1. Past hour
2. ## Voxel engine question (vs normal 3d Game engine)

Hi yeah, the next possible project is a voxel based RTS game, im just wondering if i can use my 'traditional' engine and just draw the arts in voxel form or like there is a need for it to be pure 'voxel' engine but i dont know what it actually means.
3. ## Need help with gas and liquid, physics for a game

Maybe I can help you. Ofcourse I can be caught on some questions but I used to be a thermal analyst (mechanical engineering) for about 9-10 years on projects from telco, automotive lighting, commercial aerospace and non millitary D&S (sounds like oxymoron but D&S is the name of branch).

5. ## D3D12 Unnamed Command Queue being final-released while still in use by the GPU

Yes, I agree with this. But why do I have to signal again? At the end of every frame I put a commandQueue->Signal right after commandQueue->ExecuteCommandLists. This means when I upload work to GPU, there will always be a Signal at the end of it. So why do I have to signal again when I want to clean up. Why can't I just wait for that Signal I put after the ExecuteCommandList? Is it caused by the extra system call thing mentioned on this page? My code is here. Uncomment this in main.cpp to enable debug layer. // debug layer if (!EnableDebugLayer()) { MessageBox(0, L"Failed to enable debug layer", L"Error", MB_OK); return 1; } Uncomment the above two code snippet to see this error.
6. ## Dungeon Crawler Challenge

It feels simultaneously like there's plenty of time and no where near enough. But you seem like you're in good shape. Looking forward to seeing the result.
7. Today
8. ## A Functional Impass - Advise me on how to proceed? (C#)

One way to go about it is to code what to do when the user enters a verb in a separate object, a Behavior object. Such a behavior object decides what should be done for a single item. Each item thus has a behavior object for each verb it responds to. If the user types "open chest", the system looks for an 'open' behavior object in the chest item, and runs it if it exists. One Behavior class may always open the item, while another class would first look for a key Item in the inventory, for example. Thus if you give the Chest Item a AlwaysOpenBehavior object, it would always open, while if you give it a OpenWithKeyBehavior object, you will need a key to open the chest item. This means that for every kind of 'open' you need to code a class, but that's unavoidable anyway (somewhere you do have to specify all possible variations that you want to have), but for different items with the same open behavior, you can re-use the same behavior class to make another 'open' object. The next puzzle you'll run into is that you want to have a zillion items, each with a zillion behaviors. I would suggest you store such information in a textfile, so you can easily edit it, At startup, you load the textfile into the program, and build all items with the correct behaviors into your Level/Area.

10. ## Numbers Planet: Games and Puzzles

This is a collection of more than 25 simple and challenging games about numbers and math.It includes the following games:----------------------Math Addition +, Math Multiplication x , Math Division ÷ and Math Subtraction -: Connect 3 or more numbers so that their result is equal to one of the targets.Connect Numbers, Connect Numbers 2048 Style: Match 3 games where you connect 3 or more same numbers.Columns 2048 Style, Columns Addition Style, Columns Erase Style: Match 3 games where you direct the falling columns to make 3 or more same numbers adjacent to each other.1 + 2 = 3, Arithmetic Challenge: Math addition, subtraction, division and multiplication game. Touch the correct answer.Duel 1 + 2 = 3, Arithmetic Duel: Math games where 2 persons are competing on the same device. The score will be counted for the person who touches the correct answer first.Matching Cards Easy Level, Matching Cards Medium Level, Matching Cards Difficult Level: Math matching memory games.Draw Numbers: Match 3 game where you draw the top numbers on the empty bottom blocks, making 3 or more same numbers adjacent to each other.Merge Numbers: Same game where you touch the group of the same numbers.Numbers Battle: destroy all numbers by shooting the correct bullets on each number.Numbers Clock: Shoot numbers on the clock so that their positions are ordered in ascending order.Touch Numbers in Order: touch the numbers in ascending order from 1 to 30 as quickly as possible.Sliding Numbers: Sliding puzzle game to arrange the cards in ascending order.Who jumps? 1 or 2: Touch the right or left half of the screen so that number 1 or 2 can jump without colliding.Falling Blocks: direct falling blocks to complete rows with no spaces.Chess Knight: direct the knight to touch all the squares of the chess board with the least number of movements.Color Arrow: touch screen when the color of the arrow is the same as the color of the opposite side of the circle.Classic Snake: Direct the snake to eat the apple.---------------------------- More games will be added in the near future.If you are left-handed: you can change the position of the buttons to the left of the screen from the settings page.Feel free to tell us your feedback, ideas, suggestions, requests, bugs and rate our game.Enjoy playing !
11. ## Is limbo game 3d or 2d

Some articulated characters in Limbo are definitely done with sprite meshes (subdivided flat meshes with a transparent textures that can be deformed to animate the character, like using Spine, Moho or Live2D Cubism), plus there's lots of layers and shader effects (lots of blurring, glows). So it's not 3D in terms of camera angles, but it's definitely using 3D technology for rendering. So I'd consider Limbo as 2.5D.
12. ## Columns 2048: Match 3 Numbers

You have to direct the falling columns to make 3 or more same numbers adjacent to each others only horizontally or vertically. Then, their sum will be converted to the nearest number in the series (2, 4, 8, 16, 32, 64, ...), It’s the repeated multiplication of number 2. It’s game over when there is no space for the falling column to land. It’s a beautiful and addicting game especially when the adjacent numbers are falling in a way similar to the falling dominoes. If you are left-handed: you can change the position of the buttons to the left of the screen by touching the hand icon in the main page.
13. ## D3D12 Unnamed Command Queue being final-released while still in use by the GPU

I believe there was a bug in current releases regarding outputting the names of final released objects, except resources. That was fixed relatively recently. The easiest way to know that a given command queue is idle is to signal a fence on it and then wait for that signal to complete. You can either do this on an existing fence with a higher value that you know hasn't been queued yet, or by creating a new fence and signaling it to 1 greater than its initial value.
14. ## FREE Music Composition (Pixel Artstyle games)

Hey Everyone, Yup, that's right i'm offering free music composition for your pixel art style game. I was one of the few composers who worked on a game called Dungeon Souls I've mainly worked with Orchestral and Electronic stuff, but recently getting into 8-bit, chip-tune style. If you're looking for some music for your game, my music can be found here: Orchestral - http://soundcloud.com/unfamiliaridentity 8-bit - http://soundcloud.com/pixel-8-music If you have any questions let me know! Regards, Nick

16. ## DX12 D3D12 Unnamed Command Queue being final-released while still in use by the GPU

I encountered this problem when releasing D3D12 resources. I didn't use ComPtr so I have to release everything manually. After enabling debug layer, I saw this error: D3D12 ERROR: ID3D12CommandQueue::<final-release>: A Command Queue (0x000002EBE2F3C7A0:'Unnamed ID3D12CommandQueue Object') is being final-released while still in use by the GPU. This is invalid and can lead to application instability. [ EXECUTION ERROR #921: OBJECT_DELETED_WHILE_STILL_IN_USE] I wanted to figure out which queue is it so I enabled debug device and used ReportLiveDeviceObjects trying to identify the queue. But it showed the same error. All my queues had names and ReportLiveDeviceObjects worked on other resources. After googling around, I found this page. It was a similar problem and it seemed it had something to do with finishing the unfinished frames. Before I made any changes, my clean up code looks like this: void Cleanup() { // wait for the gpu to finish all frames for (int i = 0; i < FrameBufferCount; ++i) { frameIndex = i; //fenceValue[i]++; //------------------------------------------> FIRST COMMENTED CODE SNIPPET //commandQueue->Signal(fence[i], fenceValue[i]); //------------> SECOND COMMENTED CODE SNIPPET WaitForPreviousFrame(i); } ////////////////////////////////////////////////////////////////////////////////////////////////////// // FROM HERE ON, CODES HAVE NOTHING TO DO WITH THE QUESTION, THEY ARE HERE FOR THE SAKE OF COMPLETENESS ////////////////////////////////////////////////////////////////////////////////////////////////////// // close the fence event CloseHandle(fenceEvent); // release gpu resources in the scene mRenderer.Release(); mScene.Release(); // imgui stuff ImGui_ImplDX12_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); SAFE_RELEASE(g_pd3dSrvDescHeap); // direct input stuff DIKeyboard->Unacquire(); DIMouse->Unacquire(); DirectInput->Release(); // other stuff ... } Obviously it didn't work that's why I googled the problem. After seeing what is proposed on that page, I added the first and the second commented code snippet. The problem was immediately solved. The error above completely disappeared. Then I tried to comment the first code snippet out and only use the second code snippet. It also worked. So I am wondering what happened. 1.Why do I have to signal it? Isn't WaitForPreviousFrame enough? 2.What does that answer on that page mean? What does operating system have anything to do with this? For you information, the WaitForPreviousFrame function looks like this: void WaitForPreviousFrame(int frameIndexOverride = -1) { HRESULT hr; // swap the current rtv buffer index so we draw on the correct buffer frameIndex = frameIndexOverride < 0 ? swapChain->GetCurrentBackBufferIndex() : frameIndexOverride; // if the current fence value is still less than "fenceValue", then we know the GPU has not finished executing // the command queue since it has not reached the "commandQueue->Signal(fence, fenceValue)" command if (fence[frameIndex]->GetCompletedValue() < fenceValue[frameIndex]) { // we have the fence create an event which is signaled once the fence's current value is "fenceValue" hr = fence[frameIndex]->SetEventOnCompletion(fenceValue[frameIndex], fenceEvent); if (FAILED(hr)) { Running = false; } // We will wait until the fence has triggered the event that it's current value has reached "fenceValue". once it's value // has reached "fenceValue", we know the command queue has finished executing WaitForSingleObject(fenceEvent, INFINITE); } // increment fenceValue for next frame fenceValue[frameIndex]++; }
17. ## DORU an idea i'm brewing up just need opiniouns

On desktop, there should be a blue-highlighted "Edit" word right between your post and your signature, but it seems like you have a timer on being able to edit posts because I can't seem to edit my most recent post... I'm not sure how it is on mobile or any other device. I tried the mobile version of this site, and everything seemed so much harder to work.
18. ## Automatic Doors / Travelling with Key Cards

We've turned the door to the escape pod into an automatic door. When the player enters the collider of the escape pod doors, the doors will open using an animation. Similarly, when the player exits the doors' collider, they will close with a closing animation. Only the player can activate the doors, no other objects. The script for this action is similar to the script that triggers the elevator animations. Another script was made that parents a key card to the player once the player picks the key card up. The key card will stop being a child of the player once the player releases the key card. This enables the key card to travel through different scenes with the player. - Kristen
19. ## Project Taival

Hi, my name is Marco Tinell and I started up as an Indie Game Developer in December 14th, 2018. It has been my dream since I was a child to be able to do games for a living. I have always loved to be able to think freely - no matter how silly some idea might sound at first, I just have to entertain the idea to see if I can find some non-obvious creative value in it. Innovative ideas need analytic thinking, which have helped me tremendously on anything that requires creativity, like creating 3D models to plan out carpentry solutions as a carpenter. My goals for this project are; • Get better at 3D modeling on more various selection of modeling software. • Learn to make presentable music. • Study on how to make animated videos from scratch. • Get to know some basics about several game engines, before choosing the one that I will use. • To improve my storytelling and compilation skills. • Bringing to fruition a marketable end result and registering a Game Development company.

21. ## GameDev - Dungeon Crawler Challenge - Part 2

Looking good. I'm curious to see how the rooms work out.
22. ## Dungeon Crawler Challenge - Update 3

A variety of things worked on over the past week. I've done some work to get the PC able to jump. The idea I'm thinking of is that there'd be palces with breaks in the floor you'd have to jump accross. I'm thinking of tieing that to the equipment weight you're carrying and decreasing the length of the jump, so maybe a bit of planning would be needed. For that to be meaningful though, I really need to work on what kind of equipment will be in the game. As it is now, you die if you jump off the floor into the "swamp". Having the little splash animation from Frogger was kinda handy there. More noticably though I was playing around with the sprites and ended up turning my human into a rectangle with feet. I kinda like the way it looks so I'm thinking of going with it. I'm hoping that the style will allow for simpler equipment and enemy sprites like my "torch" in the screenshot below that looks suspiciously like a simple red rock. The floor tiles also changed a bit and there's a couple tile transitions that need fixing up like the one south of the PC in the screenshot. I had some basic clothes for the human sprite I was using before. Other than the hats, they don't work for the rectangle so I'm pretty much at a place where I have to be spending time working on clothes, armor, weapons, and any other stuff I can hopefully get into the game. Lots of fun to look forward to aligning where sprites join together. The screenshot doesn't really show much of what all I have done. I'm hoping to get a video of some kind put together over the weekend.
23. ## Implicit transitions of read only resources

@turanszkij is mostly correct. A resource in the COMMON state can be incrementally promoted to multiple read-only states without the need for explicit resource barriers. Such resources will also decay back to COMMON when the associated ExecuteCommandLists operation completes. Therefore, it is true that static textures can be left in the COMMON state indefinitely, never needing resource barriers once they are initialized. However, non-simultaneous-access textures only decay to COMMON if they were written to in a COPY command queue. DIRECT command queues can promote textures from COMMON to COPY_DEST, but these will not decay back to COMMON. This is because DIRECT command queues may perform copy operations as a render op, resulting in compressed texture data that may need to be decompressed to allow read-access, requiring a resource state barrier. If possible, I suggest creating static textures in the COMMON state and use a COPY queue to initialize the data. This way you will never need a resource barrier for these textures. Let me know if you have any additional questions.
24. ## Skeletal animation not working

25. Yesterday
26. ## puting data from my charts

i have to create new post becouse i can´t edit the first the problem is the following I created a graph and now I want to search for data but I can only if i put statict data but i want put with dinamy data I am using angular 7, nodejs and mongodb what i doing wrong how i convert my chart with static data to dinamic data this is my code let TotalSell = function() { var data = { labels: ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep', 'Oct', 'Nov', 'Dec'], datasets: [{ label: 'My First dataset', fillColor: 'rgba(220,220,220,0.2)', strokeColor: 'rgba(220,220,220,1)', pointColor: 'rgba(220,220,220,1)', pointStrokeColor: '#fff', pointHighlightFill: '#fff', pointHighlightStroke: 'rgba(220,220,220,1)', data: [65, 59, 80, 81, 56, 55, 40, 84, 64, 120, 132, 87] }] }; legendTemplate: '<ul class="tc-chart-js-legend"><% for (var i=0; i<datasets.length; i++){%><li><span style="background-color:<%=datasets[i].strokeColor%>"></span><%if(datasets[i].label){%><%=datasets[i].label%><%}%></li><%}%></ul>' }; var ctx = $("#TotalSell").get(0).getContext("2d"); var chart1 = new Chart(ctx).Line(data, options); var legend = chart1.generateLegend();$('#TotalSellLegend').append(legend); }; <div class="col-sm-6"> <h5 class="over-title margin-bottom-15" style="text-align:center;">Total Sell</h5> <canvas id="TotalSell" class="full-width"></canvas> <div class="margin-top-20"> <div class="inline pull-left"> <div id="TotalSellLegend" class="chart-legend"></div> </div> </div> </div>
27. ## Some Handy Procedural Methods (Placing objects on the ground in circle/grid patterns or individually)

Yeah, you've got me curious on a number of things too. I noticed significant improvements when switching to this method, and not just in GC numbers. So now I'm going to have to compare it to single result and/or layermasked methods. And actually the more I think about it, I have currently over 100 ground objects(tiles), and maybe 2 others that "might" get in the way sometimes.. So it's actually backwards, I think layermasking would help(Me) most of I was looking for something other than the ground.. Hahaha!
28. ## Some Handy Procedural Methods (Placing objects on the ground in circle/grid patterns or individually)

If your scene has 100 objects, your original code will raycast against those 100 objects, looking for hits, copy the results of up to twenty objects that hit the ray, and then you check if those 20 objects are ground objects. By using layermasking, we first filter out the 100 objects for ground objects. (Of which there might be only one!) Then we do a ray test on those objects. So even if there is no GC difference, there should be a order of magnitude difference, especially as object count and complexity goes up. That and we eliminate the tag check as well. I don't recall if the single hit method returns the closest or not, it would be pretty garbage if it didn't, but I wouldn't be surprised if it didn't, or if it generated more GC that the non-alloc. Though I wonder how much it of a difference there is if compiling to their il2cpp code.
29. ## A Functional Impass - Advise me on how to proceed? (C#)

That's why I emphasized that ECS can actually be very simple and minimal while still providing a huge advantage. I think we are thinking and saying mostly the same. I just recommend to give it a try and build the whole gameplay logic in the ECS pattern, since I have made very good experiences with that. At least with my small, simple games where I never had to care about performance or other things where my ultra-low-tech ECS approach might get in the way. P.S.: Dankeschön
30. ## Some Handy Procedural Methods (Placing objects on the ground in circle/grid patterns or individually)

Like I stated at the top, some of these are unoptimized examples using local variables. I reuse non-local arrays to keep from generating excess garbage in production code. I started out using normal raycasts(w/o layermasks of course), it's also important to mention that there's really nothing to mask out in most of my use cases. As the ground object is the only thing that can be collided with. Profiling got me to my present methodologies. I shall now venture to test if layermasking reduces the GC as well. As it stands I don't have any GC of measure. I'm also curious if a single result raycast would guarantee the closest hit as my more resource intensive casts are not straight up and down and often return multiple ground hits that are never in a predictable order... More tests, perhaps the topic of my next blog.
31. ## Some Handy Procedural Methods (Placing objects on the ground in circle/grid patterns or individually)

I mean that you no longer need to check for multiple hits, therefore don't need to use the Physics.Raycast that returns multiple hits, which should theoretically invoke much less garbage collection than yours,since no array is required.
32. ## Where can I find a good game development company for a quality 3d platformer project?

You can likely find some experienced/proven freelancers on this site if you post an entry in the classifieds. Given the phrasing of the question, I'm assuming you have the capital to finance such outsourcing. https://www.gamedev.net/forums/forum/29-hobby-project-classifieds/ Insofar as partnering with a publisher, or development house, we're talking some serious muscle, or capital, and/or the right prototypes/ideas (which you may have, don't know). In such a case I wouldn't be of much help
33. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

Yes you are right (copy-paste mistake). For some reason I cant edit the original post so I'm going to post the code here: Fragment Shader #version 330 core out vec4 Color; in vec2 TexCoord; uniform sampler2D diffuse; void main() { Color = texture(diffuse, TexCoord); }
34. ## Anyone who wants to write a little game engine?

Hello guys, It was always my dream to create a little game engine (or rather a graphics engine) for fun. I know it's a huge load of work, but that's the challenge. It would be great, if anyone wants to join me in this quest. Programming language doesn't really matter (except for python and javascript.), I prefer C++. I am currently finishing my bachelors degree and have done graphics stuff in the past.
35. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

Babaliaris, the fragment shader u posted looks like the vertex shader u posted :-)
36. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

If you mean about the vertex specification, you can check it at the constructor of the Renderer class . I don't think I have any vertex data wrong in there. Also I would like to mention that A LOT of people who run Nvidia run my code and everything was rendering fine. But on my computer (AMD GPU) does this. Someone in an older post told me that "Some OpneGL Implementations are more forgiven that others and 99% when a glitch like this appears it's your fault, not the driver's." As much as I want to believe him, I cant' find what else I might be doing wrong.
37. ## Where can I find a good game development company for a quality 3d platformer project?

That's not the way it works.
38. ## Deferred shadowmapping

I was right as it comes to world space position. It was wrong because of this line: float2 cpos = (pixelCoord + 0.5f) * aspectRatio; First of all pixelCoord is already in [0,1] range so adding 0.5 to it made no sense. After changing it to: float2 cpos = pixelCoord; world position is fine. The shadow map still looks broken though. Do you have any further hints on this? I don't like this self shadowing thing:
39. ## Where can I find a good game development company for a quality 3d platformer project?

I really need an experienced game development company to help me with my project that is getting a bit too long to make. Please tell me which companies were the easiest for you to work with 🙃
40. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

How many code, it seems to me somewhere there is a problem in the creation of an object - values are incorrectly transmitted. Well, thank you, I openly say that I do not understand, why put a minus?
41. ## Weird depth buffer values

Show your result, curious!
42. ## Indie brawler Clan N coming to PS4, Xbox One, Nintendo Switch, Steam and Windows10!

I just signed up and, you know, after seeing this game, I was not disappointed, it is funny!;)
43. ## Indie brawler Clan N coming to PS4, Xbox One, Nintendo Switch, Steam and Windows10!

Hello Everyone, http://www.youtube.com/watch?v=V4BEluerj0c Clan N is a beatemup game which combines the classic arcades gameplay with today's modern brawlers. With an ancient far east theme, you'll get challenged across 7 different levels with many different enemies, mid/end level bosses and casual mini games integrated into main gameplay. Features A fast paced beatemup which combines the classic arcades gameplay with today's modern brawlers. A main story with 7 levels divided into more than 50 sections. Levels contain casual minigames which are tightly integrated into the main story and can be played separately as well. Can be played as local or online coop with up to 4 players. A slick and clean pixel based graphics with accompanying far east inspired music and sfx. ScreenShots More information WebSite : http://www.clanngame.com/ Reveal Trailer : http://www.youtube.com/V4BEluerj0c Steam : https://store.steampowered.com/app/982670/Clan_N/ Let me know any questions you may have and happy gaming!
44. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

No, even that would be better then camera->move(false, false, false, true); Because even with intellisense it communicates nothing when skimming the code.
45. ## Weird depth buffer values

Ah, I see... yeah, you're right... I had 0.1 / 40000. I don't know why it was set to that, but yeah... changed it and it worked properly too. Thanks!
46. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

LoL. Usually when I use enums I'm doing it old style (a bunch of #define statements, not the c++ enum type) bet you would scream more seeing that 😂
47. ## Textures, Pixel Alignment And Texture Mistakes. What Am I Doing Wrong?

I don't have time to look over that huge code dump, but in your main.cpp, the HandleInput... That camera->move() function made me scream then sob. Please, for the love of all that is programming use an enum! enum class movement_direction: unit8_t { forward, back, left, right }; type deal. I'll try and come back later today to look the rest of your code over and see if I can spot anything.
48. ## Some questions about fluid mechanics

Hi all, I am currently playing around with making a 2D underwater survival game (pet project, not too serious) but I need someone I can sit with for like an hour or so, to help me flesh out some reasonable mechanics for the behavior of liquids and gases in relation to gravity, pressure, etc. (Sorry guys I totally failed science class and have no intention of studying it now). There obviously has to be a balance between what I'm willing to code for and realism and then assistance with understanding some mechanics and how their formulas, etc would work. Some additional info, I am making the game in javascript (web browser) and dont plan on using any physics related engines or libraries. Also my first interests (as a starting point) for development lie in managing water vs oxygen vs immobile material in terms of gravity, weight, flow and pressure, both individually and against each other. The game will naturally use a basic 2D block/grid system similar to what you would see in a game like oxygen not included. If a voice chat not going to be so practical, then here are some of my starting questions: Water has weight and is therefore pulled down by gravity, I know this. I have also heard that water does not compress well, so I probably don't have to worry about deeper water having a higher density due to large amounts of water weight above it. So assuming some constant or formula for gravity and water weight, if you have one tile filled with water, and nothing underneath it, it all falls straight down (not caring much about atmospheric interference). But if you have solid mass underneath, then the water should probably fill tiles to the sides instead. Im guessing a good way of doing this will be to multiply your chosen flow rate by the difference between the fuller tile and the more empty tile or something like that in order to calculate change over time? There should probably also be something else at play here, as the liquid tile falling straight down would be very fast surely vs the 'flowing' into a neighboring tile or am I wrong? Another consideration is how do you handle the concept whereby I believe the water would flow downwards (gravity) first before attempting to flow to neighboring tiles (or am I just being naive here)? Also does gas or high pressure gas have any noticeable effect on any of the 'flow rates'?
49. ## Switch-between-characters mechanic

Thank you both for your answers! Indeed, as Rutin understood it, there is no need to have both cameras active at once, only one of them. (Although that would be another cool option to consider...!) The point is to have not only a main character but also a second one that plays a parallel role in the story --and some of their actions affect the story in different ways. This particular relationship is a mix of game mechanics and story, and it was difficult imagining one without the other, so I wanted to make sure I had some freedom. Anyway, thank you again. That was my first post, hopefully I'll see you again around here. 🙂

51. ## Switch-between-characters mechanic

I got hung up by it for longer than I should have when I first started using multiple cameras, just didn't click right away that I was multiplying the rendering load...
52. ## Switch-between-characters mechanic

I assumed the OP is just swapping from one character to the next, not rendering multiple camera views at once, maybe I misunderstood the post. If the OP is wanting more than one camera view to render out then some form of optimization might be required depending on the target specs, and what is being outputted. There will be no performance issue if you're just changing cameras from one area to another but maintaining a single 'active' camera view. Thanks for pointing that out!
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