNERS