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Orangeatang

Member Since 05 Oct 2004
Offline Last Active Today, 08:42 AM

#5222366 Linker error's wis PhysX

Posted by Orangeatang on 10 April 2015 - 01:00 AM

Hey ankhd,

 

So the reason you were initially seeing these linking errors is probably because you are mixing code that was compiled with /MD (multi-threaded DLL) with code that was compiled with /MT (multi-threaded). 

 

At a guess, your project's runtime library settings (Configuration Properties->C/C++->Code Generation->Runtime Library, assuming you're using Visual Studio) doesn't match that of the PhysX binaries you were linking to. 




#5216071 Unity 5 or Unreal engine 4

Posted by Orangeatang on 12 March 2015 - 09:32 AM

I haven't noticed any problems with 4.6 (I'm still using this version, and will be until Audiokinetic releases an update to the Wwise integration), so you could roll back to that version until the issue is fixed; using an older version probably won't make much difference for you while you're learning how to use the engine. If it really bugs you, then just use Unity.

 

You'll be able to show your creativity in either engine smile.png




#5215426 Unity 5 or Unreal engine 4

Posted by Orangeatang on 09 March 2015 - 09:32 AM


btw which engines are you guys using

Unreal.

 

I like that you can generate Visual Studio based Unreal projects, so you can do any/all of your game logic in C++.

 

The visual scripting (Blueprint) is really well implemented, with very useful debug features. It's also simple to communicate data from the C++ side of things through to Blueprint.

 

It's a very flexible engine.




#5215403 Unity 5 or Unreal engine 4

Posted by Orangeatang on 09 March 2015 - 06:27 AM


With UE4 it seems bit more complicated to get working armatures from blender,

Definitely, Unreal seems to be designed with Maya in mind; there are a host of really useful Maya scripts that come with Unreal - to help with character rigging.

 

There's a bit of messing around you have to do to get FBXs exported from Blender in to Unreal - but the process is definitely improving and there have been a lot of improvements in the latest version of Blender (2.73a).

 

If you're having any trouble, there was a twitch stream from Unreal dedicated to this topic in mid January :

 




#5215262 Unity 5 or Unreal engine 4

Posted by Orangeatang on 08 March 2015 - 07:03 AM

Unreal and Unity are both very, very good engines. Now that the barrier to entry is so low for both of them, which engine to use is fairly subjective. 

 

I'd suggest selecting a simple gameplay mechanic from your game, then try and implement it each engine. It may take you a bit more time but you'll get a feel for each engine's workflow, and be in a much better position to choose. Time well spent smile.png




#5213333 What is a game?

Posted by Orangeatang on 27 February 2015 - 09:57 AM

game
ɡeɪm/
noun
 
1.
a form of competitive activity or sport played according to rules.
2.
an activity that one engages in for amusement.

 




#5213296 Which tool is better for start? Engine or framework?

Posted by Orangeatang on 27 February 2015 - 06:20 AM

Unreal is $20 (with full source code)... you do have to pay 5% royalties after the first $3,000 that your game makes - but that's a pretty sweet deal.




#5204648 Looking for some good profiler

Posted by Orangeatang on 16 January 2015 - 12:19 AM

I started using Intel's GPA (graphics performance analyzer) when Microsoft killed off PIX. 

 

It doesn't seem to exist as a stand alone application anymore (packaged with INDE), but you might want to try the frame analyzer in this software package: 

 

https://software.intel.com/en-us/gpa




#5199077 Unreal Engine 4

Posted by Orangeatang on 19 December 2014 - 04:56 AM

Epic have released a large number of excellent video tutorials that take you through the various aspects of the Unreal Engine. For example :

 

Level creation : https://www.youtube.com/playlist?list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F

 

Blueprints : https://www.youtube.com/playlist?list=PLZlv_N0_O1gbYMYfhhdzfW1tUV4jU0YxH

 

Coding : https://www.youtube.com/playlist?list=PLZlv_N0_O1gb5xvsc7VM7pfoRAKLuIcFi

 

Particle Systems : https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t

 

And specifically for 2D, Paper 2D : https://www.youtube.com/playlist?list=PLZlv_N0_O1gauJh60307mE_67jqK42twB




#5198740 what is the best sofware for...

Posted by Orangeatang on 17 December 2014 - 04:22 AM

1. C# with Monogame (http://www.monogame.net/)

2. Cubase & Wwise

3. Spine (http://esotericsoftware.com/)

 

All completely subjective of course :)




#5198484 The Game Environment: Not just Graphics

Posted by Orangeatang on 16 December 2014 - 02:57 AM


For some reason, sound effects are not as obvious to people as visual effects

I think that's inherent with sound design; if it's done well you don't notice it, it just enhances the overall immersion in the game world. On the flip side, bad sound design stands out like a sore thumb.




#5195852 [New] I am committed to starting my first real game

Posted by Orangeatang on 02 December 2014 - 04:00 AM

If you're planning to use MonoGame, be warned that you will probably want to install XNA as well as MonoGame still has some dependancies on its content pipeline. Font rendering in particular is a problem because there is no way to do it in MonoGame without either using XNA's content pipelin or implementing your own font renderer.

Is that still the case for fonts?

 

I've been working with an older version of MonoGame, but recently updated to 3.2. Their new content pipeline utility (MonoGame Content Builder) removed any need for me to keep XNA installed (it builds effects, textures, sounds etc without any issues). I haven't done any in game text-rendering yet, but I think the utility supports font exports as well... correct me if I'm wrong smile.png




#5195755 [New] I am committed to starting my first real game

Posted by Orangeatang on 01 December 2014 - 12:48 PM

Allrighty

 

1 & 2 - OpenGL and DirectX are low level graphics APIs (application programming interfaces), they sort of sit right above the driver level. DirectX is published by Microsoft and OpenGL is (I think) open source.

 

3 - I don't know much about Mono, but MonoGame is essentially the open source continuation of Microsoft's XNA framework. It is an API that sits above the DirectX/OpenGl layer, and provides all sorts of useful classes etc specifically geared towards creating video games. 

 

4 - Yeah, MonoGame is excellent, not to mention cross platform. Easy to use and the community is reasonably active

 

5 - Completely depends on you and your team

 

6 - I didn't see mention of the Unreal engine in your post, that's also a viable alternative. $20 will get all of the source code, and it's an excellent engine. With Microsoft releasing the community edition of VS2013 last month, you can get quite far as an indie developer without having to fork out too much $$$

 

7 - Yes, you have all you need

 

8 - Discipline is worth more than all the motivation in the world biggrin.png




#5194913 UDK 4 vs Unity - Which is better and easier to use to make a first person act...

Posted by Orangeatang on 27 November 2014 - 01:35 AM


Stop it your making me jealous! Great work, cant wait to get to your skill level.

No no, I'm a programmer... I have no skill when it comes to building levels etc; kind of my point with Unreal - very easy to quickly produce things that look great.




#5194774 Quick C++ question on pointers

Posted by Orangeatang on 26 November 2014 - 08:52 AM

In the example you provided, 'current' is going to be a stack allocation - so you won't need to clean it up.

 

If you did something like this :

void aFunction()
{
 SomethingClass* current = new SomethingClass();
}

Then then a chunk of memory on the heap would be allocated, and the variable 'current' would point to it. The variable 'current' is still allocated on the stack, it just points to memory that's located in the heap.

 

Because the above code doesn't explicitly free up the memory in the heap (by calling 'delete current') you'd have a memory leak each time you call that function.






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