1. Past hour
2. ## Polygons and the Separating Axis Theorem

What is the width and height of an arbitrary polygon? Width an height make sense for a rectangle, but not arbitrary polygons.
3. ## May I have help with .obj files please?

I have been trying to get a .obj file to load and display in three dimensions. The object is a cube. I have spent three days on this and need help, please! I have tried numerous .obj files trying to get it to work. I replaced the double slashes with single slashes in the .obj file so that the super simple loader can get the vertexes and indices. Since I am very stuck, the help would be greatly effective to my experience/learning, may I have the help, please? ALso, recently I switched the functionality from : glDrawArrays (GL_TRIANGLES, 0, 3); to lDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); The code is here (pastebin) https://pastebin.com/cTLuqaae The .png of the model and the .obj file are attached too. Thank you, Josheir cube100.obj
4. ## "Dangerous Stairs" - my first Unity game for Android

Hi everyone. I am programmer from Ukraine. I am not designer , but I want to draw cool art and make cool games. I learning. I walked the long road from zero to publicating game in store. So, I want to tell you about my game. I hope you enjoy my game and you will write feedback in Store or here (In store will be better 😉 ). Thanks everyone who will play my game. Genre: Arcade/Runner Platform: Android (4.1 and higher) Description: Do you think what these stairs is easy ? No! Every stair want to kill you. One wrong move and you begin from start. You should be careful. Try to find good tactic and look a both ! Be careful ! Stairs are anywhere ! Do you want to be a King of Stairs ? It will not easy. Android - https://play.google.com/store/apps/details?id=com.nazariyoliynyk.dangerousstairs
5. ## PhysX Tank Simulation in Unreal

AFAIK, Unreal doesn't expose this. For their official tutorial on a conveyer, they just use a collision volume and move the objects manually, without going through the physics engine. I think the problem is with the first method is that friciton is a lot of what makes the tank turn, so it has to be modeled rather well to get that working, which is another reason why I'm not trying to fight the engine and use as much of PhysX as I can without applying a lot of manual forces and such.
6. Today

8. ## PhysX Tank Simulation in Unreal

My suggestion is very basic. E.g. imagine a box on a ground without friction (ice), and you want to move it around in a circle. You would first calculate the linear and angular velocity you want, and second calculate force and torque from those velocities so the box moves as intended. I did not think about how to model tracks or ground contact and friction at all. However, this gives me another idea: With Newton it is possible in a contact callback to modify the contact velocity. This way it's easy to do things like conveyor belts and tracked vehicles should work well also. I would assume UE exposes such functionality too?
9. ## PhysX Tank Simulation in Unreal

I'm a little curious how you did that. I initially started using linear force, but opted against it. The reason being is that I'm using capsules for the wheels and applying torque to them to make them move. When they arent on the ground, they don't apply force. If I was to use linear force, AFAIK, I would have to do raycasts or sweeps for every wheel to determine if they were touching the ground or not and should be applying force. I will definitely see if I can find the Newton demo though, hopefully theres something there.
10. ## Dangerous Stairs

Do you think what these stairs is easy ? No! Every stair want to kill you. One wrong move and you begin from start. You should be careful. Try to find good tactic and look a both ! Be careful ! Stairs are anywhere ! Do you want to be a King of Stairs ? It will not easy.
11. ## PhysX Tank Simulation in Unreal

What helps maybe is to use utility functions to 'convert' linear and angular target velocities to force and torque, because it's easier to control stuff with velocity than with force. (I can look them up in my code if you want...) You could also look at the tank simulation demo in the Newton physics engine: https://github.com/MADEAPPS/newton-dynamics/ (hope it's still there). This is a very detailed and complex demo thought as a stress test for joints (each unique part of the tracks is its own rigid body). PhysX can't do this, but i remember the developer had some headaches about turning too, so maybe there is some insight.
12. ## Polygons and the Separating Axis Theorem

Does anyone have any ideas as to how to fix the width and height of the polygons when their vertices are given an initial rotation?
13. ## Organizing code around multiple APIs

My Gincu game engine supports both SFML and Allegro, you may be inspired from it. The game application doesn't know the underlying engine (SFML or Allego), so it's quite what you want.
14. ## Windows: Setting a relative path to shortcut's icon

I want to distributy a game I've made as a simple self extracting zip file. After extraction, the structure should look like this: MyGame (shortcut to MyGame/Release/MyGame.exe) MyGame (folder) --- /assets (folder) --- / Release (folder) --- MyGame.exe I have already managed to make the shortcut point to the relative path of MyGame.exe by setting its target as: %windir%\explorer.exe "MyGame\Release\MyGame.exe". But I would also like to set its icon from a file in the assets folder in a relative way so that upon extracting on a different PC, the icon is already set. Is this possible? Or how is it usually done?
15. ## C++ Organizing code around multiple APIs

I created a simple project/game around Allegro. The project is tightly bound to the API, including rendering, transforms, audio and other. I would like to port it to SFML but without loosing all of the work I already have done. I thought to create some wrapper around them so the game doesn't even know which one I'm using and I also wanted to be able to switch between them with few lines of code. Has anyone done something similar and maybe has some recommendations how to do it?
16. ## Composer Looking for Interesting Game Projects!)

Hello guys) Here is my new ambient soundtrack: https://youtu.be/TyAd5X9X5J8 In a week I'm available for new interesting projects)
17. ## Usage of analog and acoustic instruments

Hey! What's good? I was wondering how many of you guys rely on analog synths and acoustic instruments for your productions. After listening to many many many videogame music producer reels, it seems to me that this is a very digital market, and that maybe the customer doesn't appreciate the difference between, for example, an analog synth and a VST. I'm not saying one approach is better that the other (I use tons of VSTs myself), I just felt curious about the gear you guys use. See ya!
18. ## How to just write into one of the element of a matrix array

When I render the frame hierarchy, I want to, say write to the 5th matrix slot in the shader, how can I do that? thanks Jack float4x4 FinalTransforms[35]; l_effect->SetMatrixArray("FinalTransforms", &pMeshContainer->pBoneMatrices[0], pMeshContainer->pSkinInfo->GetNumBones());

20. ## Temporary string literals

If you XOR the string with itself byte--by-byte, it will consist of only 0 bytes. Since it's all a known length of zeroes, you just need to store the length. Then, at runtime, you just need to allocate the length amount of space on the stack and XOR it once again with the original string, and voila, no need to store the string in the DATA segment, it can go in the BSS segment instead. It's called the "turtles all the way down" method.
21. ## Star Rogue - Sci-Fi Roguelike Platformer

Star Rogue is an upcoming sci-fi roguelike platformer for PC, Linux and Mac. In this challenging pixel indie game you will take control over a brave space marine to investigate an abandoned space station full of traps, robots and aliens. In each playthrough you will encounter a different environment full of randomly arranged rooms. With the choice between several weapons, abilites and different items, your playing experience will be unique each time you play. Features Choose between several looks, specialisations, skills and weapons Different worlds with randomly arranged rooms full of obstacles and traps Over 100 different passive and active items Different background stories to give you a motivation Lots of enemies and bosses to defeat Many unlocks for all the collectors out there Video Screenshots Links Website: http://starrogue.julianwehrmann.com Steam: http://store.steampowered.com/app/438440 Tumblr: http://starroguegame.tumblr.com Twitter: https://twitter.com/StarRogue IndieDB: http://www.indiedb.com/games/star-rogue
22. ## Chronicles of cyberpunk: Awakening

Check out instagram of the Chronicles of cyberpunk https://www.instagram.com/dimakozyr/
23. ## Is my voice good enough as a voice actor for my own game??

I like your voice! Maybe you should compress it a little bit tho; you don't need so much dynamics when it comes to voice overs.
24. ## Use orbiting planets in 4x game?

@Awoken Well that's a completely different game genre. Not a empire builder.
25. ## Horizontal lines of pixels "missing" in windowed mode...

@xycsoscyx Yes I originally used the same code (setting screen width and height) for fullscreen and windowed mode. I think the windowed mode started being a problem when I started compiling in win 10 (win 7 before) so maybe I need to do something manually now that was automatically taken care of before. 1. If I adjust the setState so that "client area" is exactly 1600x900, and my clipping area is the same, why do I still get this problem? Maybe render target? (I've never used that so need to find out if it's even possible to change it) 2. When I add lots of pixels in both width and height of the window (e.g. 100x100 extra pixels), why does it still need to squeeze it? It should now have plenty of pixels... 3. Is it possible to disable the "feature" that the OS squeezes at all? Instead allowing some pixels to be cut (if these dimensions are not exactly the same according to the OS, which seems to be the problem here). I really appreciate (and need) the help!
26. ## Temporary string literals

@Alberth, I think what they're really trying to do is to have constant string data in a program without having it in any file they're shipping. I'm a bit lost as to how to explain that that's not possible.
27. ## I have question

After the in-game level editor released,I finally can make some supertux levels by myself,but i got some problem on making my custom style moving platforms and rising lava,after I created a new tilemap and resized it,i have no idea of how to make them placed in right place and make some nodes for they to move,should i use "platform" object to do this?or other function I don't understand how to use? Thanks!
28. ## The blackboards of behavior trees

That happened before 😅. But how would you pass data around then? I am currently playing around with the behavior tree library of GdxAI. In the example they are using the object itself as a blackboard, it gets passed to every task in the behavior tree so it can manipulate it or use it's methods. It is also working with a Map<String, Object> where I would test the data needed for a task in the start() method and immediately return failure when data is incomplete, like when there is a AttackTask without a prior task that sets an enemy for it in the Map. Then there is the blackboard I spoke about earlier, a class specially catered to that and grows in size when the amount of task and needs grow. I could pass this as well along the tree but it does not seem a good choice compared to the other two.
29. ## Fixing your Timestep and evaluating Godot

Both Unity and Godot have fixed update and frame update. But after a bit of investigation, I couldn't get the interpolation working properly in unity for my game, so implemented it manually. Admittedly I am not very experienced with Unity, and they do seem aware of the issue (maybe some of the articles I read were out of date?). I also wasn't using their internal physics so perhaps that influenced me, maybe their interpolation only works for internal physics. I will correct this in the post though, well spotted, thank you. Unfortunately I can no longer test as I don't have Unity working any more. In my tests so far in Godot and reading the issues on github it doesn't appear like they have an in built solution for this yet, there are several topics in the issue tracker about it (and attempts to fix some issues with a hysteresis modification). One guy has suggested that Bullet which is available in Godot does offer interpolation and perhaps Godot can make the right calls to Bullet and get the interpolation for free for rigid bodies etc.
30. ## Test vote for next challenge

Nope, not at all, that should be better!

No worries. It's just feedback. One can't do this for 20 years and have thin skin. I think groups are going to be a great way to navigate the site one day, but not in their current form. I'm notorious for releasing things in a less than ideal state in order to get feedback and letting it guide direction earlier. Groups feedback and observation has overall been very healthy for making decisions on the future of GDNet, your grumpy feedback included.
32. ## How to use a specific adapter for fullscreen applications?

I"m afraid I have no idea what SharpDX does differently in debug or release configurations, the only way I know of to programattically change this behavior is by: 1. Changing your application EXE name. 2. Exporting the vendor-specific globals to change this behavior.
33. ## Planet-wide voxel terrain possible?

Space Engineers ( https://store.steampowered.com/app/244850/Space_Engineers/ ) is one of several games which does precisely this, for bodies as small as 50m asteroids, and as large as >100km-diameter planetoids.

Awesome, thanks for the work and info! I hope you don't take my grumpiness towards groups not too seriously
35. ## PhysX Tank Simulation in Unreal

Hey, I've been playing around with making a tank in Unreal using PhysX. I have suspension working really well with some physics constraints, but I'm having a few issues with both the turning and the propulsion. I am aware that there's already an open source plugin that does this, but I've played around with it and it seems to be very performance intensive, so I've decided to roll my own solution. The main problem I've had is turning the tank realistically, while the tank is in gear (neutral is no problem, as neutral steering is quite easy). From my understanding tanks use several methods to turn themselves. One is to brake on one side of the tank, while the other remains at full throttle. The other way is by using a gear differential, such that the tread on the inside of the turn is turning at a slower rate than the one on the outside. I'm not quite sure how to model the differential method using PhysX, and I've had issues with getting the braking method to work, ie. the tank spins out and the brakes don'y apply hard enough to keep the turning radius reasonable. I was wondering if anyone could offer some tips or advice. My thought to fake it would be to apply some kind of radial force based off of an imaginary turning circle, but I'm not quite sure what the magnitude of that force should be, such that turns slow down the tank. Cheers
36. ## Chance Hit

Collect randomly generated units, and have them battle it out! Chance Hit is a game where you open various boxes to collect different units, each with their own randomly generated moveset, appearance, and animations, and have them compete in turn based battles against enemy opponents.
37. ## Is my voice good enough as a voice actor for my own game??

I think you sound a bit like Boris Karloff...lol...nice deep voice for a spooky intro if you ask me..😎
38. ## Mobile (Unpaid) Making A Mobile App Game -- Need To Create a Team

Hi, I am new in the app and gaming business and I am looking for people with any level of experience to help me make my vision come to life. I am a freshman in college and I am just beginning in the world of technology. I am attending for Computer science and I dabble in game design. I have a great app game design that I believe is idea is going to work and become very popular, all I need is some help. After the app is made, if it is a hit, I will try to monetize it and I will split the profits among however many people are on my team and want to help. I will share the idea with my team after I have created it. I am looking for trustworthy people who want to help and want to learn. I think I have a special idea and I think it will work. I would prefer to share the idea and show you my vision via a video chat service and I would like to work and continue from their. If you like the idea and think it will work, then I hope you join the team. If you think otherwise, I will not be offended and we can go our own separate ways. I really hope you want to be a part of my team, we could make something crazy happen.
39. ## How to use a specific adapter for fullscreen applications?

Thanks for your response, but why does it work if I compile my game with the Debug configuration? I do not use other externals, libraries, etc. Do you know how other games do it? I mean, I do not need to change any settings for a game like Battlefield 1. It automatically uses the correct adapter - in fullscreen.
40. ## How to use a specific adapter for fullscreen applications?

There's nothing you can do. Fullscreen exclusive mode only supports monitors connected to the GPU where you're rendering. The one exception is in hybrid laptops, where the fullscreen mode has a cross-adapter copy before it hits the screen, but this scenario is only available if the adapter enumeration says that the monitor is connected to the discrete GPU, which generally happens based on IHV control panel settings or specifically-named exports from your EXE. Your only option is a borderless windowed approach if you want to explicitly target a different render adapter from the display.

43. ## A complete Game Development Course using Unity3d

Do you want to learn coding by making games in a easy way. Unity is a cross-platform game engine developed by Unity Technologies. The engine can be used to create both three-dimensional and two-dimensional games as well as. I am creating a complete Game Development Course using Unity3d on YouTube. Please Visit and comments for improvement of course. https://www.youtube.com/channel/UCThmoks1cKVElDkkLXj0Gbg you can also find detail on : easygamer.dsubidha.com A Complete Game Development Course Using Unity3d - Lecture 1 : Promo !! by Easy Mind
44. ## Fixing your Timestep and evaluating Godot

Unity does fixed timestep physics (and has a fixed and a variable rate loop for your own code), let's you configure the step sizes, and let's you choose whether to interpolate per physics object....
45. ## Games and blockchain.

We've been toying with ideas for years but haven't committed to any. As above, most games don't need a decentralised model and can do better with centralised. e.g. Valve hosts inventories for free already, gives devs full economic control over the game, and has an out of game market for player trading. Even making one yourself and hosting it on your own server is cheap and easy... Decentralised can solve a trust problem, where users don't want a central authority... But most people are fine with trusting a game developer to be the authority over their own game (excluding gambling, as above). IMHO the best use case I've come up with for a decentralised game economy is for a game that exists as a platform for many service providers besides the original developer. e.g. Many games allow you to host your own dedicated servers, so a 3rd party industry (not the dev) exists to service that... Or many games have tournaments that are organised by 3rd party companies... Or rely on user-generated content, etc... A decentralised game economy could allow players of the game to financially interact with these kinds of 3rd parties directly, in-game, without requiring approval from the developer. At the same time though, AAA publishers would probably balk at giving up control and would rather keep centralised authority so they can skim off these providers...
46. ## Beginning developing

That's my motto too. well said.
47. ## Use orbiting planets in 4x game?

Star Control I. In that game you had to navigate around a small star system that was points suspended in space and they all rotated around a central axis. As you moved from star system to star system a line would be drawn between the two points. It was an amazing effect and helped one visualise spatially for such an old game. I believe 1990. 1:20 is where to see it.
48. Yesterday
49. ## Fixing your Timestep and evaluating Godot

I was wondering how to do this and now I know. Great blog entry.
50. ## Test vote for next challenge

Hope you don't mind me hijacking this. I'm going to create an official poll..

For those not seeing notifications from the Challenges group, I just added a plugin that is supposed to auto-follow when you join the group. No idea why it didn't work that way already. You might need to leave the group and join again, or you can go to the group's Activity tab and click the Follow button - when you do that you'll get notified of any updates across the group, whether it's a new challenge or post in the forum.
52. ## Is my voice good enough as a voice actor for my own game??

Yes, better with every attempt. When you're doing this, think like a musician. That last sample, in the beginning you're hitting the notes on good time and ringing clear. At the end a little lazy. Try to hold it up there all the way to the end. Its easier to smear in post than it is to repair.

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