1. Yesterday
2. ## Appropriate questions to ask in interview

I wouldn't recommend that. I'll hide this comment very soon. Please don't quote that.

4. ## Appropriate questions to ask in interview

I think the question shows you're eager to learn. And you've looked at the employer's product with a critical eye.
5. ## Appropriate questions to ask in interview

No, I'm saying it's most likely irrelevant to whatever is planned next. I would show interest in knowing more about what they are working on now. The guy you say will be interviewing you is looking to the future. He wants to go forward not dwell on the past. If you haven't seen it... https://lootkitstudios.wordpress.com/2019/02/09/so-whats-ahead/
6. ## c# console snake game

thanks duke I am doing the graphics c# because observer said it is easier. I am able to get the snake to move up and down and left and right but I want it to move smoother animation. using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace WindowsFormsApp2 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { } private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = this.CreateGraphics(); SolidBrush greenBrush = new SolidBrush(Color.Green); SolidBrush blackBrush = new SolidBrush(Color.Black); Rectangle rect_green = new Rectangle(340 + x, 280 + y, 10, 10); Rectangle rect_black = new Rectangle(330 + x, 280 + y, 10, 10); g.FillRectangle(greenBrush, rect_green); g.FillRectangle(blackBrush, rect_black); greenBrush.Dispose(); g.Dispose(); } int x = 0, y = 0; Random rnd = new Random(); private void timer1_Tick(object sender, EventArgs e) { int move = rnd.Next(1, 5); switch (move) { case 1: for (int i = 0; i <= 20; i++) { x++; } break; case 2: for (int i = 0; i <= 20; i++) { x--; } break; case 3: for (int i = 0; i <= 20; i++) { y++; } break; case 4: for (int i = 0; i <= 20; i++) { y--; } break; } if (MouseButtons == MouseButtons.Left) { } Invalidate(); } private void Form1_MouseDown(object sender, MouseEventArgs e) { } } }
7. ## c# console snake game

You said you'd changed your mind from doing console, so I went for it Take a piece and analyse it. I'm happy to go over each aspect one at a time. Want me to do that? If so I'll add comments in the code. Much of it is relevant to your GDI project.
8. ## Some questions about UDP in C++

1. In general, you can do fine with a single socket. Perhaps some OS/library combinations make throughput higher if you have multiple sockets open, but I haven't actually run into that in practice. Also, if you want to receive on multiple ports, you'd need multiple sockets. Finally, some red/green "always-up" deployment methods may need multiple sockets to support the roll-forward / roll-back scenarios. That's pretty esoteric, though. 2. Yes, in general, the two programs need to use different ports. Two different programs, using the same port, running on the same host, will not work well. Multiple processes can bind to the same UDP port on the same host (network interface, really) using the appropriate setsockopt() (REUSEPORT or REUSEADDR) and this is sometimes useful (see above.) 2b. If you want to run multiple instances of the server for the same game that binds to the same port on the same host, you will need to expose multiple IP addresses for the same network interface, which you typically do by creating multiple virtual interfaces that alias to the same physical interface. As long as none of the processes bind to the "every interface" address (IPADDR_ANY, or 0.0.0.0) and each process binds to its own virtual interface address, it'll work fine. Obviously, clients need to talk to the correct IP address. 3. For UDP, you still need to open a port, because if a packet shows up at the router, saying "hey, I'm here for port X," the router won't otherwise know where to forward that packet. There are ways around this, called "NAT punch-through," that requires collaboration with some shared host on the outside of the router for both client and server. Regarding how "real games" do this, you may end up with some kind of proxy or gateway, that receives UDP packets from all possible clients, and then maps the incoming packets to the appropriate address/port/process on the back-end by inspecting which client it came from, for example. That intermediate proxy would have to build its own session state for the game, even though UDP itself doesn't have session state.
9. ## Some questions about UDP in C++

I have a few questions regarding using UDP in C++. Since UDP is connectionless, is there any reason for a UDP server to have more than one socket created? Let's assume you are running two programs on your pc that both use UDP. Program A and program B. What is stopping program A from reading all of the packets that are intended for program B to receive before program B can read them? Is it just the specific port that is originally used when the socket is bound? If this is the case, how can you run multiple instances of a game that uses UDP if they are all set up to use the same designated port? For TCP, if you want to host a server you have to open ports through your router for the port your server will use for listening. Is this not required for UDP since no actual connection exists? If it is not required, why is there an option to forward ports for UDP in router configurations?
10. ## C++SortFunctions, TDD, GoogleTest, C++

I made a project for Visual Studio 2015: SortFunctions.zip This project will show you how set up GoogleTest and run simple unit test. I set up already. You need to: open the solution select your version of VS, for example VS 2017 instead of VS 2015 (see screenshot below) set SortFunction_UnitTests project as StartUp project press Ctrl+F5 to run unit tests I set up it like this: I created the "Libs" folder I copied the "gtest-1.8.1" folder to the "Libs" folder I opened Setting of the project and add these lines to "C/C++" -> "General" -> "Additional Include Directories": Note. If you have another version of VS than before you will run unit tests you need to select VS 2017, like in this screenshot: This solution include two projects: SortFunctions SortFunctions_UnitTests SortFunctions project has two files: SortFunctions.h #pragma once extern void bubbleSort(int *array, unsigned int amount); extern void countingSort(int *array, unsigned int amount); SortFunctions.cpp #include "SortFunctions.h" void bubbleSort(int *array, unsigned int amount) { } void countingSort(int *array, unsigned int amount) { } SortFunctions_UnitTests project has tests. For example, this is the "bubbleSortTests.cpp" with two tests. The first test is for positive numbers and the second test is for negative numbers: bubbleSortTests.cpp #include <gtest/gtest.h> #include "SortFunctions.h" TEST(bubbleSortTest, AllPositiveElements) { // Arrange const unsigned int amount = 5; int actualArray[amount] = { 5, 3, 10, 2, 7 }; int expectedArray[amount] = { 2, 3, 5, 7, 10 }; // Act bubbleSort(actualArray, amount); // Assert for (size_t i = 0; i < amount; i++) { ASSERT_EQ(expectedArray[i], actualArray[i]); } } TEST(bubbleSortTest, AllNegativeElements) { // Arrange const unsigned int amount = 5; int actualArray[amount] = { -5, -3, -10, -2, -7 }; int expectedArray[amount] = { -10, -7, -5, -3, -2 }; // Act bubbleSort(actualArray, amount); // Assert for (size_t i = 0; i < amount; i++) { ASSERT_EQ(expectedArray[i], actualArray[i]); } }
11. ## run attack

character L rue https://youtu.be/UwsQx9zkJ6k
12. ## OpenGL Checking a Height Value Repeatedly

This question concerns OpenGL. I have found some code for checking the y value with a grid to place an object on a mesh (a type of collision detection). However, I want to check the height over and over again to change the velocity of the ball depending on the height of the changing y value. How do I repeatedly check every height, or is there a different way? I'm using C++. Thanks, Josheir
13. ## What happened to the rasterization stage? I can't even draw a triangle!

For the vertices, change Z to slightly above 0
14. ## What happened to the rasterization stage? I can't even draw a triangle!

desc.DepthStencilState.DepthEnable = false; /**< disable depth testing */ desc.DepthStencilState.StencilEnable = false; ﻿/**< disable stencil testing */ This is pretty unstandard to do. Check if your driver is not crazy by enabling at least depth buffer. (Also the comments are inappropriate, it does not disable depth testing as there is a command call in pipeline to do that any time, in desc it creates depth-buffer-less back buffer) Also check your scissor test values
15. ## SFXMy Footsteps Sound Effects !

Hello there ! Today I want to share with you my footsteps sound effects. This is just a selection among a long list of footsteps that I have in my collection. In this list you will find of people wearing different sort of equipment like armors, chain mails, and space suits or traditional clothes walking on surfaces like snow, sand, concrete, gravel, water, wood and so on. Don't forget to check out my website and subscribe to my newsletter to get some really cool free sounds all along the year: www.ogsoundfx.com
16. ## Appropriate questions to ask in interview

As I understand it, @fleabay says that the person doing the interview may not know that particular detail at all. If you have N persons working on a game, it's quite fair to say that anyone has deep knowledge about 1/N part of the game (as a pessimistic estimate), ie (N-1)/N part of the game, the person knows less to nothing about.
17. ## c# console snake game

well duke thanks for the code but I cant learn by copying someone else code. let me work on what observer has sent me. I can only digest so much code at one time.
18. ## Appropriate questions to ask in interview

Well the guy interviewing me is the founder and developer himself of the game. So you're saying that it would reflect negatively on my part if I start questioning his design practices? My intention was to show how much I know in a form of a question. Man glad I asked before hand.
19. ## Some reviews for your game!

Hi Kapitoshka, As a Student Game Developer, I am always looking for new ways to improve my game and to recieve feedback from players. Would you be interested in reviewing a free android game? It's called Leapy Frog and available on the Google Play Store (Link to page). Here is a brief description; Let me know how you feel, Kylan Haffie
20. ## Some reviews for your game!

Hello! Im here to make kind a trade with you. I can make you some real reviews that could let you know, what you need to fix or add. From you i need only some keys of your games(only you can decide how much). So, thats all, have a nice day!
21. ## Generating curved linear meshes through automatic joining of hand-made pieces

Here is my first result, the arch bridge use case I was talking about, in a "slightly" unrealistic way 😀 Since the new version of the game has no 3D interface yet, I exported this generated mesh from the game to a Wavefront .obj file and rendered it with Blender. The mesh is generated from a hand-made straight bridge model piece with one arch and a half-pillar on each end (see second screenshot below). That piece is repeated and curved to follow the track. The mesh is not just rotated as a whole, its vertices are displaced to "bend" the mesh, fitting the curvature of the track- that's not very well visible in that image).
22. ## Developing a Java based library need Java developers and web developers

Hi, I added you on Discord, I'm interested on a Java dev position
23. ## Appropriate questions to ask in interview

I wouldn't ask questions about a game that was already released. Do you even know if the person(s) interviewing you would know how that game was designed/developed?
24. ## Alternative names for fantasy classes

I want to have some more originality to my rpg classes for a tactical rpg. These are my names for now, and they are a little bit too much standard... The names come from the architypical role I want that class to fill in the game, but yeah, any idea of name variations? Strong frontliners: Templar Barbarian Cleric (healer and knight sort of. Paladin style) Black knight Medium range, agility based: Mercenary (soldier type, lots of weapon flexibility) Assassin Ranger (outdoorsman type of class) Archer (specialist in bows and crossbows) Squishy magic users: Sorcerer (classic damage class) Priest (support and healing) Warlock (dark magic)
25. ## Appropriate questions to ask in interview

Hi guys, I'm a little nervous about this interview that I'm about to go for next week, and I'm planning questions to ask to the employer. I'm not sure if those questions are spot on or offensive? While watching how the game works online, I came up with a few questions: I can see that drawing a line from ship to landing spot was done using a line renderer component, but did you also use a Navigation component to make the ships follow the line to the landing spot? I've also noticed that the line drawn gradually changes to their respective colors. Is there some error checking that happens during that time frame to make sure the color of the ship matches the color of the landing spot? I'm applying for LootKit Studios interview, and they have this game already established for the PC called Cosmic Control. They are looking for an Unity developer. I'm trying to ask questions regarding how their game works. Would it back fire on me in some way or does it show that I'm interested in the project?
26. ## What happened to the rasterization stage? I can't even draw a triangle!

= {} doesn't give you defaults. You probably want CD3DX12_<state object type>(D3D12_DEFAULT) from d3dx12.h. Not sure if that's the problem, but it's the first thing that jumped out to me.
27. ## Special Effects For Games

Unique Toon Projectiles Vol.1 - Showcase Cartoon projectiles are awesome! Had a blast creating this package, check it out! WebGL Demo Asset Store Patreon Enjoy & Thank you!
28. ## Question about making meshes for spritesheets

Er, actually, I misunderstood slightly. Listen to Zakwayda

31. ## Orchestral/Cinematic Music Composition (looking for feedback)

https://www.youtube.com/watch?v=28K0oF-xZvU Song Title: "Alchemy" Composed and produced by EL PRASO 2019 Graphics: The Alchemist in Search of the Philosopher's Stone, by Joseph Wright, 1771 ________ #orchestral #instrumental #elpraso
32. ## Question about making meshes for spritesheets

This may be in part a repeat of what Irusan said (I'm not sure). Assuming I'm understanding your question correctly (which I may not be), you don't need to rely on eyeballing to get the results you want. You can compute exact dimensions (e.g. for mesh data or transform scaling) by computing the aspect ratio of the source graphic and creating quads with the same aspect ratio (your mention of dividing width by height hints at this). That may seem obvious I suppose, so apologies if I'm misunderstanding the question. There are various ways you could do it. You could use multiple meshes, as you mentioned. That could result in multiple small meshes and an increase in the number of draw calls, but that might not be an issue, depending on the circumstances. Another approach that's fairly common (as far as I know at least) is dynamic batching with streamed mesh data.
33. ## My first OST | Feedback please

Thx so much!) Maybe later i add some new track.

38. ## how do i make 2d pixel games from scratch

I think you can learn C# and OpenGL together. For example you can learn how "for" statement works. You can draw 100 squares instead of writing 100 numbers in the console. OpenGL is just API. I highly recommend to download my example GUI WinForms + OpenGL 3.1 and port examples from this book to C# OpenGL: 2013 - 07 - WebGL Programming Guide - K. Matsuda, R. Lea. Source Code: https://sites.google.com/site/webglbook/ It is excellent book for beginners. Authors explain basics of computer graphics very good. I do not know a book where shaders was explained so good.

43. ## Creating skybox from 6 Resources

Cool, now I understand. So baking reflection probe is basically just rendering it in 6 directions and just save it back on your HDD for further use, right? By the way I've sticked with Texassemble as you adviced and it works great. That's sufficient for my needs and as I'm using it through system("...") in my C++ code it works great. However I have problem with creating diffuse irradiance map. As reference I am using https://learnopengl.com/PBR/IBL/Diffuse-irradiance and https://github.com/TheEvilBanana/PhysicallyBasedRendering/blob/master/Game.cpp#L490. My map convolution looks not as it is supposed. I have black dot on every face. I use 2048x2048 which I render to 256x256 Texture2D and save each face which I then assemble. Below debug image. Up is +Y, Down is -Y, Middle is from the left -X, -Z, +X, +Z. What can I do to fix it? Also it looks like I am rendering same face twice somehow because +(plus) faces looks same like their -(minus) faces. Render to texture method: Vertex shader: Pixel shader:
44. ## The Fire of Ardor - Dungeon Challenge

Looks fantastic from the video, awesome effort, you've made the best part of a lot of games from the late 90s in such a short time!! :) Can't wait to try it.
45. ## Dungeon Crawler Challenge

Quest for the Ban Hammer Entry for Dungeon Crawler Challenge Objective Explore the Lounge basement for the Ban Hammer and return with it to the Lounge. Snail enemies rush the player throwing him into the air potentially knocking him into the water to his death. Use crystals to light your way and mark areas that you have explored. Objective is described by conversing with character in the Lounge level. Controls: Arrow Keys - Move Q - Jump W - Attack (only effective with weapon) Number keys - Interact / Pick up item I - Inventory D - Drop Esc - Menu / Pause Stationary Obstacles Darkness Water Items Various weapons (Ban Hammer, Long Sword, and Club give best range or effectiveness while Dagger has the lowest). Backpack (equip to carry multiple items) Light Crystals (3 kinds with different levels of illumination) Glasses (Illuminate the entire play area when equipped) Various clothing that is just decorative. A few miscellaneous objects placed in levels for decoration. Pixels (credit item drop from enemies with no way to spend or use) Gamedev.net Reference / Easter Egg GD.net logo used on sign to return to Lounge level. Some subtle content references. Known Bugs / Issues The Equipment / Inventory interface is a little quirky. Attempts to equip a weapon that's already in the PC's hand has been known to cause a crash. Drops by enemies are leaving a solid, invisible, collidable space. This space can be jumped over. Occasional crash that is difficult to reproduce which seems related to the collidable space left from enemy drops. Debug functionality needs to be disabled. Dagger and Short Sword weapons are very difficult to fight with. Not a bug as much as a design issue. Can only hold one item in hands at a time leaving no way to make use of a light and weapon at the same time. Backpack can be used to carry other stuff.
46. ## Dungeon Crawler Challenge - Update 6

Quest for the Ban Hammer Entry for Dungeon Crawler Challenge Objective Explore the Lounge basement for the Ban Hammer and return with it to the Lounge. Snail enemies rush the player throwing him into the air potentially knocking him into the water to his death. Use crystals to light your way and mark areas that you have explored. Objective is described by conversing with character in the Lounge level. Controls: Arrow Keys - Move Q - Jump W - Attack (only effective with weapon) Number keys - Interact / Pick up item I - Inventory D - Drop Esc - Menu / Pause Stationary Obstacles Darkness Water Items Various weapons (Ban Hammer, Long Sword, and Club give best range or effectiveness while Dagger has the lowest). Backpack (equip to carry multiple items) Light Crystals (3 kinds with different levels of illumination) Glasses (Illuminate the entire play area when equipped) Various clothing that is just decorative. A few miscellaneous objects placed in levels for decoration. Pixels (credit item drop from enemies with no way to spend or use) Gamedev.net Reference / Easter Egg GD.net logo used on sign to return to Lounge level. Some subtle content references. Known Bugs / Issues The Equipment / Inventory interface is a little quirky. Attempts to equip a weapon that's already in the PC's hand has been known to cause a crash. Drops by enemies are leaving a solid, invisible, collidable space. This space can be jumped over. Occasional crash that is difficult to reproduce which seems related to the collidable space left from enemy drops. Debug functionality needs to be disabled. Dagger and Short Sword weapons are very difficult to fight with. Not a bug as much as a design issue. Can only hold one item in hands at a time leaving no way to make use of a light and weapon at the same time. Backpack can be used to carry other stuff.
47. ## Quest for the Ban Hammer - Dungeon Challenge

My submission for the challenge. Pretty sure there's a number of issues I haven't yet found and there's a lot that needs improvement but the game is playable and winnable. Quest for the Ban Hammer Objective Explore the Lounge basement for the Ban Hammer and return with it to the Lounge. Snail enemies rush the player throwing him into the air potentially knocking him into the water to his death. Use crystals to light your way and mark areas that you have explored. Objective is described by conversing with character in the Lounge level. Controls: Arrow Keys - Move Q - Jump W - Attack (only effective with weapon) Number keys - Interact / Pick up item I - Inventory D - Drop Esc - Menu / Pause Stationary Obstacles Darkness Water Items Various weapons (Ban Hammer, Long Sword, and Club give best range or effectiveness while Dagger has the lowest). Backpack (equip to carry multiple items) Light Crystals (3 kinds with different levels of illumination) Glasses (Illuminate the entire play area when equipped) Various clothing that is just decorative. A few miscellaneous objects placed in levels for decoration. Pixels (credit item drop from enemies with no way to spend or use) Gamedev.net Reference / Easter Egg GD.net logo used on sign to return to Lounge level. Some subtle content references. Known Bugs / Issues The Equipment / Inventory interface is a little quirky. Attempts to equip a weapon that's already in the PC's hand has been known to cause a crash. Drops by enemies are leaving a solid, invisible, collidable space. This space can be jumped over. Occasional crash that is difficult to reproduce which seems related to the collidable space left from enemy drops. Debug functionality needs to be disabled. Dagger and Short Sword weapons are very difficult to fight with. Not a bug as much as a design issue. Can only hold one item in hands at a time leaving no way to make use of a light and weapon at the same time. Backpack can be used to carry other stuff.
48. ## c# console snake game

I ran your project but I do not see the snake head which moves to the right. I see three problems in your code: You need to call drawing from the Form1_Paint() method You do not call the Invalidate() method in the timer1_Tick() method You have too big offset for the snake head: Rectangle rect_green = new Rectangle(340 + x, 280 + y, 10, 10); Rectangle rect_black = new Rectangle(330 + x, 280 + y, 10, 10); Default size of windows is 300x300. I solved these problems: using System; using System.Drawing; using System.Windows.Forms; namespace SnakeByPhil_WinFormsGDI { public partial class Form1 : Form { public Form1() { InitializeComponent(); CenterToScreen(); } int x = 0, y = 0; private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = this.CreateGraphics(); SolidBrush greenBrush = new SolidBrush(Color.Green); SolidBrush blackBrush = new SolidBrush(Color.Black); Rectangle rect_green = new Rectangle(20 + x, 20 + y, 10, 10); Rectangle rect_black = new Rectangle(10 + x, 20 + y, 10, 10); g.FillRectangle(greenBrush, rect_green); g.FillRectangle(blackBrush, rect_black); greenBrush.Dispose(); g.Dispose(); } private void timer1_Tick(object sender, EventArgs e) { if (x >= 340) { x = 340; } x += 5; if (MouseButtons == MouseButtons.Left) { } Invalidate(); } } }
49. ## DoF in Graphics Gems from CryENGINE 3 (Siggraph 2013)

Ok in this case there should probably be some maximum COC radius during the first pass to avoid that the bokeh's "dot pattern" (slide 38, left image) drifts too much apart for the 3x3 sampling in the second pass. Have not seen any max radius being mentioned in the slides, though. Thanks! I will take a look at this paper! So k is basically chosen based on half res dimensions and this max COC radius. I see. In this case the implementation is straightforward. I was a bit afraid there is another "diploma thesis" behind their "custom bilateral filter" ;-) Yeah you're so right, a LOT of room for interpretation. If I find out more I will definitely share it here. Yeah, just want to understand everything as detailed as possible and really appreciate the discussion. I am not here to deny somebody knowledge or skill. Thanks!
50. ## Five Nations

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