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cozzie

Member Since 13 Oct 2004
Offline Last Active Yesterday, 04:21 PM

#5302469 D3D11_Create_Device_Debug Question

Posted by cozzie on 25 July 2016 - 06:34 AM

Did you check the d3d control panel in your Windows control panel? It might be that debug is not enabled there for d3d11.


#5302142 Directx 11, 11.1, 11.2 Or Directx 12

Posted by cozzie on 23 July 2016 - 04:55 AM

Hi. Can you explanation a bit more what you want to achieve?
Are you developing your own engine now on d3d9 or 10 and do you want to upgrade/ refactor?


#5301582 Do My Swordsmen Look Like Cyborgs?

Posted by cozzie on 20 July 2016 - 10:21 AM

I think the relatively big armor gives them a bit of a robocop look to me.


#5301379 Switching From Deferred Shading To Deferred Lighting

Posted by cozzie on 19 July 2016 - 10:41 AM

My small share;
Maybe it's a bit in the details, but I think terms are a bit mixed together, deferred lightning and deferred shading I believe are not interchangable.

I believe for lighting you can go for:
- forward lighting (1 pass)
- deferred rendering/ lighting (using a gbuffer etc)

Then there's shading, for example:
- blinn phong "N dot L" stuff
- physical based shading/ rendering (different Material properties, roughness, albedo etc)

In practice I believe some parts of PBR are only possible combined with deferred lighting.

I believe tile based rendering is also a form processing the lights in your scene.


#5301004 Dx11 Renderstate

Posted by cozzie on 16 July 2016 - 02:48 PM

This topic might be interesting, just as an example.

Even though it's d3d9, the idea should be perfectly reusable:

 

http://www.gamedev.net/topic/647102-state-manager-code-review-suggestions/




#5299748 Intro to Game Programming With DirectX 11 Effects library

Posted by cozzie on 08 July 2016 - 03:05 AM

It's a decision you have to make.
In my case learning d3d11 was my primary focus and difficult enough on it's own, without replacing effects11 by using shaders "directly".

I prefer to finish the book with effects, then when I'm done I probably feel confident enough to replace effects11 stuff. Otherwise the book logic also falls a bit apart.

When it comes to changing SDK's, my advice is: don't. If you have a fully working setup, and only effects11 doesn't work, just fix that. Adding older SDK versions gave me a lot of irritation and negative energy.


#5299646 Intro to Game Programming With DirectX 11 Effects library

Posted by cozzie on 07 July 2016 - 11:43 AM

If it doesn't, you can build the effects lib (both release and debug) in your own visual studio environment. This worked for me, I'm currently working on chapter 12 :)


#5299367 Posibility of getting to game industry?

Posted by cozzie on 06 July 2016 - 01:43 PM

My share;
- it's definately possible
- it also depends on what you want to give for it, bigger studios are not everywhere. Depending on your private situation your opinions might be limited or you have to move (speaking from experience here, not much aaa studios in the netherlands unfortunately)
- go for it and see what happens, you'll never loose because in all cases you'll learn from your application/ try and, maybe you'll get the job

Like others mentioned, you have to be somewhat sure that is what you want, at a bigger studio meaning being a small part of a bigger thing (for me personally that's no issue).

Where are you from and what studios are within "reach"?


#5299025 Yet another 'Best engine' topic

Posted by cozzie on 04 July 2016 - 11:00 AM

Yet another reaction;
- it all depends on your needs, if you want to go multi platform, Unity might still be a good idea (you have to weigh the benefits and the disadvantages)

I personally would prefer DIY (engine) compared to gamemaker, to stay in control. But this might depend on your skills and what your goal is (grow as a programmer in a specific area, learn tech programming, or maybe just create a game because it sounds fun :))


#5298499 Dear people who actually work at videogame industry:

Posted by cozzie on 29 June 2016 - 03:18 AM

My share; although I'm not in the industry professionaly (yet), trying too though

- specialize in one area, don't try to be average good in all areas (gameplay, tech, AI etc), studio's mostly want specialists
- create work that jumps of the page
- have a long breath and try to network with people as much as possible


#5298276 how to apply light to big ground

Posted by cozzie on 27 June 2016 - 01:30 PM

Hi.
You might want to consider splitting the ground mesh in smaller chunks / objects, that way you can apply this approach:
http://www.gamedev.net/topic/657701-most-efficient-way-for-lighting-in-forward-rendering/


#5297917 Converting a desktop game into mobile game- Illegal?

Posted by cozzie on 24 June 2016 - 03:17 PM

I think it also depends on what you want to do afterwards, if it's just practice and not selling, there's no issue at all


#5297708 I need some help...

Posted by cozzie on 23 June 2016 - 09:58 AM

My share;
I believe it helps to set some kind of goal, then learning programming will become the "how" instead of the "what". Depending on what you pick, the choice which language might also be a lot less difficult.


#5296391 When you were starting out...

Posted by cozzie on 13 June 2016 - 04:04 PM

For me it works too always do all exercises in books, bringing the stuff you've read to practice. Takes more time then just reading, but it helps me remembering and getting more experienced.


#5295864 what was the first video game?

Posted by cozzie on 09 June 2016 - 03:43 PM

Non commercial was tennis for 2, for sure.




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