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    1. Past hour
    2. nicfaust

      Money or passion?

      It depends on the situation. At first, you should earn some money for a living and after you have money and everything you want you can work for passion. Sometimes you can get passion and money from your work and it is cool but it is not so easy.
    3. Doru on a quest to save her father from the hands of slave masters and a jealous god. As she embarks on her journey, she unveils the mysteries of her life together with the hidden truth of her birth and how she's a demi goddess. Now, Doru must save not just her father but her people and as she treads on a path filled with dangers,and thrilling adventures she meets with dark magic other demi gods demons and spirits. with a shocking betrayal. i'm thinking rpg mechanics with a small amount of fantasy what do you guys think i'm just starting still looking for partners i've already written the entire story line would be way too long if i wrote it all on here.... PS: i'm still working on a name but i kinda like this one
    4. Tipotas688

      Encircling predatory AI

      I see, then yes boids is not what I'm looking for, maybe more like strategic placement AI.
    5. LorenzoGatti

      Encircling predatory AI

      My suggestion, as you noticed, was simplified because it was about a "final positioning" that can be updated and maintained. As intermediate states and objectives, before the target is hopelessly surrounded, there are putting the target inside the convex hull of the enemies (i.e. formally surrounded but not in danger) and then closing the large gaps between enemies (with the complication of accounting for what gaps need to be closed urgently because the target is more likely to escape through them) until the gaps are comfortably small and the wolf pack attacks can begin. Your questions suggest that you want to manage the enemies as excessively independent boids rather than as a members of an explicitly represented formation, leading to gratuitous difficulties like needing an algorithm for position "preferences" when each enemy should simply have an assigned destination (and ignore formation shape parameters like L).
    6. Today
    7. h8CplusplusGuru

      std::shared_ptr to this pointer question

      I have been thinking lately about raw/smart philosophy and had been using the following: I'm not sure if I agree with what you have said about smart pointers, however, I will think about it.
    8. Paszq

      Last quarter additions

      Haven’t written for a while, but I have been working on the project tirelessly I managed to implement a different animation system for weapons, each one can have a unique animation (instead of predefined by very broad weapon type). Here’s an example – Slingshot for Ranger: Slingshot – the first weapon of every Ranger character got unique animations #gamedev #indiedev #lowpoly #indiegames #unity3d pic.twitter.com/mFR8x0iofi — Arpago (@ArpagoGame) October 16, 2018 I completely remade buffs/debuffs system – replaced it with Aura Controller, each aura can have its own icon, effect, length, etc… all affected by player/enemy stats. And it is all visible on the hud Minor improvements to the debuffs UI #gamedev #indiedev #indiegames #unity3d #lowpoly pic.twitter.com/mcIatOEYge — Arpago (@ArpagoGame) October 30, 2018 …as well as a few new particle effects, here are some examples: Stun: New visual effect of being stunned #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/cStG9Okf45 — Arpago (@ArpagoGame) November 4, 2018 Haste: Changed the effect of haste, and fixed the animation#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/drOiMR13NJ — Arpago (@ArpagoGame) November 23, 2018 Armor buff: Tweaked Armor buff spell effect a bit#gamedev #indiedev #lowpoly pic.twitter.com/KHX5nAGD7X — Arpago (@ArpagoGame) November 24, 2018 Invisibility: Fixed invisibility effect for all races #gamedev #indiedev #lowpoly #madewithunity pic.twitter.com/IaOWEXcs2D — Arpago (@ArpagoGame) November 20, 2018 I implemented Pause functionality, as well as a bunch of in-game settings (which are saved, yay!) Bunch of new options – sensitivity, font type, font size #gamedev #indiegames #indiedev #lowpoly #screenshotsaturday pic.twitter.com/dQj717qpcZ — Arpago (@ArpagoGame) November 11, 2018 Added Death system – for now, a short message is shown for a few seconds, and then you get teleported back to the last camp you rested at. Later, I plan on healing all enemies around the player who died, to remove possibility of rushing back after respawn again and again: Slightly improved the visibility of the "You are dead" text#gamedev #indiedev #lowpoly #unity3d pic.twitter.com/j7g1CfpeAO — Arpago (@ArpagoGame) November 26, 2018 Created a ship that will be present in the game’s intro sequence: #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/KUtdX0pqwM — Arpago (@ArpagoGame) December 9, 2018 …with fully modelled interior, which serves as main menu + character creation hub: Character creation / Load game menu progress #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/5Xk7KErqdS — Arpago (@ArpagoGame) December 13, 2018 Completely redesigned loading system – now with added level-specific loading screens and progress bar: Starting up the game and loading a character #gamedev #indiedev #indiegames #lowpoly pic.twitter.com/NP5Uqs9oFk — Arpago (@ArpagoGame) December 20, 2018 Split-screen multiplayer functionality added to main menu + improved co-op specific interface + fixed a TON of issues with it: A bit of co-op gameplay #gamedev #indiedev #lowpoly #indiegames pic.twitter.com/7vxQMH6crn — Arpago (@ArpagoGame) December 23, 2018 Implemented varied environments within one “level” – like getting into a cave without a loading screen Getting in a cave!#gamedev #indiedev #indiegames pic.twitter.com/Qv89ggbrfQ — Arpago (@ArpagoGame) December 27, 2018 Entirely new Fog of war (map discovery) controller – now it’s pretty slick, and it’s saved together with each player character separately. I really like it Remade fog of war for the game's map – now it looks better, saves, and loads with the character! #gamedev #indiedev #indiegames #lowpoly #madewithunity #screenshotsaturday pic.twitter.com/bFhREJk7m8 — Arpago (@ArpagoGame) December 28, 2018 Also added collision blocks to prevent players from falling into the abyss or walking outside of the level Added some collision blocks to create invisible walls, so that players won't fall out of the map pic.twitter.com/rVwahXXmuO — Arpago (@ArpagoGame) January 6, 2019 …and currently I am working on dialogues and quests. Here’s a little walk around the Dagis village, and a dialogue with farmer Ferk, who’s probably the first person you’ll meet there. A short stroll around the village + checking the new (more complex) dialogue pic.twitter.com/Zjp5SoSrI0 — Arpago (@ArpagoGame) January 16, 2019 In case you have any questions or remarks, feel free to write here …or visit project’s Twitter https://twitter.com/ArpagoGame/ …or visit its website – http://arpago.eu Thanks! The post Last quarter additions appeared first on Arpago. View the full article
    9. h8CplusplusGuru

      std::shared_ptr to this pointer question

      Well in a case where I've done this is when I have a vector of std::shared_ptr, and objects in this vector may reference other objects in the vector or pass themselves to other objects. Is this bad? I mean, I understand the lifetime issue but my object had a member, isAlive or isDead or w/e which allowed referencers to identify if the object was valid. I don't know, now that I think about it, maybe it was bad or unnecessary.
    10. @datboi By overlay you mean something like Overwolf?
    11. That is not what I meant by cross platform, sorry for the confusion. The ultimate goal for me is to have a renderer that will work for DX9, DX11, and more in the future hopefully. Why? Well I'm making a GUI specifically and one of the things I'd like to do is make an overlay for games and such (A lot of games still use DX9). If I was making my own program/app (which I also plan on doing), I definitely wouldn't be using DX9, like you said, it is a pretty dead API.. That would be a time where I'd choose one of the other APIs I have support for. But, I've been looking into CD3DFont and the values supplied in the U, V are not always defined as 0.0 or 1.0. Those uv coordinates are calculated here for example mTexCoords[c-32][0] = ((float)(x + 0 - mSpacing))/mTexWidth; mTexCoords[c-32][1] = ((float)(y + 0 + 0 ))/mTexHeight; mTexCoords[c-32][2] = ((float)(x + size.cx + mSpacing))/mTexWidth; mTexCoords[c-32][3] = ((float)(y + size.cy+ 0))/mTexHeight I guess I'll just try to replicate what CD3DFont does with GDI but using FreeType.
    12. fleabay

      c# tic tac toe game

      Please don't. If you need that info put it in a separate file.
    13. phil67rpg

      c# tic tac toe game

      well Daniel I have made some progress on my game I have made some of the changes you suggested. I am still working on the AI for this game. do you have any suggestions on how to implement the computer player. here is the code using System; namespace tictactoe { class Program { static void Main(string[] args) { int count = 1; int player_x=0,player_o=0; Console.WriteLine(" 1 | 2 | 3 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 4 | 5 | 6 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 7 | 8 | 9 "); bool gameOver = false; char[,] board = new char[3, 3]; while (gameOver==false) { Console.Write("Enter X spot (1-9): "); int num = Convert.ToInt32(Console.ReadLine()); Random rnd = new Random(); int num_one = rnd.Next(1, 10); switch (num) { case 1: board[0, 0] = 'X'; player_x = 1; break; case 2: board[1, 0] = 'X'; player_x = 2; break; case 3: board[2, 0] = 'X'; player_x = 3; break; case 4: board[0, 1] = 'X'; player_x = 4; break; case 5: board[1, 1] = 'X'; player_x = 5; break; case 6: board[2, 1] = 'X'; player_x = 6; break; case 7: board[0, 2] = 'X'; player_x = 7; break; case 8: board[1, 2] = 'X'; player_x = 8; break; case 9: board[2, 2] = 'X'; player_x = 9; break; } switch (num_one) { case 1: board[0, 0] = 'O'; player_o = 1; break; case 2: board[1, 0] = 'O'; player_o = 2; break; case 3: board[2, 0] = 'O'; player_o = 3; break; case 4: board[0, 1] = 'O'; player_o = 4; break; case 5: board[1, 1] = 'O'; player_o = 5; break; case 6: board[2, 1] = 'O'; player_o = 6; break; case 7: board[0, 2] = 'O'; player_o = 7; break; case 8: board[1, 2] = 'O'; player_o = 8; break; case 9: board[2, 2] = 'O'; player_o = 9; break; } if (player_x == 1 && player_o == 1) { board[0, 0] = 'X'; } else if (player_x == 2 && player_o == 2) { board[1, 0] = 'X'; } else if (player_x == 3 && player_o == 3) { board[2, 0] = 'X'; } else if (player_x == 4 && player_o == 4) { board[0, 1] = 'X'; } else if (player_x == 5 && player_o == 5) { board[1, 1] = 'X'; } else if (player_x == 6 && player_o == 6) { board[2, 1] = 'X'; } else if (player_x == 7 && player_o == 7) { board[0, 2] = 'X'; } else if (player_x == 8 && player_o == 8) { board[1, 2] = 'X'; } else if (player_x == 9 && player_o == 9) { board[2, 2] = 'X'; } Console.WriteLine(" {0} | {1} | {2} ", board[0, 0], board[1, 0], board[2, 0]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 1], board[1, 1], board[2, 1]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 2], board[1, 2], board[2, 2]); if (board[0, 0] == 'X' && board[1, 0] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 1] == 'X' && board[1, 1] == 'X' && board[2, 1] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 2] == 'X' && board[1, 2] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 0] == 'X' && board[0, 1] == 'X' && board[0, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[1, 0] == 'X' && board[1, 1] == 'X' && board[1, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[2, 0] == 'X' && board[2, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 0] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 1] == 'O' && board[1, 1] == 'O' && board[2, 1] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 2] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[0, 1] == 'O' && board[0, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[1, 0] == 'O' && board[1, 1] == 'O' && board[1, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[2, 0] == 'O' && board[2, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } } } } }
    14. Tom Sloper

      MMORPG Brilliant Game Idea.

      I think we've all had that same dream.
    15. CrazyCdn

      c# tic tac toe game

      He's been working on one game or another for well over a decade. I think this is the furthest he has ever gotten with any game and he has been given pretty much all the advice you've provided many times over. He never takes it or listens. Quite a few of us are convinced he is a troll to be honest. Just a heads up
    16. Well then Direct X is not the right choice. Vulkan would be far more cross platform and supporting Direct X 9 is absolutely pointless. Nothing of value from DX9 will transfer to any modern API, honestly. Go over the whole tutorial then. Should not be difficult at all to go from OpenGL to Direct X if you absolutely must support a 14+ (just checked, first released 2004) year old dead API. The code worked for me about a year ago so I know it's functionally correct. Maybe see where yours and theirs differs.
    17. Daniel Ricci

      c# tic tac toe game

      1. There is no point checking for a winner until one player has played at least three moves. 2. Your if statements should be if/else if since they are all mutually exclusive. 3. This is a console game which means you should never trust then input of the player do not assume the user will enter an integer value. 4. Don't use Envrionment.Exit, use a boolean to say gameOver = true at the very least, and have your while loop check against that, do not hardcode with integers if you can avoid it, it makes for maintenance and expansion of the game difficult. 5. Namespace can be named something a bit better 6. I dont see any comments here, there should be comments to explain things that you are doing. You should also think about what parts of the code can be turned into methods, since this is in your main and you have zero objects created you can have static methods. 7. Your using statements, if there are some usings that are not being used you should clean that up 8. Include a license at the top of your file(s) with your name and your open source license of choice, its a good idea to open source all your learning experiences so that others can benefit from it.
    18. Hey, appreciate both of your feedback. Actually my goal is to allow cross platform rendering and I'm currently working on DX9 but eventually will work on DX11 and possibly OpenGL. But for now I'd like to figure this out on DX9. @CrazyCdn Actually I have saw that code and tried the uv coordinates used there. It resulted in nothing being drawn so I'm not sure how to properly get them or maybe I'm just doing something wrong. Thanks.
    19. Hello! I'm brand new to these forums, and I am looking for a hobbyist artist to work with me on a game I have a working prototype and documentation for. The game is in Java, and it is a Roguelite game that allows the player to select a class that has unique abilities before facing the procedurally generated dungeon before them. I do have plans for the future of the game in later stages of development, but will omit those unless interested, as I want the artist who's working on this project with me to have a good amount of creative control. If you are interested, email me at jlars789@gmail.com, where I can link the Dropbox to the playable prototype demo and the documentation I have so far. Thanks in advance!
    20. A few tips: Avoid using shared_ptr or unique_ptr in interfaces because they force the user to wrap their objects in smart pointers to use your interface. Smart pointers in interfaces have a tendency to spread to other parts of your code like a disease. shared_ptr obfuscates object ownership and result in poorly designed systems that don't consider object lifetimes in their design. shared_ptr also has some overhead for copying (e.g. when you pass it by value in your function). Use shared_ptr only when the object is actually shared between multiple systems and has unknown lifetime. This should be a small minority of the objects in your program. If not, you need a redesign. Use unique_ptr for internal allocations (but not in interfaces). Everywhere else, use references (if arguments cannot be null), or raw pointers (if arguments can be null). Prefer passing shared_ptr by const reference rather than by value. Every time you copy shared_ptr it flushes the memory pipeline due to its atomic reference count, which takes about 100 cycles.
    21. Tara Louise

      MMORPG Brilliant Game Idea.

      I had that same question come to me a few minutes ago. Either I make it a town with some restrictions or I call it somehow a Vacation Land type game. Every night a new activity. Karaoke, gambling, drinking, fishing. etc. Again... quests. Then somehow try to fit action into it since that's what people really enjoy. This is all very raw. Maybe have an option in the game for other players to create different towns/themes and have other live players explore in them.
    22. Septopus

      MMORPG Brilliant Game Idea.

      I think the soul of the game you are describing exists a little bit in the hearts and minds of nearly every person who's imagined building the ultimate MMO game. Not to say your idea doesn't have some truly original angles on it, I like your take a lot. Look at Ready Player One, for similar constructs, even star-trek's holodeck,etc.. It's a great game concept to write about, but(I think) nearly impossible to actually write, as yet.. That is, unless you were to narrow the list of activities you could perform in the game down to a manageable and/or extendable list that could be implemented in phases and/or could be implemented by the users themselves. In which case the bulk of the programming effort by the creator of the game would be significantly lower. Sorry to ramble, just some thoughts I had after reading your post. I have an open world MMO project that I'm working on bits and pieces of a little at a time right now, so I think about this stuff a lot.
    23. Hi, here is my entry for the Dungeon Crawler Challenge. I will not have much time in the coming weeks so I have published what I could do right now with the time I had. Only had time to make one level. I will write the Post-Mortem in the next few days. The download file is a .zip, and there is no installer so you need to find the .exe in Binaries/Win64. Controls are WSAD keys to move around, left mouse button to attack, mouse to move camera around, H key to drink health potions, M key to invoke in game menu. To open chests you just touch the front of the chest with the player, and walk over it when opened to pickup the loot. Let me know how it runs because the build does not have resolution mode change options and I made a scalable build, which is only scalable on my system.
    24. phil67rpg

      c# tic tac toe game

      I have almost done my tic tac toe game, I just need to make it bulletproof. here is my code so far. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ConsoleApplication4 { class Program { static void Main(string[] args) { int count = 1; int player_x=0,player_o=0; Console.WriteLine(" 1 | 2 | 3 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 4 | 5 | 6 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 7 | 8 | 9 "); char[,] board = new char[3, 3]; while (count <= 9) { Console.Write("Enter X spot (1-9): "); int num = Convert.ToInt32(Console.ReadLine()); Random rnd = new Random(); int num_one = rnd.Next(1, 10); switch (num) { case 1: board[0, 0] = 'X'; player_x = 1; break; case 2: board[1, 0] = 'X'; player_x = 2; break; case 3: board[2, 0] = 'X'; player_x = 3; break; case 4: board[0, 1] = 'X'; player_x = 4; break; case 5: board[1, 1] = 'X'; player_x = 5; break; case 6: board[2, 1] = 'X'; player_x = 6; break; case 7: board[0, 2] = 'X'; player_x = 7; break; case 8: board[1, 2] = 'X'; player_x = 8; break; case 9: board[2, 2] = 'X'; player_x = 9; break; } switch (num_one) { case 1: board[0, 0] = 'O'; player_o = 1; break; case 2: board[1, 0] = 'O'; player_o = 2; break; case 3: board[2, 0] = 'O'; player_o = 3; break; case 4: board[0, 1] = 'O'; player_o = 4; break; case 5: board[1, 1] = 'O'; player_o = 5; break; case 6: board[2, 1] = 'O'; player_o = 6; break; case 7: board[0, 2] = 'O'; player_o = 7; break; case 8: board[1, 2] = 'O'; player_o = 8; break; case 9: board[2, 2] = 'O'; player_o = 9; break; } if (player_x == 1 && player_o == 1) { board[0, 0] = 'X'; } if (player_x == 2 && player_o == 2) { board[1, 0] = 'X'; } if (player_x == 3 && player_o == 3) { board[2, 0] = 'X'; } if (player_x == 4 && player_o == 4) { board[0, 1] = 'X'; } if (player_x == 5 && player_o == 5) { board[1, 1] = 'X'; } if (player_x == 6 && player_o == 6) { board[2, 1] = 'X'; } if (player_x == 7 && player_o == 7) { board[0, 2] = 'X'; } if (player_x == 8 && player_o == 8) { board[1, 2] = 'X'; } if (player_x == 9 && player_o == 9) { board[2, 2] = 'X'; } Console.WriteLine(" {0} | {1} | {2} ", board[0, 0], board[1, 0], board[2, 0]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 1], board[1, 1], board[2, 1]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 2], board[1, 2], board[2, 2]); if (board[0, 0] == 'X' && board[1, 0] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 1] == 'X' && board[1, 1] == 'X' && board[2, 1] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 2] == 'X' && board[1, 2] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 0] == 'X' && board[0, 1] == 'X' && board[0, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[1, 0] == 'X' && board[1, 1] == 'X' && board[1, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[2, 0] == 'X' && board[2, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[1, 0] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 1] == 'O' && board[1, 1] == 'O' && board[2, 1] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 2] == 'O' && board[1, 2] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[0, 1] == 'O' && board[0, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[1, 0] == 'O' && board[1, 1] == 'O' && board[1, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[2, 0] == 'O' && board[2, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'X' && board[1, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 2] == 'X' && board[1, 1] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } count++; } } } }
    25. This idea came to me in a dream. It's a choose your own adventure game. 2D and VR optional. Basically, you are set up in a big town with other live players. You are free to do what you'd prefer. For example, in the game you could stay at home and do any mundane activity that you choose. Or, explore and find quests. These quests are no dragons and knights. This setting is taken place in a regular town in a modern day time frame. You could find a quest from a programmed avatar who would need help trying to capture a criminal, etc. You could be like Grand Theft Auto and be the one people try to capture. You could get a job. You could meet people (being a live game) and go to a restaurant, smoke, drink, play darts/pool, get a hotel room with someone etc. The game is what you want to make of it. Either it's a simple story line (for someone like me) who likes to explore different places, do extreme sports and play mini games with other live players. Or. You can make it something completely different and fierce with a whole lot of action. It's your choice. All people would love this game because they are almost designing it as it goes. What will be the adventure today? Or what will the regular day bring? Thoughts? Comments? An e-mail is fine, too. Taraloumccarthy@gmail.com. So far this is an idea. And the post is would you play it? Are there interests in coming up with a game plan on this.
    26. Yesterday
    27. This was a question to Promit about where that chat he mentioned was. Turns out if was a Unity Pro specific channel that isn't public. I'm done chatting about it now and forever really. My opinion of Unity is set (to zero). Apology in one place and passive aggressive "not everyone can be as open as mature as we are" on the other. It turned out they knew what Improbable were doing since they were at Unite 2016 talking about "running thousands of Unity instances int he cloud". Here are things they could have avoided doing: changing the ToS like that; claiming they blocked Improbable's license keys to "protect the integrity and value of our technology and Unity developers" (actual blog post quote); claiming there always was ToS violation even when backpedaling hard and restoring the keys; saying "we won't say the details of their violation out of respect for all sides" while calling Improbable immature withing the same hour. I'm not sure why you are so contrarian. I'm done with this topic and won't reply anymore. All the arguments are on the table. If you think Unity acted well - I think you're wrong but what can I do? If you just like the engine, work for a company using it, work for Unity company itself, use it for your projects - that's fine, the criticism is of CTO, CEO and the corporation. No sane person would blame a random user or employee for something bad Unity did as a corporation. Now I'm unfollowing all Unity related threads since this is all over. Goodbye.
    28. Ah! Seems to be ok, just had to start processing the event loop!
    29. ChuckNovice

      Weird depth buffer values

      It still shouldn't be causing this problem. Please post your near/far values as requested by vinterberg. A too small near value will screw up your depth precision. Better to fix the problem at the source than patching it.
    30. h8CplusplusGuru

      std::shared_ptr to this pointer question

      class Object{ public: std::shared_ptr<Object> mSelf; void create( std::shared_ptr<Object> self){ mSelf = self; } void destroy(){ mSelf.reset(); } void magic(){ somefunction( mSelf ); } }; std::shared_ptr<Object> object = std::make_shared<Object>(); object.create(object); object.magic();
    31. Hello everyone! I'm trying to create a window with SDL2. This code works perfectly: _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0); However, this code already doesn't: _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!_window){ throw SDLException("Can not create window!"); } I don't understand what's the problem: the exception is not thrown. I'm trying to get OpenGL 4.2, because glxinfo shows it's available: However the window is not shown. Here's the complete code: if (SDL_Init(SDL_INIT_VIDEO) < 0){ throw SDLException("Can not init SDL"); } SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!_window) throw SDLException("Can not create window!"); SDL_ShowWindow(_window); _gl_context = SDL_GL_CreateContext(_window); if (!_gl_context) throw SDLException("Can not create an OpenGL context!"); SDL_GL_SetSwapInterval(1); However it's not crashing the app!!! I can also play some games on my laptop: MegaGlest, 0 A.D..They all work. I also tried to add: set (OpenGL_GL_PREFERENCE GLVND) in CMakeLists.txt, but it also didn't help. Great thanks for your attention. I tried to find the solution in the Internet first, but I've failed to find it. I hope, I'm not the only person with this problem. p.s. Just in case, I'm also attaching the project. I'm doing it under Ubuntu 18.04, but it shouldn't make too much sense, since it uses Qt Creator and CMake. To build the project you need to have a CMake or Qt Creator installed. If you have CMake you can download just 'client(light)' file. So, to build and run it: 1. go to the client/build directory 2. run: cmake ..&& make && ./Arena client(light).zip arena-shooter_(full).zip
    32. I don't see that there's much more to chat about. Unity got their I hand slapped and had to open up their restrictive TOS. Game devs actually won this one from where I'm sitting. Unity can no longer hold this clause over anybody who uses their engine, for anything really, as long as they don't claim to be a partner of Unity's. Done deal. All marketing slogans aside, how democratic do you actually expect a for-profit company to get?
    33. Oh sure, I can buy that, but: It's Unity who used the word as a noun for years now all over the place. Their website does it still: "announcing Unity XXXX.YY", "Download Unity", etc. Even the blogpost announcing these rules does it. It's as if they just had lawyers who never even heard of Unity before copy paste some legalese. It also sends mixed signals yet again: "everyone does it", "Unity does it", "Unity let's people do it", etc. just like with 2.4.
    34. jakovo

      Weird depth buffer values

      Thanks everyone for your answers, So, I finally found the problem... it was that the terrain mesh (which is being proceduarlly generated) had the values for the vertices' position attribute (in local-space) around the millions, so looks like that was driving the GPU crazy... just forced it to stay in the thousands and everything worked as expected. (Interesting though, on Intel HD 4600 graphics there was no rendering issue) Oh well, i'm just leaving the answer here if anyone else runs in such a weird behavior.
    35. Oh yeah I forgot about that. I'd blank the shader for that reason alone 🤣
    36. too_many_stars

      std::shared_ptr to this pointer question

      Thanks so much for the response. I was just redesigning my spatial grid class and came to wonder if this was allowed in the C++ language. In my implementation I do pass a raw pointer to an ICollidable * pCollidable object which solves the problem above. This is purely for my edification since the C++ language is so complicated. Thank you again, Mike
    37. If you Google 'Trademarks are adjectives' you will get tons of links stating that that is proper use and one could lose a trademark if not used in that fashion. The examples I have seen given are: Elevator, Kerosene, Corn Flakes, Yo-Yo. Apparently they had their Trademarks revoked because they were advertised as nouns or fell into use as nouns. Nobody I know says 'Walmart store' so maybe it's time to revoke Wal-Marts trademark.
    38. Irusan, son of Arusan

      std::shared_ptr to this pointer question

      No. There's no association between an object and a smart pointer to it. You'd have to either need to pass the pointer to the object, or use some manner of injected reference count. I also wonder why you'd want to do this?
    39. I can't find any discussion of Unity in any #channel. Can you point me to that? Seemingly no one uses the forum to chat about this. This comment also didn't merge with my last one like they usually do and I have no idea why (sorry). Another tough question where Joachim's answer is "IDK ¯\_(ツ)_/¯": https://old.reddit.com/r/Unity3D/comments/agn89u/join_john_riccitiello_and_joachim_ante_for_an_ama/ee7g0x7/
    40. Olivier Girardot

      My Natural disasters Sound Effects !!!

      Thanks man !
    41. Everyone is afraid to create the first topic in a forum, so I thought I would take care of that. I want to thank @Brain for taking the initiative to use GameDev.net's Groups feature to create the Unreal Engine Users group. We've had Groups for a while (For Beginners, GameDev Challenges), and a few months ago started to allow GDNet+ members to create and manage their own groups. @Brain is the first member to make the leap! I look forward to seeing this group grow into a great resource for developers using Unreal Engine!
    42. Rutin

      My Natural disasters Sound Effects !!!

      No problem! You're very talented.
    43. I have no stake. I'm genuinely pissed at them for this after all these years of "democratization of gamedev" marketing which I also fell for and recommended them to people. The toxic parts of their community who jump to their defense no matter what don't help one bit. Insults towards developers during email drama was my main reason for deleting my account back then despite Unity handling it mostly okay. This forum is also only 'real' social media-ish account I have so what I said here is 100% of my online ouput about this. I don't have Twitter or Reddit accounts and I use my YT one just to manage subscriptions. Edit: CEO just said "I understand the curiosity, but out of respect for all involved, we won't be getting into more details." to a question about details of the original 'over a year ago' ToS breach. And someone else just pointed out this video about SpatialOS from Unite 2016 on Unity's YT channel where it literally says they are running thousands of Unities in the cloud and had no problem with that: https://www.youtube.com/watch?v=ffWaRbYXxRc Jesus.
    44. Hello Everyone, I have a quick question regarding the contrived program below. class Person { public: Person(const std::string & n, int a) : name(n), age(a) {} void DoSomething() { /* Problem here. "this" pointer is not the same as std::shared_ptr<Person>. How can this pointer refer to itsel through the std::shared_ptr<Person> ? */ ThisIsDoingSomething(this); } private: std::string name; int age; }; void ThisIsDoingSomething(std::shared_ptr<Person> pPerson) { std::cout << "here" << std::endl; } int main() { auto pMike = std::shared_ptr<Person>(new Person("Mike", 40)); pMike->DoSomething(); char hold; std::cin >> hold; return 0; } Given a function that passes a std::shared_ptr<T> parameter (in my case ThisIsDoingSomething) Is it possible for a class to refer to it self through the std::shared_ptr by somehow using "this" pointer? Sorry for the word salad but I am not sure how to explain it better. Thanks again, Mike
    45. Actually I've already choosen an art style and managed to create a good porsion of 3d assets in it. I've put a lot of effort and time in my player character concept (attached picture), but I've never managed to rig it and I'm not talking about animating it. So I set a biggest problems for me: Animations Rigging Complex FX Environment detail So I will try to search for artists who wants to work on this kind of stuff and of course will share revenue with them after realing the game. Hope I will find some.
    46. turanszkij

      Draw just to get stencil buffer updated

      Should be handled by the driver, but an other thing is that if you still have a pixel shader which wants to write output and no render target is bound, the DX debug layer will begin spamming warning messages, so it's still a good idea to have a null or void PS. You can supress warning messages, but I wouldn't recommend it. It might be also interesting to compare which is the cheapest operation and which is the most expensive. I believe from cheapest to most expensive would be: set pixel shader < set blend state < set render target
    47. What's your stake in all this @FRex? You seem to be really loving the drama.
    48. For anything in your game, you will always have basically four options: Pay someone to do it Find someone who's happy to do it with you, either for fun if its a pure hobby project, or for a share of revenue. Just as you want to develop your programming skills on the game, there are artists who want to develop theirs. Bare in mind, though, that unless you're paying someone they will likely want creative input into the game design as well. Make it yourself. Find pre-made assets that you can use for free, or for trivial sums of money. You've ruled out 1, so you are left with 2, 3 and 4. For 2, there are forums here for looking for people to work with you. For 3, you will need to put the time and effort into learning the skills of art and animation; just as you've already done for programming. You can also help yourself by choosing the style of your art so that it requires less skill from you, and so that more of the heavy lifting is done by clever visual effects that you can achieve through programming rather than art assets. 4 is okay for some stuff, but it's usually hard to find assets with a consistent art style. Still, bringing on board these kind of assets can help you fill gaps, provide a clearer idea of how your game will be, and/or provide a starting point that you can then modify to suit your tastes.
    49. Olivier Girardot

      My Natural disasters Sound Effects !!!

      Haha ! Thank you so much for your ongoing support
    50. Septopus

      SlingBots - First Playable Arena Level & The SuperLoop!

      Very cool! Thanks! I put out a couple of small bug fixes this morning too, probably nothing you noticed though.
    51. It appeared only today and feels like an excuse to keep claiming "Improbable started it" or to justify how their "community" shits at Improbable, Epic, Sweeney, etc. for last 5 days. Even on this forum a Unity employee claimed it's a conspiracy. Even he/they made a passive aggressive comment about Improbable just now: https://old.reddit.com/r/Unity3D/comments/agn89u/join_john_riccitiello_and_joachim_ante_for_an_ama/ee7jsgz/ Real rich coming from John Riccitiello: https://www.forbes.com/sites/insertcoin/2013/04/09/ea-voted-worst-company-in-america-again/#435b40597aeb
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