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    2. GuyWithBeard

      Symbol lookup error on Linux

      Yeah, I need to have a look at Bullet's code and see if there is anything related to that one call that could cause this. Thanks!
    3. LorenzoGatti

      Begginer at writting for video games.

      You are probably interested in the large-scale writing needed for dialogue and exposition in some game genres, but there are usually titles, captions, option values, and other humble but important things that need to be expressed clearly and creatively. Some kinds of game design, like tutorials or linear levels, are also very similar to telling a story. I'd focus on developing the stories and worldbuilding a game needs (e.g. what medieval fantasy factions would go to war with zombies vs. domesticated wolves) rather than on figuring out what game could fit your worlds and characters. Related to 2 above: show that you can solve problems. A game about figuring out and/or enjoying an invented language is certainly possible, but it is an unlikely niche that, realistically, you shouldn't pursuit. Maybe invented languages can be featured in mainstream games as untranslated found inscriptions, dialogue between foreign characters, and the like. Your spelling imperfections don't inspire much faith in your translation skills, but in a team you are likely to be the only person able to read documentation and literature in certain languages and write or talk to foreign people, which can be very useful.
    4. Alberth

      Symbol lookup error on Linux

      I conclude from this error that the "happens at compile time" isn't actually happening. The dynamic library shouldn't have unresolved links to the static library. Note that in itself, a dynamic library with unresolved links is not bad. Maybe the program you dynamically link to has that code, or maybe you would load a second dynamic library with that missing code. This is why you don't get a linking error while building the dynamic library. EDIT: You may want to copy/paste the actual link command of the dynamic library being executed in a post here. While I can likely not say anything useful about it, but other people may understand what flag you should add.
    5. GuyWithBeard

      Symbol lookup error on Linux

      I don't quite understand what the problem is. I have a shared object library, libBulletBackend, which links to Bullet which is a static library. This obviously happens at compile and/or link time. Only the shared object library uses Bullet internally. My exe then loads the shared object library at runtime through dlopen() and uses its public API, ie. not Bullet. The so has a class Scene with a method step(), which is called by my exe. The step() method calls Bullet's stepSimulation() method internally. For some reason this results in the following error: symbol lookup error: libBulletBackend.so: undefined symbol: _ZN15CProfileManager5ResetEv I am quite aware that the exe does not link to Bullet, nor do I want it to. What I don't understand is why this lookup fails because Bullet should have been linked to the so already at compile/link time.
    6. Alberth

      Symbol lookup error on Linux

      I considered that question, but ended with the conclusion that it wouldn't matter. A linker only adds code for symbols that you reference, so you must be very lucky, or you must reference the exact functions that you need eg from the game program to force the linker to include it. Even if you did, I am not sure the symbol would be exported for the dynamic library to find. Anyway, dynamic libraries are added at runtime, at which point there is no linking support for adding static libraries anymore, since "static" implies "at compile time". BTW: There is an application to decode the c++ symbols: $ c++filt _ZN15CProfileManager5ResetEv CProfileManager::Reset()
    7. I don't know about your level of programming, but assuming nothing, a key concept that I see missing from the discussion so far is that for a text adventure, you should aim to make something that is 'data driven'. That is, you *can* actually make an adventure game entirely in a standard programming language such as c++ or c#, with each room taking you into a different function that displays the text for the description etc. That is a very valid way to learn some basics of a language, but to make anything bigger than a few rooms you should aim to make your own mini text adventure 'engine'. That is, you should decide upon some data structures to hold rooms, objects, and e.g. decision trees, and make it so this data can be loaded in from files, rather than being hard coded as part of the program. Once the 'story' becomes data, the role of the program becomes to do things like keep track of which room you are in (perhaps an ID?), and when entering a room, display a description of the room (maybe some text that is associated with that room ID), a list of objects in the room (a list joined to the room object?).. your inventory might be a list of objects joined to your player object? You have a choice, you can either cheat and do some research how other text adventures store their data, or as a learning exercise, go in 'blind' and try and figure it out yourself. Having a text file describe a room with an ID, and lists of objects should be fairly simple. Encoding e.g. decision trees as text might be a little more challenging but will help you learn. If you want to get a heads up on what kind of things you might be storing, I'm sure there are plenty of examples, here's one from google: Just to add to this, you don't have to achieve everything in one go. Imo, your first aim should be to store in e.g. a text data file a list of rooms, e.g. <room id="0"> "You are in a comfortable tunnel like hall. To the east there is the round green door." <exit dir="E" room="1"/> </room> <room id="1"> "You are in second room. To the west there is the first room." <exit dir="W" room="0"/> </room> load these into your program, and display the room description and be able navigate around them (you don't have to use XML btw this is just an example).
    8. Today
    9. Hi! Im making 2D games for directx using an old game engine. Typically the user can choose common resolutions (between 1360x768 to 1920x1080) and run in both window and fullscreen mode. I simply show less of the world in lower resolution, and place ui elements such as panels as I can along the borders (doing mostly strategy games so imagine starcraft or age of empires). A better solution would be to render all unto a texture and scale that one down if the user has chosen a lower screen setting. But the quility gets crappy (rendering to 1920x1080 and scale down to 1360x768 for example). I was given the advice to try to render to a much larger texture such as 4k x 4x and scale that down instead. Would that work? How is this normally handled? And wouldnt i get a stretched image that looks bad if the aspect ratio for the setting the player chooses isnt what I had in my original render?
    10. GuyWithBeard

      Symbol lookup error on Linux

      To be clear, I don't reference the static library outside of the shared lib that links to it. That would obviously defeat the purpose of the plugin in the first place.
    11. Alberth

      Symbol lookup error on Linux

      Not much into how libraries work, but referencing a static library from a dynamic library sounds like a problem. A static library is added to the code at compile time, which apparently didn't happen. In other words, your dynamic library should have included the static library already, I think. Something may have gone wrong while linking your dynamic library. As for fixing, I would likely use libtool. CMake may be the least worse solution for cross-platform, but in my experience it's horribly bad both in documentation and in understanding its job.
    12. MMK

      C# Programmer seeking Project

      If you are mostly interested in learning directly from the industry, and have enough passion then check these out: http://wartothecore.com/vacancies/vacancy-intern-unity-3d-developer/ http://wartothecore.com/vacancies/vacancy-intern-designer/
    13. Designing good looking collections of coloured pixels (aka, an image), is not related to a platform at all. At the end of the day you have a .png or so, which can be used at any platform. As such, any software that can produce such a file can be used. Obviously, there are a zillion such software packages. Just pick one that works for you (try a few), and use that.
    14. Exactly. If you write your big adventure now, and you pick the wrong approach at the start, you're in big trouble, as by the time you realize you should have done it differently, it's one big bulk of code. If you do the small experiments, not only write them, but also put them away for a day to a week, and then look at it again when you have plenty of time to study and think about it. How does the code look to you then? (I promise you, it'll be different from when you were just finished writing the code.) Is it good code to you? As a thought experiment, suppose I have this a 100 times larger, would it still be nice? If not, why? How can it be improved to make it nicer at the big scale? Once you decided the new way to do things, repeat the entire exercise. Do this until you think you found the proper approach to your problem. Then try it "for real", and see if you were right. You can also use this approach to try a new thing, or to compare two alternative solutions. The whole point of this small scale coding is that it's not expensive to make mistakes, and you learn a lot from it. Also, coding the solution forces you to do everything, you can't forget some part, or it won't work (A high risk if you just think about it.).
    15. I'll give it a try tomorrow and post back.
    16. Noone? Id like to know your thoughts about game balance, if ship-to-ship combat is too hard, if the quests are working properly for you etc. Or simply how I can make the game more fun! Thank you!
    17. Gnollrunner

      Destroying reference counted objects immediately

      I've never used Angelscript but I have encountered similar problems. The way I usually handle this is to create an interface object between the script and the actual C++ object. Then you have a destroy functions which deletes the C++ object and invalidates the interface object. The interface object is collected in it's own time by the GC.
    18. Rutin

      MercTactics Poster graphic

      Looking forward to it! I haven't seen anything from you since August last year 😮 !
    19. Hello! I'm currently developing a top-down RPG styled game with an Entity Component System architecture and, as the game grows in features, so does my game entities, that is, item models, enemy prototypes, etc. Those definitions are currently in JSON files but at the end of the day I still have long factory classes that read from those files and populate the entities with their respective components and properties in the most naive way. Reading through a presentation about Techniques and Strategies for Data-driven design in Game Development (slides 80–93) (warning: big pdf file) there is this "prototyping approach" where you can build up each game entity from multiple prototypes. I find this really interesting, however, the presentation doesn't mention any implementation details and I'm totally in the dark. I don't know how powerful should this system be. By the way, I'm using Java and LibGDX's engine. My first idea is making a robust prototype-instancing factory where, given a JSON file, it will be able to return an entity populated with its corresponding components. For example: Enemies.json { "skeleton" : { "id" : 0, "components" : { "HealthComponent" : { "totalHealth" : 100 }, "TextureComponent" : { "pathToTexture" : "assets/skeleton.png" } } } } If I wanted to instantiate a Skeleton entity, I would read it's prototype, iterate over it's components and somehow I would instantiate them correctly. With this approach I have the following issues: It will most likely involve using Java Reflection to instance entities from a JSON file. This is a topic that I know little about and will probably end up in dark magic code. Some instances properties can't be prototyped and will have to be passed as parameters to the factory. For example, when creating an enemy entity, an (x, y) position will have to be provided. Suddenly creating instances is not so straight forward. How powerful should this system be? Should it have this "recursive" behavior where you can extend a prototype with an other and so on? This sounds a little bit like dependency injection. Am I reinventing the wheel? Is there anything done already I can make us of? Even though it's still in it's infancy, here is a short demo (under one minute) of my game. Thank you!
    20. One more thing. Your project is using OpenGL 3.3 core but you have no VAO's set. You might get a weird error or nothing drawing without a VAO in 3.3 core. It is very frustrating and I remember cursing when I found the problem after many hours. You need to set a VAO in core profile. Put the following code right before you start calling buffer or attribute calls. Set the VAO once and forget it. Once you get to using VAO's proper, you can delete it. GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao);
    21. You'll find that a lot of suggestions on how to code something better are often simply different ways of doing a very similar thing. For instance it's quite possible to write your entire game using one giant code file with a ton of variables (enums or whatever). That would work and not really be any slower, code wise. Problem is it's horrible to look at, work with and just about everything else. First I would figure out how you want the game to play, what is the interface like? Is it like a MUD or something? Do you type in text commands like "get key"? Is it a bunch of buttons you press in a graphical app? Text based doesn't tell you a lot. You can make a console game and have the interface be vastly different, rogue-likes are a good example of this. Unfortunately it's hard to just suggest a way to code it because as I stated before, there are many different ways of doing the same thing. Some are more generic, some more specific, some work well in certain situations, some in others. Often a difficult part of coding is just deciding what method you want to use to tackle a problem.
    22. Septopus

      Taking the First Step

      1) Pick the language you want to work in. Choose one with a lot of current tutorials. And one that makes some kind of sense to you without spending hours studying it. Then stick with it until you have it DOWN. The lessons you learn well with one language will transfer to almost any other with a little effort and study. 2) Choose the kind of environment you want to work in. Do you prefer working with a simple text editor and a command line(great for web development)? Or do you want a full blown IDE like Visual Studio AND/OR a game engine like Unity or GameMaker/etc... If I had to go about learning programming today the sheer number of options would make me rage quit.. Start with those two aspects, and find your comfort zone.
    23. Rutin

      Taking the First Step

      The most important step is just to pick something and start. It doesn't matter if it's the 'web' approach, Unity, GameMaker, or any other one. I find a lot of new people get lost in all the options available and this can come with a major down side... people can sometimes jump around too much, or always second guess what the "best" tool is. At the end of the day only results matter regardless of the tool used. Pick the tool you'll stick with and adapt as you grow because Game Development in itself is very diverse with endless options.
    24. JaLue2002

      Taking the First Step

      Thanks for all the advice (And by no means stop). I have been watching tutorials online but I needed a direction as to which areas to focus on because their are alot of options.
    25. Septopus

      Taking the First Step

      If you aren't afraid of a few involved setup steps, @Rutin's recommendation is really quite a good place to start too. And probably a little more appropriate for a text game.
    26. Rutin

      Taking the First Step

      Welcome! Absolutely. If you only want it to be 'text' based and maybe a few images, you could look into just making this using HTML/CSS/Javascript with PHP for the database ('online part'). This will help you two fold - game development and web site development as you have an interest in both. I would recommend starting here to learn HTML, CSS, JAVASCRIPT, and PHP with SQL: https://www.w3schools.com/ My suggestion is to incorporate Bootstrap so your layouts are fluid and dynamic: https://getbootstrap.com/ For the Database side of things you can use mysql with phpmyadmin. Many web hosting sites will have this as a standard feature, otherwise you can setup your own. I would suggest setting up a local version anyhow for testing and development. WAMP is something you'll want for this as it contains everything you need to start! http://www.wampserver.com/en/ When using Javascript I would recommend jQuery which is a Javascript library and all that info can be found on w3schools which I linked at the top. If you need some more help let me know!
    27. Septopus

      Taking the First Step

      1) Yes. 2) It all depends on how much you know already. If that isn't at least a little bit of entry level programming, then you will not get very far towards your goal until that has happened. If that is the case, check out c# and Unity. 3) There are TONS of tutorials for the Unity game engine, and some of those start out so basic they don't even require any scripting. I recommend you start there if you are totally new to programming yet want to get your feet wet anyhow. Unity is FREE(for individuals) so don't think you need to buy a bunch of software either. YouTube, search "unity beginner tutorial", this will be the fastest way you will be able to get your feet wet and actually FEEL like you are doing something towards making an actual game. You can try the pure code route, but unless you really really really love code, go with an engine like Unity to start out.
    28. Swartz27

      Ideal rendering engine?

      Thank you so much @Hodgman I truly do appreciate it. I'm currently trying to play catch-up with your post [quote[RTX is just NVidia's marketing buzzword for "supports RTRT APIs" [/quote[ Yeah, I knew this was likely the case. I want to strangle the people at Nvidia (I ask very simple questions once in a while, but since I'm an indie dev I guess I don't matter to them). I'll do both and then map out the results for others in a blog post. I want to say for the record that my understanding of C++ is terrible: HLSL makes a lot more sense to me. Have you taken a look at Unity's upcoming "Scriptable Renderer Pipeline"? I have to admit that it seems impressive (giving the graphics programmer a lot more control, even over the rendering order).
    29. Yesterday
    30. Hodgman

      Ideal rendering engine?

      D3D v Vulkan -- for D3D v GL, I'd go with D3D without hesitation, but D12/VK are pretty much the same as each other. D12 is a bit easier IMHO. RTX is just NVidia's marketing buzzword for "supports RTRT APIs" Metalness + color VS diffuse color + specular color / roughness VS glossiness isn't much of a muchness. They're two ways of encoding the exact same information. You can easily support both (which could be useful if you're sourcing artwork from different places). Cavity maps are an additional feature that work with both encodings in the same way. Super-sampling is just rendering at a higher resolution than the screen. e.g. Draw to a 4k texture and then resize it to 1080p for display on a 1080p screen. Dynamic resolution is the same thing but you pick a different intermediate/working resolution each frame, based on your framerate. Often it's used to under-sample (render at a lower rest than the screen). If money and time aren't an issue, implement them both and see which one performs better on your specific game scenes. I've been working on an indie game in a custom engine mostly-full-time for years, so kind of doing this. Before that, I was working professionally as a graphics programmer on a game engine team, so knew what I wanted -- first and foremost, my new renderer had to be easy for a graphics programmer to work with, easy to experiment with new features, easy to change. No two games that I've worked on have ever used the same renderer, so I knew that switching out algorithms easily had to be easily supported in my ideal renderer. Our game started off as traditional deferred + traditional forward (able to switch between them at runtime), then tiled deferred + tiled forward (able to switch between them at runtime), then clustered forward (only). Other features like shadows (many techniques) , SSAO, reflection probes, SSR, motion blur, planar mirrors / portals, etc, occasionally need to be added or experimented with... So there needs to be enough flexibility to slot these (or techniques that haven't yet been invented) into the pipeline. One of my inspirations for this was Horde3D's data driven rendering pipelines, where you told the engine how to render a scene with an XML file! I managed to convert Horde3D from traditional deferred to Inferred Rendering in a weekend by only writing a little bit of XML and GLSL. That impressed me a lot as a graphics programmer (it was so much nicer than the 'professional' engine I was using at work at the time...) This concept has largely caught on and is commonly referred to now as a "frame graph". Each step of an algorithm/technique is represented as a single input->process->output node, and then a data/configuration/script file uses those nodes to build a graph of instructions on how the frame will be drawn. This makes it very easy to modify the frame rendering algorithms over time my experiment with new features, but, it also allows the engine to perform lots of optimisation when it comes to D3D12 resource transition barriers / VK render passes, render target memory allocation and aliasing, and async compute as well!
    31. Sorry, yes, build-time error. Thank you for doing as I asked, fleabay. Just what I needed, right? Josheir
    32. JaLue2002

      Taking the First Step

      First time poster. New at this whole programming thing and every journey begins with a single step so here is the first step. A little about me. I am someone whose mind is always creating ideas but they usually just end up as a very well thought out wish. With that being said, I've always had an interest in computer programming and website design which leads me to my concern. I have an idea for an online tycoon game. It is text based. Basically, players can sign up and then they can run their own Movie Studio and/or TV network. They can then create their own movies and release them in different ways (theaters, Straight to DVD, etc.) Their would be different options that the players can select and each choice has an effect on cost and quality of their films. Also a box office system and other random happenings. I know that a database is going to be needed to consist of all the data (genres, talent, etc.) I know I am far away from being able to create this and I don't know if anyone will ever play it or not. But I want to do it more or less to prove that I can. But I want it to be functional. I am perfectly fine taking the time to learn the things I need to learn but I have a couple questions. 1)Is it possible to do this? 2)What do I need to learn to make it happen? 3)Where do I start? Thanks for any responses you provide.
    33. Hmm that sounds like a good idea! I'd have some way to identify these. One could be just having a list of the classes that are registered like this (there is limited set of those) and finding all occurences of such class in a object, then releasing it. Or more generic approach with some metainfo like [autoclean] - but first solution may be better considering there won't be a lot of these classes. Thanks, for some reason I haven't thought to use built-in script reflection for this kind of cleanup!
    34. Brizzler

      UWP Indie Game Review

      Hey Everyone, I'd like to review some of your indies games! I'm interested in games made for the Universal Windows Platform (UWP). Reply to this post if your interested in having your games reviewed and youtubed on my channel: UWPdeveloper Cheers, B
    35. Septopus

      Mountain Ranges

      Well, you have the impressive factor on lock down. Truly incredible work so far.
    36. Gnollrunner

      Mountain Ranges

      So basically the terrain is described not by polygons, but by functions. They can be stacked on top of each other in various ways so you have regions of different types of terrain: mountains, hills deserts, caves, what have you. The voxels just make it into a mesh at whatever LOD is required. This way the world can be very large and all players can fit on the same world. It also means that you can have a game were you can really travel long distances, so I'm hoping that gives more of a sense of adventure. Finally I want to implement some function override ability that will let players do some limited modification of terrain. For instance you could flatten an area you want to build a house on. That's just for the terrain however. there has to be trees, cities, and stuff like that for a real MMO. I think the trees aren't too bad. I'm working on an algorithm to build trees using voxels. The nice thing about prisms is that you can build a trunk or branch easily with voxels because it's easy to build a round structure with a central line with prisms. I also came up with a particular way to put them together so you can branch off of a column of voxels but retain prism connectivity in a way the LOD will still work. So the whole tree with branches will be built as a single mesh as it should be, except for the foliage. Then it's a matter of just building the voxels in the right way to form a tree. For that I plan to use a series for 2D nose functions. one axis will run along the length of the branch and the second axis will the angles around the branch. With simplex and Perlin nose there is a trick you can use to copy the last row of vectors so basically as you go around the branch the function is continuous . At points where there is a noise value higher than some limit, you will start another branch at a some angel range defined by the tree building parameters. You should be able to apply other nose functions to twist branches around or change the diameters as they go along. Ideally you have a lot of parameters to adjust things for a given type of tree. For shading I want to use 4D simplex noise. Three dimensions will simply be the X,Y,Z coordinates of the mesh as usual, and the forth dimension will be generated along the length of the branches. The reason for the 4th dimension is so you can have some control of how bark is generated. I mean in general bark patterns follow branches so having a noise dimension along the branch will give you a lot of versatility. For buildings I want to finish implementing normal cubic voxels and I have an idea for doing sharp corners that you need for buddings. It's a modified version of marching cubes. My general goal is address all the stuff that's needed for a real game. I know it's a huge undertaking but I'm hoping I can make it impressive enough that I can get help with, the more standard parts of an MMO.
    37. Rutin

      Working on Materials - Lava Based

      I created this material procedurally. Sometimes I'll make textures in Photoshop if it's just something quick and doesn't require editing. With procedural textures I can heavily modify and add so many variations, plus combine them with other textures. There are a lot of software packages out there for this, but I personally use Substance Designer as my company licenses a seat. Yes, I can animate it by moving values which act as "frames". It would look better in an environment as these are just spheres Yea. If I move enough settings around I can make it yellow and emit very much like the sun. I actually have it like this because I can change the ratio and paint lava flow in an environment above a surface. Substance Designer is usually the tool I use to make my materials if I'm going the procedural route.
    38. Me too. #include <iostream> int main() { std::cout << "NeHe considered harmful in 2018\n"; return 0; }
    39. They are VERY limited, and contribute to some significant code smell if you aren't careful how you use them. I only suggested that specific article because it covers some basic uses of classes in the later examples. Studying some of those might help you to begin understand some of the underlying mechanics of the Decision Tree code examples I threw at you before. I imagine though, that most of the knowledge you are still lacking will be covered in short order in your college classes. For now, just consume what you can and work with the tools that make the most sense. You'll learn a lot by doing it the wrong way too.
    40. Swartz27

      Ideal rendering engine?

      I just realized I typed all that without explaining what type of game it would be. It would be a first-person shooter/survival game set in a somewhat open-world environment. Single player only.
    41. I've put together a basic main.cpp that uses GLFW and GLEW. It is based on the GLFW getting started code with GLEW added in. This should work as is when you have the project paths setup to GLFW and GLEW correctly. Don't change anything or add anything. This will work as is and will show a hot pink (magenta?) OpenGL window on screen. If you do get errors and can't figure out why, don't change the code. Post the errors you are getting instead. #include <GL/glew.h> #include <GLFW/glfw3.h> #include <iostream> int main(void) { GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); if (glewInit() != GLEW_OK) { std::cout << "Could not init glew \n"; glfwTerminate(); return -1; } glClearColor(1.0f, 0.0f, 1.0f, 1.0f); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { /* Render here */ glClear(GL_COLOR_BUFFER_BIT); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; }
    42. I have a working program whitout GLUT or GLAUX
    43. I can do this no problem, it makes sense to me. But having twenty to a hundred of these put in an order that works based off decisions is what confuses me, i'm just looking for a better less messy way. Hmm okay, i understand switches as I've studied them but they seem rather limiting for what i want to do, well at least at the simple level I've learned them.
    44. Both glut and glfw are windowing library's. Pick only one and get rid of all references to the other or you will have conflicts. Really, just get rid of glut. Stop using glut, freeglut, glutter, glutton, glutteriffic, glutonymous, tripleglut, anything that has 'glut' in the name, delete, delete, delete. Don't include glad.h twice. Also, glad and glew are both extension loading library's. Don't try to add glew when you have glad headers. Again, choose just one. Delete your commented lines that have gl.h and glu.h includes, just so you won't be tempted to uncomment them.
    45. Just to avoid confusion, are you referring to the 'OpenGL header already included' error? I ask because that appears to be a build-time error rather than a run-time error.
    46. Septopus

      Mountain Ranges

      Okay, I think I've finally wrapped my head around it enough to formulate a reasonable question, or three.. So, this game/engine that you are describing here, maybe I'm dumbing it down but primarily you're describing a terrain generation system with entirely dynamic LOD capabilities...yes? Is this functionality going to extend to other meshes that I expect will be part of the game/environment? Or is it strictly tied to the terrain/planet system you are building? My mind is blown either way, I think it's artwork in progress.
    47. This is a follow up to a previous post. MrHallows had asked me to post the project, so I am going to with a new fresh thread so that I can get the most needed help. I have put the class in the main .cpp to simplify for your debugging purposes. My error is : C1189 #error: OpenGL header already included, remove this include, glad already provides it I tried adding : #define GLFW_INCLUDE_NONE, and tried adding this as a preprocessor definitions too. I also tried to change the #ifdef - #endif, except I just couldn't get it working. The code repository URL is : https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ The branch is : combine_sources The Commit ID is: a4eaf31 The files involved are : shader_class.cpp, glad.h, glew.h glad1.cpp was also in my project, I removed it to try to solve this problem. Here is the description of the problem at hand: Except for glcolor3f and glRasterPos2i(10,10); the code works without glew.h. When glew is added there is only a runtime error (that is shown above.) I could really use some exact help. You know like, "remove the include for gl.h on lines 50, 65, and 80. Then delete the code at line 80 that states..." I hope that this is not to much to ask for, I really want to win at OpenGL. If I can't get help I could use a much larger file to display the test values or maybe it's possible to write to an open file and view the written data as it's outputted. Thanks in advance, Josheir
    48. I'm looking to create a small game engine, though my main focus is the renderer. I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else? Here are my current goals: I want to keep middleware to a minimum I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding. I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps) I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand. I don't want to use any static lighting. I have good reasons which I'd be happy to explain. So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"? Thank you for your time.
    49. I'm just getting back to you, MrHallows. Hopefully you can help me. I'm going to open a separate thread (soon) with the repo address. Thanks, Josheir Edit: The post is in this forum and is titled : Still Trying to Debug an Odd GLEW Issue, Please Help. https://www.gamedev.net/forums/topic/699307-still-trying-to-debug-an-odd-glew-issue-please-help/ The GitHub repo is at: https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ Thank you, Josheir
    50. GuyWithBeard

      Symbol lookup error on Linux

      I do use makefiles but they are generated by CMake and I don't exactly know how to read (or write for that matter) them. I don't use libraries form the standard paths, but I have every library set up manually in CMake with their proper paths and the libraries get linked to properly. I can create bullet dynamic worlds properly, ie. the library is linked to correctly. It is only when I call one specific method, ie. when I start stepping the simulation, that this one symbol is resolved which leads to the crash.
    51. Essentially that's what the decision tree does. It just does it in a more computationally elegant way. I'm not suggesting that you make this your go-to solution for everything, but you can start here https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/switch Pay particular attention to the some of the later examples, get a grasp of what's going on here and then return to the Decision Tree info.
    52. Also look to smart-contracts and other blockchain-related projects. Most of its projects looking for C++ programmers for long term remote job and have a competitive salary. Technically im a computer scientist too (Specialist of Applicative Mathematic and CS). But really i am just a Engineer-programmer, not currently related to any scientific researches. Im just designing and implementing a containers library that have to be better than stl and language that have to be better than modern C++.
    53. Well, it's called "Computer Science", so I'm technically a computer scientist. I was looking for any advice on what particular freelance jobs I could do with my knowledge and how to find them. I forgot to mention that the game etc. is written in C++, this may be relevant.
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