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    1. Past hour
    2. Second take. Try this as the main loop of the dynamic programming: for (size_t last_point = 1; last_point < smoothed.size(); ++last_point) { for (unsigned last_time = 0; last_time <= resolution; ++last_time) { double error = distance(smoothed[last_point], time_interpolation(original, total_time * ((double)last_time / resolution))); double min_error_in_previous_points = 1e20; for (unsigned prev_time = 0; prev_time <= last_time; ++prev_time) { double error_in_previous_points = fit_quality[last_point - 1][prev_time]; if (error_in_previous_points < min_error_in_previous_points) { min_error_in_previous_points = error_in_previous_points; time_of_previous_point[last_point][last_time] = prev_time; } } error += min_error_in_previous_points; fit_quality[last_point][last_time] = error; } }
    3. RickBaker

      Bare bones AAA team

      That’s why it’s hypothetical I have never come up with a good number in my spare time playing with it. I understand the pipeline of development. I know about assets, polish, the amount of time just those two take, again that’s why I say hypothetical and what would change if needed. Gta series runs around 600-700 employees at rockstar north. I also know about the costs of motion capture, the scoring for the sound track, the process times on rendering, that is real world I am trying to think of a solvable unsolvable question in an imaginary world. I am not meaning MMO here, I am referencing triple aaa type like diablo, torchlight, final fantasy, Zelda, civilization, total war, etc. although Zelda is locked by Nintendo so it’s always going to look horrible.
    4. Yesterday
    5. Acosix

      What are you?!?

      http://trix.slovenianforum.com/
    6. Well, with borderless you still want to support a configurable render resolution. You just may need an upscaling step to the full display resolution, which you'll want anyway if you do dynamic resolution and/or if you want the UI rendered at full display resolution. Either way your backbuffer doesn't need to match the window size. Swap chains in DX12 can handle certain amounts of upscaling during scanout when you're in "direct flip" mode (bypassing the compositor). There's some more info here: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model
    7. Rutin

      GameDev - Doom Challenge - D.O.A

      Yea it's a bummer! I had some nice wall variations and flooring. I had already planned out some lighting effects throughout the level and even how the laser would look. Will you be releasing anything by October 18?
    8. Sacaldur

      Feedback for games idea

      You're certainly not the only one who tries to make informed decisions as early as possible, or to get done faster without sacraficing quality. There are several things one can do: Building Prototypes of (just) the mechanics that are questioned A/B testing Playtesting (meaning a Game Designer watches players play the game) Research (e. g. for similar games, how they performed, bad design decisions, ...) Limiting the scope (development time, budget, or game content) early on These are not exclusive (you can do several things), and some of these apply at different stages during the games development cycle.
    9. Embassy of Time

      What are you?!?

      You're a functional schizophrenic?? I've been looking for someone like that, the illness dfascinates me! I'm a highly functional autist (VERY autistic, though, think Rainman with a Sherlock attitude), and I turned my 'condition' into an advantage, as well. Not the same level, but it helps me understand the atypical brain a bit better than, I think, my peers around here... Sadly, my surroundings are chronicly normal, giving me little to work with. We should talk brains sometime! Btw, the link won't work for me?
    10. Embassy of Time

      Playing God - The troubles of creating a real-size universe!

      Re: Creating universes full of galaxies with PG, I doubt that would really be that hard, theoretically speaking (it would take time and study, for sure). This is mainly science, all working on mathematical laws. It's a puzzle more than a mystery, putting all the existing pieces together. Some tricky math would be needed to fill some gaps, creating a faux random structure. But from supernovae to grains of sand (or something more... esoteric?) on a shore, I started down this road believing it to be possible, and I admit I still do! Re: PG made with PG... Now that's a tricky one. Still, far from impossible. It's essentially the root of simple AI. I only needed 0 lines of code to make one of those things that scan a writer's writing and created a story that was like it, except when read closely was just a rambling mess of words, all style and no structure. On a similar basis, anything that can be expressed through a computer can be randomized, so I doubt it could not be procedurally generated. Damn. Now I am getting the urge to do AIish PG of stuff. Down boy, down!
    11. Dawoodoz

      Story feedback

      "The Sky Realm is a world where only gods live. People have worshipped them for generations as they are responsible for answering people’s prayers and giving them blessings for their happiness and wellbeing." This description of blessings and happiness sounds too pacifist for warmongering polytheism. Spice it up with ritualistic sacrifice or something more unique with a divine metaphor. "the Olympus trophy" Avoid direct references to anything outside of your fantasy realm. This has a huge affect on the theme and is the most difficult part on writing pure fantasy without a basis in alternative history to explain the language's origin. Words like "thug" from Hindi's "thuggee" would be okay thou, because that kind of word could appear from a translation of a similar word. "teleport to places without the need of electricity" This breaks the timeless feeling by using modern words. Using words like "portals" and "energy" would be okay for ancient fantasy, as if they always had the technology before us. "the Orchard High School" High School is a modern American concept. "they get sucked right into a dimension" A dimension is a vector along time/space in which one travels, an approximation of direction from temporal/spatial connectivity in a relatively coherent time-space fabric. You can say "another realm" or simply avoid using words for it in the final prose. I'm used to critique whole novels for aspiring authors, so just pick something that sounds interesting to start with. * Motivations allow the reader to relate with a character by knowing that they would do the same in their situation. Find all your actions and figure out the "why". If you can't find a motivation, skip the action. * You need to test the prose of your characters because that's the main content of the final script. Just a short example dialogue will give a sense of how they speak, where they are from and who they are. Note that prose for the opposite sex is difficult even for professional authors. * Standard three-arc stories has a low-point before they struggle up to success, but there's also riches-to-rags and other styles. Being completely flat without progress will not evoke any emotion, but might work for a grinding arcade game. Rags-to-riches is the story arc of RPGs by getting stronger. Being constantly at the bottom with contrast too much with game-play like in Max Payne 3. * Get inside your characters heads and find out what drives the conflict. Everyone sees themselves as the good guy until they are forced to fight for survival. I'd start with the 16 personality types and then move into loyalty, empathy, sympathy, ethics and moral. * It doesn't really feel like fantasy without at least one ethical dilemma that would never happen in our world. The choices here feels like picking a mystery box at a lottery show instead of having something to reason about. * You need to read more about old myths and religions to get inspiration directly from the source without worn out popular concepts. Athena is probably the most worn out concept right now and there are many ancient countries with equally interesting folklore to use for inspiration or base on directly.
    12. Just to let everybody know that I am available for work! Please check out my Soundcloud if you're interested and be sure to contact me for quotes or queries. Thanks!
    13. Hello everybody, Is there any recommendation about the shadow map size? I saw no difference between 2048x2048 and 1024x1024 in a 4 cascaded shadow mapping using a compute shader to reduce the depth of each cascade. What about the other kind of light? Any recommendation for the shadow map atlas for point light and spot light? Finally, is these question useless now that raytracing is the new world? Thanks!
    14. I believe the size is the same. If we run a 1920x1080 on a 4k monitor, the only difference is the desktop resolution when that happens. And the DXGI error I got was DXGI ERROR: IDXGISwapChain::Present: The application has not called ResizeBuffers or re-created the SwapChain after a fullscreen or windowed transition. Flip model swapchains (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL and DXGI_SWAP_EFFECT_FLIP_DISCARD) are required to do so. [ MISCELLANEOUS ERROR #117: ]
    15. By 'curious about failure cases' I meant that I'd be curious in exactly what circumstances the algorithm failed. And yeah, I was suggesting making specific data available, which you did. I will mention one thing about that though: Just to be clear, by self-intersecting I don't necessarily mean that one point lands directly on top of another. I just mean that the path formed by the points intersect itself (which may involve going 'between' points, as you seem to be describing). Just looking at this part: You'd have to specify what you mean by division in this context, as it's not immediately obvious (to me at least). As for your question about geometry and physical distances (what you refer to as the graphical perspective), even though the input data consists of 1-d arrays, the contents of the arrays include 2-d positions. Given that at least part of the input is geometrical in nature, it seems natural that the solution to the problem would involve geometry. As such, I'm not sure what a solution independent of geometry (i.e. graphical perspective) would look like. If you can come up with a concrete example though, it'd be interesting to see what you have in mind exactly.
    16. DjIceCuddi

      Flight Sim Unity

      Hi I'm a 3D modeler attending University for my AA in Game Development and I'm working on a flight simulator I should have several different models all completely textured in 3 months but I need a programmer to write the controls and do the UI, basically I'm looking to build a team for this flight sim I allready have several models prepared so if you're interested private message me here and we'll talk.
    17. Vilem Otte

      Bare bones AAA team

      The Witcher 3 development costs were 306 mil. PLN - if you would convert that into USD that is $81 million. Witcher 3 is one of the largest open world RPG games I have played in past few years. I would say that it was a AAA experience. The Witcher 2 development costs were around 40 mil. PLN - about $10 million. I would dare to say that Witcher 2 was also AAA experience, despite being much shorter and not open world like its successor. It is considered as one of the cheaper AAA games. These games were developed in Poland, the costs for employees and living are slightly lower compared to Western Europe, and a lot lower than in F.e. California. You also need to take this into account.
    18. AtomicWinter

      Bare bones AAA team

      Below is a video showing the credits of Battlefield V. It's almost 15 minutes long to put it into perspective. It will also show what the different positions are. Two years for a AAA title with only ~15 people... Not sure. https://www.youtube.com/watch?v=AJv98I6eY9E
    19. Doesn't DXGI_SCALING_STRETCH already do the job for you? EDIT: this also may help: https://docs.microsoft.com/en-us/windows/uwp/gaming/multisampling--scaling--and-overlay-swap-chains
    20. I would like someone who can post with a high frequency for 4-6 weeks. This position would ideally continue with posts made as often as possible - interacting with users, posting content and continuing an online dialog for our website(s).
    21. @alvaro Okay, i made a new VIDEO where i draw a self intersecting trace and it fails at the first time. I'am sure that the data given to your code start with zero. Or else it would not work sometimes when its not intersecting. I believe that, WHEN its intersecting (1st video) it just looked like its intersecting but didnt actually hit anoter previous coordinate point. I had Line style ON. So SFML drew a solid line but just went inbetween 2 previous vertices and actually didnt hit one directly. At least this is how i imagine it... I also switched the Line Style of SFML back to just dots/vertices for better visibility. I hope that what i did, are the expected actions. @Zakwayda Haha, sounds promising: "Half way there..". I dont exactly understand what you mean by "curious about failure cases". Do you mean i should provide data that lead to a failure? If so then i just did that. 😀 The part that i dont understand about solving this problem is: Why do we look at it from a graphical perspective when the actual data is actually a straight "line"? (1D Array/Vector). I'am sure there is more to it than i understand. But thats just my 2 cents. Like, if the original vector is smaller then the smoothed one. Divide the smoothed one by the original. And then interpolate the segments somehow. Why do we need to incorporate "physical" distances? Data.txt
    22. Tom Sloper

      Bare bones AAA team

      AAA expectations are for high content. Takes time to create all that content.
    23. The last game company I went on interview with just had some "chill dude" who paid for everything. They just had to follow his lead in every way without complaining about him recruiting people based on looks rather than skills.
    24. I couldn't agree more that borderless fullscreen is a much nicer experience. But the problem is what if a the user has a 4k monitor but a lame GPU ? Exclusive fullscreen seems like the only way to go in that situation. And you don't want to break their experience if they want to skype someone in the middle of the game. Metro : Exodus minimize the fullscreen window in that situation and re-enable the fullscreen state once it gains focus again. I guess somewhere down the line, they have to call ResizeBuffers after this situation happens, even they are minimizing the window. No one wants a GPU removal in the middle of a game. The important thing is, how should we know when that happens ?
    25. Green_Baron

      Old CRT Radar scope emulation

      One could calculate or estimate the gradient of the phosphorus fluorescence/luminescence from white over several intermediate steps, convert to rgb values and store them in a ramp texture. Or get the curve empirically if circumstances permit. The lookup in the texture would be time dependent, over one revolution of the sweep, maybe a little less or more. There are papers on all kinds of -escences. The spectroscopy guys seem to be interested in such stuff, apart from oscilloscopy and such.
    26. [The original post with its original format can be found here] Players want to play, they don't want to wait. Help them buying your game: reduce your game's download size with Unity Addressables Hosting. And a year later? Offer them a DLC based on, guess what? Addressables. Picture your potential player on a Friday afternoon. Your player has just left behind a hard week with long working hours. Their wife or husband is gone to their family's country house for the weekend along with the kids. The perfect time to go home, order pizza and browse through Steam with the wallet at hand. With or without kids, with or without partner, we all had these awesome weekends. Just videogames, please. So your player comes across your newly released game in the Steam shop. They see all the effort you put into creating polished content. No need for convincing, they hand in their credit card details and buy two copies of your game. One for theirself, another for their friend / brother / sister. You get your 19.95 bucks, twice. Both users happily start installing the game. But wait... A wild Steam installation pop-up appears. The remaining installation time suddenly exploded to 12 hours What, 12 hours for over 30GB? What the #*@! is in this game? I'm not wasting my weekend on this shit, I'm out! What happens afterward is not uncommon. Your ex-player requests a full refund and purchase instead the next game in their wish-list. One of the pain points for players is the waiting time wasted on downloading all the bytes of the whole game and start playing. People do not have that much time. Nothing will burn a hole in your wallet faster than an angry player. Do you need to include in your installation package all these assets that are spawned in the level 5 of your game? Chances are, you don't. Players will need a couple of hours to play through the initial content of your game. Use that to your advantage The idea is simple. Provide the minimum content possible in your game installation package and download the rest while playing the initial levels of your game. Can you picture your player ready to play in a mere minute after purchasing your game? How different would the reviews be compared to the ones commonly found with huge games? Ideally, your game's download size should be below 100MB. But how? This is what you will get by the time you're done implementing the information of this article: Ridiculously tiny installation sizes A new Amazon S3 bucket to host your content online Upload Unity Addressable Assets to S3 through the Unity Editor Download the Unity Addressable Assets from the S3 bucket in your player builds A high-five from your happy players Fox / Via mashable.com Level 1 Developer: "Storage is cheap, anyway" We started developing our game a few months ago and we have big plans for it. You and I worked endless hours into creating highly polished content. Not only that, we saw some great offers in the Unity Asset Store, so we bought several asset packs at heavily discounted prices. Now our game is full of content our players will love to play through. Those Sci-Fi modular parts, the exploding particle systems, the punchy soundtrack. It's all gorgeous. And heavy. And slow to download. Now your Android APK is well over 2GB, so you need to start messing with expansion files, which adds another good week to your efforts. But it's fine, we all have time here. Or maybe you're publishing on Steam, so you can be at 30 GB, no problem. You just need a few hours for uploading it. And players? It's ok, people have a fast connection nowadays. So we released our game. Some players reported some bugs, so we make a 5-minute fix and we go through all the long process again. Build, wait for hours, upload to stores, wait for hours. And our players? They just re-download the whole thing again. Wait for hours, then start playing. It's not a big deal. Only that you are not recovering all the time you wasted on this previously. And a great deal of your players will stop downloading your game once they see how many hours they have to wait. That only gets worse with each update. Did I mention refunds? We can do better than this, now that we have the tools. Let's upgrade our skills to Level-2. Level 2 Developer: Unity Addressables Hosting Welcome to Unity Addressables. This package will allow you to efficiently manage your game assets. That, my friend, includes online distribution. For an introduction on this topic, visit my previous article on Unity Addressables Benefits for your game. These are the steps you and I will be following in the article: Set up an Amazon S3 Bucket for online distribution Mark our content as Unity Addressable Assets for online distribution Upload our content to the cloud Profit from tiny installation sizes (and others) Like granny said, a 2D sprite is worth a thousand times: Unity Addressables Hosting with Amazon S3 - Steps Let's start with... 1. Setting Up a Free Amazon S3 Bucket It's our lucky day. Amazon offers a free tier for their S3 service. That means, we're going to host our content for free. The limitations for their free tier is mostly storage space and the number data transfers. At the moment of writing this, you can store for free up 5GB and perform 20,000 GET and 2,000 PUT requests, but do double check it in the official site of AWS Free Tiers. What we are going to do here is to create an account for AWS so we are ready to upload our game content for further distribution. You and I will do this as fast as possible. No need to waste time in detail. No BS. Setting up Amazon S3 Hosting for Unity Addressables 1.1. Create AWS account Navigate to the AWS Management Console and click on Create a Free Account. Enter your e-mail and bla bla bla. That will take you roughly a minute. Be aware that you'll need to give them your credit card info to verify your identity. 1.2. Choose AWS Plan Unless you're going pro right from the start, we want to evaluate this in our game first. So, after confirming your account, choose the basic plan. 1.3. Create your first S3 bucket After a few minutes, your account will be activated (you'll get an e-mail). Then, sign in to your new console and open the S3 service panel: You are now located at the S3 control panel. Now we are ready to create the bucket like shown below (change your bucket name and region!): Leave the permissions set to public for now, you'll have the chance to tweak them in the future. Your S3 bucket for Unity Addressables is now ready, congratulations! That was the most tedious step. The next step is a piece of cake: time to get your Unity Project to produce downloadable assets. Summary: Use the AWS Management Console to create a Free Tier S3 Bucket For starting, assign public permissions to your S3 Bucket Alternatively, use another storage service based on the spreadsheet in the Resources Pack 2. Unity Addressable Assets for Distribution Finally, we made it to Unity. That whole S3 process was getting old. I will assume you have some content marked as Addressable in your game. If that's not the case because you are new to this, don't worry, I have you covered with the previous Unity Addressables Tutorial I wrote. I'll show you the steps to get content uploaded in your newly created AWS S3 Bucket. We will do so based on a project I created for this purpose. Instead of following the whole story, you can also skip the line, get access to the code now and read later. Unity Addressables - Profile Settings A. Addressables Profile Configuration The way to start is to tell Unity where to load remote assets from. That we achieve by tweaking our Addressables Profile Configuration. In the Addressables main window, click on: Profile: Default → Inspect Profile Settings. This will redirect you to the settings we need to tweak. Here is a collection of funny toys you can play with, but for our purposes we just need to focus on the Profiles section. We want to make sure we set the Addressables RemoteLoadPath field to the correct URL. We form the RemoteLoadPath URL by concatenating our S3 Bucket URL with the Unity variable [BuildTarget], like below: https://YOUR-BUCKET-NAME.s3.YOUR-REGION-NAME.amazonaws.com/[BuildTarget] E.g. https://thegamedevguru.s3.eu-central-1.amazonaws.com/[BuildTarget] The [BuildTarget] variable is left on purpose so Unity fetches in run-time the right assets for each of the platforms we build for. Android assets will be packed differently from Standalone, so each of these platforms will require a different directory. The way I found my S3 Bucket URL is by uploading a random file; if you then navigate to its details, you'll see the base URL of your file and hence your bucket. B. Addressable Asset Groups Configuration So, we just told Unity where to load the remote assets from through the RemoteLoadPath variable. Great. What is left is to tell which assets should be loaded remotely. Easy. Go over the heavy assets you want to be downloaded remotely and mark these Assets as Addressable. In our case, it's the skybox materials. Open the Unity Addressables Window and assign these assets to Addressable Asset Groups. If you are just starting with Addressables, assign them to a single group for now; e.g. Skyboxes. Eventually, you'll want them to be grouped in a way that makes sense (check my Level-3 guide on Unity Addressables Tutorial for more info). Navigate to the Addressables Group inspector settings by clicking on the group and make the following adjustments: BuildPath is set to RemoteBuildPath LoadPath is set to RemoteLoadPath You can see a graphical breakdown of this entire process below. Asset Groups for Unity Addressables Hosting Unity Addressable Asset Group Settings for Network Delivery We now have our skybox content assigned to a group that will be downloaded by your players in run-time. Summary Set RemoteLoadPath to the base URL of your web hosting provider Append the [BuildTarget] variable into RemoteLoadPath to differentiate multiple platforms Assign your Unity Addressable Assets to a group and tweak its settings to use the remote paths so it'll be downloaded from your web hosting provider 3. Uploading Content to Amazon S3 All our settings are now in place. What about uploading our content to S3? This is a simple two-step process: Build player content. Upload it to S3. Building Addressables Player Content is straightforward. Open the Addressables main window and press the button that does just that. This will cook the assets for the current platform your editor is in. Unity Addressables: Build Player Content The output content will be stored in the path dictated by the RemoteBuildPath variable you happened to see early in the Unity Addressables Profile Settings. If you didn't modify it, it's likely to be in a subfolder of your project called ServerData. The second step involves navigating to that directory and dropping its contents into the website of your S3 bucket, as you can see just below: Unity-Addressable Assets - Upload to S3 There you have it, it's that simple. However, this can quickly become tedious. It's a very manual task that could easily be automated. I did just that so now uploading all my assets takes the press of a button inside Unity Editor. To upload your Unity Addressable Assets directly from the Unity Editor, check my Unity Addressables Hosting Resource Pack at the end of the article. 4. Downloading Assets from Amazon S3 This is the part we all were waiting for. You now have a game you can distribute that is significantly smaller. The remaining part is launching it and watching it download the assets on demand! If you want to make sure these assets are being effectively downloaded, delete the data from your S3 Bucket, disable the caching option in your Addressable Asset Group Settings, rebuild the content and your player. If you launch it, you should see a few error messages pop up, as you can see below. Unity Addressable Assets Download Error If you followed this tutorial on Unity Addressables Hosting, chances are, you will be totally alright By now, the asset groups you marked to be remotely downloaded are hosted in S3 and Unity knows how to fetch them. The Gamedev Guru's S3 Upload Tool Level 3 Developer: Unity Addressables Hosting Resource Pack By now you should have your first Unity Addressables Hosting experiment up and running. You learned how to build player content specifically to target downloadable content. That's great, but there's more than just the basics. To help you further, I prepared a Free Unity Addressables Hosting Resource Pack just for you. This bundle contains: A spreadsheet comparing different hosting alternatives to the pricey S3 An extension to upload your Unity Addressable Asset to Amazon S3 directly from the Editor The source code of this project; see it for yourself Newsletter access with exclusive free content Level up your skills. Download your free Resource Pack now.
    27. Hello, As the title says, looking for a SMM / Promoter for my hobby project. Project is nearing completion, your job would be to start generating buzz & bringing in views via Twitter, Instagram, Facebook, Forums, etc. Lots of material for screenshots and screen-recordings. Twitter account currently has > 50 < 100 followers IG sitting over 1,500 If interested, please DM and I will share project website more details. Looking for someone who can post minimum 4-7x week across main social platforms.
    28. arnero

      The beginnings of a solar system

      Yeah just wanted to tell you that the text was not perfect. Only 99% 😉 . With everything SciFi I want it to not give up realism unecessary . I like the planets.
    29. arnero

      Old CRT Radar scope emulation

      Some atoms or molecules have long living excited states. A single atom has lots of states with different lifetimes. But I think, most of them live quite short. I used ps light pulses to pump/probe them . A crystal can be doped. At such an atom long living states may occure. But then phosphore, I mean it looks so low tech. I think that maybe electrons and hulls in a semiconductor are involved. They need some time to find each other. This gives a 1/t dimming over time ( as opposed to exp(-t) for single atoms). We could measure this with simple and cheap electronics in the future school teachers labs. .. I think I have tried to google this phosphor stuff, but was not satisfied. Also strange that these CRTs hold stuff for seconds while computer crts flicker at 60 Hz...
    30. Why would you parameterize that with a macro, when you can just isolate that implementation detail into its own .CPP? // service.h #pragma once class ServicePayload { ... }; class Service { public: void send_operation(ServicePayload const &); void default_operation(void); }; // common/service.cpp #include "../service.h" void Service::default_operation() { ServicePayload basic( /* ... */ ); send_operation(basic); } // windows/service.cpp #include "../service.h" #include <windows.h> void Service::send_operation(ServicePayload const &p) { // ... } // linux/service.cpp #include "../service.h" #include <iostd.h> void Service::send_operation(ServicePayload const &p) { // ... } ... and then always link against common/*.o, and link against only windows/*.o or linux/*.o depending on which EXE you're building.
    31. If you try writing a full compiler with templates and class inheritance, you will understand the paradox I already mentioned about the corner cases you didn't cover. End of discussion.
    32. Wow, that works a lot better than I expected. Never would have thought of that, thanks! Checking out the paper right now. Video looked interesting.
    33. Probably made the mistake of #including windows.h... One of the tricks I use for non-template external libraries / functions that have 'expensive' includes, is to wrap them in your own .h / .cpp file. So you only include your own .h to use the functions rather than the third party. Yours can be clean and fast compiling, even if the external is rubbish. E.g. //my_windows_wrapper.h #pragma once #ifndef QUICK_BUILD #include <windows.h> #endif class WinWrapper { public: #ifdef QUICK_BUILD void some_windows_func(); #else // will get optimized out void some_windows_func() { // call windows some_dodgy_windows_func() } #endif }; //my_windows_wrapper.cpp #include "my_windows_wrapper.h" #ifdef QUICK_BUILD #include <windows.h> void WinWrapper::some_windows_func() { // call windows some_dodgy_windows_func() } #endif Then for final release you can change the QUICK_BUILD define and it will link directly to the third party code. There might be an even better way of doing this. Optimizing compile / link times can be really important in big projects to reduce iteration time, and there's no reason why you can't do it at zero cost for final release builds.
    34. I agree with Zakwayda: It would be better to just never forget the timestamp of each point, and carry it through smoothing steps; and I am interested in an example where my code is not doing the right thing. Are you sure the time of the first point in each of the traces is given to my code as 0? Try making a self-intersecting trace as the first trace, and send me the data where my algorithm failed, please.
    35. Do you even really need to do fullscreen mode anymore? On Win10 you'll bypass the compositor as long you have a borderless window that covers the entire monitor, which is a much nicer experience both for us and for end users.
    36. Answered my own questions I think. 1) There is actually only one undeformed position for all frames since the frames are representing a transformation from some rest pose. This was a misunderstanding on my part as to how skinning works. 2) This appears to be a convention of the author. After looking through his implementation in the SOFA framework, it seems he chose to place the translation components in the first column of the transformation matrix. So, the "1" being the first component of the p vector makes sense in that case.
    37. Thanks for sharing your progress 🙂 For my part, I'll continue to advocate for doing the interpolation as part of the smoothing process if possible, because it should be more efficient, it's arguably more parsimonious, it doesn't require quantization or other workarounds, and it shouldn't have any issues with complex arbitrary paths beyond any issues that the underlying smoothing algorithms have. Plus, it sounds like you're partway there, given that your RDP code now preserves the ancillary point data. That said, I was under the impression (perhaps mistakenly) that alvaro's post-processing solution is intended to be able to handle self-intersecting paths, so if you've found a failure case, it might be interesting to post it here. (If it were my code, I'd certainly be curious about any failure cases.)
    38. Green_Baron

      Old CRT Radar scope emulation

      On the danger of being dismissed again, i suggest searching "color grading" and "crt shading".
    39. Scopemark

      VR Audio/Visual Installations

      Is there anything related to windows sound back? If yes, you might get good solutions from this blog article https://windowsmaximizer.com/blog/no-sound-windows-10/ I have had an issue. I lost my windows sound while upgrading windows 7 to 10. And got back the sounds by following step by step guidelines. LOL!
    40. Naruto-kun

      Old CRT Radar scope emulation

      Still not quite what I am looking for. If you look at those pictures I posted, you will notice that the sweep is pretty much white at its brightest, but fades off to green/yellow/chartreuse as it gets dimmer. I am looking for the actual physics involved in such CRT phosphor behaviour so I can create the gradient curve for the RGB values.
    41. @alvaro Hello and thanks for your detailed explanation. I'am done for now with optimizing my previous code and i integrated your code as well. I didnt touch your code at all but made some extra vectors to be able to pass the data to your function. Well. It works. But unfortunatly only just as long as the curve does not intersect itself. I made a video here --> LINK @Zakwayda Since i cleaned up my code, i'am in the state now, that the RamerDouglasPeucker reduction function returns not only xy but also the absolute time values of the leftover points/vertices. I also ditched the delta times in the structs since its not really necessary for the playback. So i have absolute times now.
    42. If I don't call ResizeBuffers after that, the GPU will be removed. How should I know this situation happened ? I'm currently checking fullscreen flag that I saved against GetFullscreenState() when WM_WINDOWPOSCHANGED is received. Are there any more messages that I need to take care of ? Are these messages documented anywhere ?
    43. Sword7

      Object rotation problem.

      I removed translation from model matrix and it now rotates on its center. I put camera position (translation) into view matrix. Now model is at its origin and camera now move around it (origin). That resolved rotation problem.
    44. During the 13th annual IndieCade international festival of independent games, top honors were awarded to more than a dozen standout titles from this year's North American event. Hosted by games actor and voiceover artist Sarah Elmaleh and indie games developer Asher Vollmer, the IndieCade awards ceremony took place on the evening of Friday, October 11th at the festival. Among this year's winners recognized for excellence and innovation were Grand Jury Award Winner Dicey Dungeons, as well as a selection of spotlight awards for design, performance, narrative and adaptation; developer and audience choice awards; and honors celebrating overall achievement in independent game development. IndieCade 2019 Festival winners include: The Grand Jury Award: Dicey Dungeons, Terry Cavanagh, Chipzel & Marlowe Dobbe Top honors at IndieCade 2019 were awarded to Dicey Dungeons, a deckbuilding RPG where players fight monsters, find loot and level up, balancing carefully planned strategies against the chance of dice rolling. The Jury Prix Award: Grace Bruxner Presents: The Haunted Island, a Frog Detective Game, Grace Bruxner, Thomas Bowker & Dan Golding Grace Bruxner Presents: The Haunted Island, a Frog Detective Game was honored with the annual Jury Prix Award for titles that stand above the rest through demonstrating excellence in craftsmanship, innovation and design. In this adventure, a renowned frog investigator finds clues and questions suspects to track down a mysterious ghost. The Innovation in Interaction Design Award: HOT SWAP: All Hands On Deck, Peter Gyory & Clement Zheng This year's Innovation in Interaction Design Award was presented to HOT SWAP: All Hands On Deck, a two player cooperative arcade survival game were players must swap out and trade inputs on their controllers survive the onslaught of approaching enemy ships. The Innovation in Interactive Design Award celebrates specialized craftsmanship and innovations to engage audiences with games on a new level. The Innovation in Experience Design Award: Moncage, Dong Zhou Yijia Chen Honoring craft or design of games that provide a unique, curated experience, Moncage received this year's Innovation in Experience Design Award. In this visual puzzle game, players must rotate a mysterious cube, with each face of the cube displaying a different scene with clues to unravel the secrets of the inner world. The Performance Award: The Occupation, White Paper Games The Performance Award honors a game with a unique or particularly sublime performance: voice, motion capture, video, live and more. This year's winner, The Occupation, is a first-person, fixed-time, investigative thriller set in northwest England on October 24, 1987. Players become a journalist in a detailed, systems-driven world where every action counts and time is the biggest enemy. The Narrative Design Award: Neo Cab, Chance Agency / Fellow Traveller Neo Cab is an emotional survival game and this year's winner of the Narrative Design Award. Players become the last human driver-for-hire, tasked with choosing passengers and navigating the city grid while balancing emotional wellbeing and star rating. Hold on to humanity in a world overcome by automation, and discover the secrets of the city from the front seat of your cab. The Adaptation Award: When the Rivers Were Trails, Elizabeth LaPensee & the Indian Land Tenure Foundation When the Rivers Were Trails was honored with the Adaptation Award for games that examine and interpret using the logic of play and the power of interaction. The educational 2D adventure game follows an Anishinaabeg in the 1890's who is displaced from Fond du Lac in Minnesota to California due to the impact of allotment acts on Indigenous communities. The Location Based and Live Play Award: Ama’s Momento, Awu C., Maryyann L. & Kevin K. Celebrating games that explore new forms and play and interactive experiences, this year's Location Based and Live Play Award was given to Ama's Momento, a multimedia installation that uses virtual reality for immersive storytelling. Players journey to Taiwan to meet Ama ('Grandmother' in Taiwanese) to learn her personal stories and reconnect with the past. The Tabletop Award: Inhuman Conditions, Tommy Maranges, Cory O'Brien, & Mackenzie Schubert This year's Tabletop Award winner is Inhuman Conditions is a five minute, two-player interrogation game inspired by the Turing Test and "Do Androids Dream of Electric Sheep." Through five-minutes of intense, targeted questioning, an Investigator attempts to determine whether the Suspect they're talking to is a human - as they claim - or a robot in hiding. The Procedural Design Award: Blabyrinth, Sleeping Beast Games Blabyrinth is a procedurally-generated cooperative escape room for mobile devices and this year's winner of the Procedural Design Award, which honors titles that leverage randomness and algorithmic content to create unique and innovative interactions. In Blabyrinth, players are thrown into a mysterious labyrinth with each level randomly generated, so layout, scenery, puzzles and clues are always different. The Cooperative Design Award: Tick Tock: A Tale for Two, Other Tales Interactive Celebrating games that innovate how we play together, Tick Tock: A Tale for Two was honored with this year's Cooperative Design Award. In this narrative adventure, communication skills are put to the test as players must escape a magical clock world filled with secrets and puzzles. The IndieCade Choice Award: Kroma, Carol Mertz, Kai Karhu, Francesca Carletto-Leon & Temitope Olujobi The IndieCade Choice Award, voted on by attendees and media, was bestowed upon Kroma, a stylish strategy game in which 2-3 players capture territory by blending colors on top of a custom-made backlit lightboard, resulting in a unique composition of hues and shapes. By layering transparent plastic pieces of cyan, yellow, and magenta, players create a colorful collaborative art piece through competitive play. The Developers Choice Award: Patrick's Parabox, Patrick Traynor The IndieCade Developers Choice Award is voted on by nominated IndieCade Festival developers. This year's winner, Patrick's Parabox, is a puzzle game about playing with recursion and infinities by pushing boxes into and out of each other. Each box contains its own 2-dimensional space that other boxes can enter and exit, creating ever deeper layers of boxes-within-boxes. This unique system gives rise to mind-bending puzzles which require a whole new way of thinking. The Night Games Award: Nightmare Temptation Academy, Lena NW & Costcodreamgurl This year's Night Games Award went to Nightmare Temptation Academy, a dating-simulation, choose your own adventure, roleplaying game and rap musical. Set in high school in an alternate universe at the end of the world, the game is filled with visual tropes from anime, videogames and early 2000's digital culture to evoke nostalgia and allegorize the uniquely Millennial adolescent experience caused by first-generation internet addiction and media oversaturation. Additional information on the awards, with full details on all titles showcased is available on the IndieCade website: https://www.indiecade.com/awards/
    45. Green_Baron

      Object rotation problem.

      k ... i have no idea how that works ... could you explain further ?
    46. MarkK.

      GameDev - Doom Challenge - D.O.A

      I might be a wee to blame for the timing and the suspect initial push in the Unity Group. Life is doing that thing for me as well and I'm only up to reporting Q3. (late as usual) It was amazing to see the community response to this challenge in particular. I took a step back as well and instead of repeating my personal old tired tricks, I've been reaching deeper in the bag for undiscovered machinery (ogl3.1 ubo) (pre4.3 glsl uniform location bind) I'm stuck on passing large(ish) arrays to a shader uniform block object. The figure it out part, I think is another one of the reasons why I do it. Good Times.
    47. RickBaker

      Bare bones AAA team

      I am curious, low likelihood how? This is all speculation at an imaginary game studio. Would it need a year or more? 15 employees? What makes it possible with a low likelyhood?
    48. That's... not what I said. What I said was, your syntax is wrong, and your description of how you think the language and its compilers works, is wrong. I then illustrated how you could get the access to the "T" used in parameterization by giving it an explicit name, by using the type system the way it actually works. Reading back to @l0calh05t's description, I think what you're talking about is this "explicit [self]"... class MyClass(object): def __init__(self, x, y): self.x = x self.y = y To which my counterpoint is, which of these functions has a `this` implicit variable? int foo::bar(void) { return 42; } int foo_bar(void) { return 42; } To wit: you can't declare non-member functions while defining the interface of a member-possessing structure, so don't try... and when not defining the interface of such structures, you have to explicitly name the type to which you are defining a member by using :: syntax. So where is the ambiguity? Either the function declaration is inside a structure definition, or it has a :: in the name.
    49. Sword7

      Object rotation problem.

      Yeah. Good news!! I finally resolved that object rotation problem. I moved translation to view matrix and object now rotates on its center! I can now leave RTE method unchanged. I am now working on earth rotation model. I have to fix tile culling due to rotation when I tried to bring camera to ground. prm.obj.orot = glm::rotate(mat4d_t(1.0), glm::radians(90.0), vec3d_t(0.0, 1.0, 0.0)); prm.dmModel = glm::transpose(prm.obj.orot); prm.dmView = glm::translate(prm.dmView, prm.obj.cpos); prm.mvp = mat4f_t(prm.dmProj * prm.dmView * prm.dmModel);
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