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    2. Rutin

      Frogger GameDev Challenge - Part 2 - Car GFX

      Thanks. I have zero idea on how Godot works, but do they have static and dynamic batching? You do have some options to reduce overall draw calls. You can merge texture sheets into one single sheet so more than one object shares that texture and only reference relevant cords for each mesh. I would also consider only caring about what the user can actually see. If your tires are only visible on the left side due to the camera, then you could simply attach the right side tires to the car as 'one object' then keep the animating tires on the left side as their own. You can also have a toggle which does have a low / med / high graphics mode, and just use your static idea by linking the tires to the model as one object to reduce the draw calls on lower devices.
    3. Hello, I recently release Idle Portal Defense to open beta and am looking for feedback and suggestions before I move toward completing and releasing it. Idle Portal Defense is an idle clicker game where the objective is to stop enemies from entering the portal. Purchase upgrades with gold dropped from enemies, gambled, or passive income while offline. Prestige to unlock permanent upgrades. Artifacts can be gambled, mined, rewarded for achievements or acquired by other means and give permanent upgrades as well. android beta opt in url: https://play.google.com/apps/testing/com.binaryblade or if you would rather try the desktop version (it might be a bit buggier and lacking certain features so I suggest the android one above): https://drive.google.com/file/d/18KHRZg6ujKWEDkMW8WiVPVWXV-iv8gB6/view Warning, progress will probably be cleared when it is released.
    4. turanszkij

      DirectX 11 Device context queston.

      I actually tried it on multiple AMD gpus, the one of them being a RX470 if I remember. But it was more than 2 years ago, maybe they caught up now.
    5. JoeJ

      Bumpy World

      Yeah... i'm quite alone with my vision here. But i'm sure this has big potential for games, so i'll talk about it (again) in more detail. (It has nothing to do with voxels or surface extraction from volumes.) This is not meant as a proposal to extend or replace your work! More as a glimpse into a far, potential future, maybe... If you look at that bunny, its surface consists only of quads (i do not generate quad geometry because i'm actually interested just in the UV map). Now imagine how marching cubes would look like: Irregular triangles, almost unstructured, not really an efficient or nice representation of the surface - we know about those problems, nothing new. With quadrangulation this changes: We have a structured way to store surface data in a very efficient manner, and this has many applications: * Cache irradiance on the surface, which is necessary to solve the realtime GI problem (that's what i do) * Seamless texture mapping, which finally enables proper displacement mapping for everything, not just height maps. Also related stuff like Geometry Images. (Compete with high detail voxel idea using a fraction of data.) * A new solution to the LOD problem by tesselating quads. (For this we need much larger quads than shown on the bunny, which is hard and because industrial design has no interest here, we need to do our own research - i'm at this point now.) In practice i see application for highly efficient and detailed world geometry. The idea plays well together with virtual texturing, object space lighting and photogrammetry. The problem is: This is very hard - it took me more than a year to catch up with state of the art in research. You know: No degree probably Fulcrum would have done this in two months, seriously. So this is quadrangulation. Hexahedral meshing extends it with cubes into the inside of the mesh. So destruction, diffuse geometry like vegetation, raytracing is also possible by marching along the vector field which has low curvature. (I don't think we really need all this - likely unpractical... just to exaggerate the idea) Nothing of this is expected to be realtime. Fast methods, like from my link are fast only because they generate very high resolutions. For games we want a low resolution base mesh that we can subdivide on demand. This involves multiple solves, the integer rounding problem is NP hard, etc. The optimal placement of singularities is still an open problem for game demands because all existing methods ignore the target meshing resolution. However, runtime content creation like Minecraft might be possible but i would not consider this for an upcoming game anytime soon. .
    6. https://github.com/kcat/openal-soft is the official repository for OpenAL Soft. I'm not sure why the website is down.
    7. Today
    8. From a programmer's perspective, I was told by other game developers that revenue sharing means you'll make $0. If there is a revenue share project, I personally will only work with serious folks, for revenue share or free, on short projects. I suggest you do the same. At best, if the game has potential, offer a prototype. If the prototype cannot sell or attract money, the project it is bust. With short games you at least know people will not be poached off or go poof, it won't hurt you too much. With a short project at least you can say you've published a game and got experience writing on a game. To test potential of a project. Get the folks together for a period of tight, fast work, see how much you get done. A game jam for example. If the project lasts 12 months I would only work under an industry veteran. At the end of the day it is the team chemistry that matters. See if the company is willing to take a contract work, as a group to bridge the gap in funding. Diablo, for example, had a $300,000 budget, the rest was made up for by taking a $1,000,000 cotract with 3DO. For the contact, the writers sounded expendable. Blizzard North had a sound guy, artist, writer, and musician all in one from the sounds of it, which is probably why they kept him around. I honestly think you're going to be putting yourself in a starving artist situation by the sounds of it. Seriously consider how long you can go without being paid.
    9. Gnollrunner

      Bumpy World

      Not sure what this is really. I mean it kind of sounds like one of the normal voxels algorithms. Marching cubes, surface nets, dual contouring. etc. I'm really specifically targeting games however, so everything has to working in real time as far as I'm concerned.
    10. GuyWithBeard

      DirectX 11 Device context queston.

      Hmm, where did you read that? I have been using deferred contexts quite happily for the last year or so. My main development machine has a Radeon RX 580.
    11. Actually, the list of outputs is empty for all adapters except the first one (whichever that is).
    12. Same as Jack, cannot find the source code
    13. Gnollrunner

      DirectX 11 Device context queston.

      I'm not sure I understood everything but I did managed to get it working with mutexes. I guess I'll stick with that for now and revisit deferred contexts later.
    14. Greetings everyone! I want to know that: where is the best place to study game design in Germany? I looking for a German city with the best quality degree in game design, great amount of professional and also game company? Where I can looking for?
    15. Admittedly my algebra skills are pretty darn poor. Never were particularly great either but I do remember really enjoying solving quadratics at school (a long long time ago). Does anyone know of any decent free online resources to "skill up" a little? Nothing serious, it doesn't need to be an online course as such, no qualifications required (managed to do alright without anything but basic maths skills most of my life) but it would be nice to improve a little at least.
    16. Randy Gaul

      Continuous GJK for Linear Translations

      You will reach you goal the fastest by first implementing the linear CA algorithm, testing it, and getting it all ready to go. Then you can add in additional features with a solid baseline. This is personally how I would go about implementing this stuff.
    17. LukasIrzl

      Tales of Vastor - Progress #11

      Tales of Vastor - Progress #11 Content What's done? What's next? What's done? Mage animations In order to finally finish the playable characters, I worked on the animations of the mage character. Here is one of my favourites: This is the animation of the ice block spell. It creates a massive ice block covering the enemy. Eventually, the enemy freezes and prevents him from attacking. New backgrounds This week two new backgrounds were created. I tried to apply my newly gained knowledge in speed painting. There's still a lot to learn though. The challenge was to use real life images and make them fit the game. Tales of Vastor usually covers self drawn resources, so I had to apply some self drawn images on top of real life images. Bandit boss refactoring I was quite unhappy with the anatomy of the bandit boss. Especially, his breast looked weird. Therefore, I modified the breast a bit and added veins, to show his muscular body even more. Sacred forest map Last week I drew the sacred forest map on paper. This week, I created the digital version and tried to apply icons used in the actual world map. This is a cropped version, so there will be more waypoints. The plan is to make a labyrinth with a difficult path. You may want to stock up your potions before entering the sacred forest. What's next? New animations for the paladin New backgrounds Story implementation Updated alpha version (31st of October) If you have feedback, you can contact me via mail or direct message whenever you want. Be sure to take a look at Twitter as well, as there are more updates. Thank you!
    18. Satharis

      Requesting a code review

      I always find it bewildering when someone says "you should do this, this way, because it is better" and I reply with "It depends on the situation" suddenly it becomes a religious debate that is veering off-topic. Surely the prudent answer -- especially to someone who is barely learning how to develop games -- is that they should not be afraid to try different methods and see what the pros and cons are of each? If you don't agree with that then we should leave it at that, you gave your opinion and I gave mine. As a side note I'm not really sure what you mean about Unity, it stores the delta time from the last frame and also has a fixed update function, like most engines I've seen have. There isn't anything forcing you to use a fixed timestep. There are many fully functional games out there that use a variable timestep, games have even created replays with variables timesteps. They had reasons, it wasn't just that they were bad programmers.
    19. DrDeath3191

      Continuous GJK for Linear Translations

      Well, I was also planning to venture into scaling objects as well; I figured with a ray-trace I could manipulate the velocity vector by the movement of the simplex's faces after scaling was applied. But seeing as the ray trace is more complicated than I thought and I have to do CA regardless, why not shoot for the stars at this point?
    20. Dirk Gregorius

      Continuous GJK for Linear Translations

      CA without rotations is very very easy. If you are looking for the simplest algorithm and only need linear movement this is the way to go. You can take Erin's code from above and just swap out the root finder which is trivial without rotations.
    21. I see. Thank you for the info. I will estimate the cost after checking with a few knowledge people near me. Thank you, everyone, in this thread for the feedback.
    22. Dirk Gregorius

      FBX SDK skinned animation

      You can do something like this: 1) Go over each cluster and collect vertex influences (bone index and weight) 2) Go over each array of influences (per vertex) and sort, resize, and normalize 3) Copy influences into your vertex structure struct VertexInfluence { int BoneIndex = 0; float BoneWeight = 0.0f; } // Sort influence by bone weight bool operator<( VertexInfluence Lhs, VertexInfluence Rhs ) { return Lhs.BoneWeight < Rhs.BoneWeight; } // Normalize bone weights such that they sum up to 1 void Normalize( std::vector< VertexInfluence >& Influences ) { float TotalWeight = 0.0f; for ( const VertexInfluence& Influence : Influences ) { TotalWeight += Influence.BoneWeight; } // This can happen if a vertex is not skinned if ( TotalWeight == 0.0f ) return; for ( const VertexInfluence& Influence : Influences ) { Influence.BoneWeight /= TotalWeight; } } // Collect vertex influences from clusters std::vector< std::vector< VertexInfluences > > VertexInfluences; VertexInfluences.resize( VertexCount ); for ( const Cluster* : mClusters ) { int BoneIndex = mBones.IndexOf( Cluster->Bone ); for ( int i = 0; i < Cluster->VertexCount; ++i ) { int VertexIndex = Cluster->VertexIndices[ i ]; float VertexWeight = Cluster->VertexWeights[ i ]; VertexInfluences[ VertexIndex ].push_back( { BoneIndex, VertexWeight } ); } } // Process influences for ( int i = 0; i < VertexCount; ++i ) { // For each vertex get the array of influences std::vector< VertexInfluence >& Influences = VertexInfluences[ i ]; // Sort influences by weight (largest weights first) std::sort( Influences.begin(), Influences.end() ); // Add zero weights if number of influence is smaller the needed or remove influences with smallest weights from back Influences.resize( MAX_BONE_COUNT ); // Re-normalize weights such that they add up to 1 Normalize( Influences ); } HTH, -Dirk
    23. Hello, I recently found out about the "#line" directive in HLSL. Because I handle #include's manually, the line numbers in shader compilation errors are incorrect and dynamically adding these "#line" directives while loading the shader solves this problem which saves me a lot of time as I know precisely where to look when I make an error. However I noticed when I enable this, I can no longer debug shaders using Visual Studio Graphics Debugger. f I want to debug eg. the vertex shader, it asks me for the source file (while the right source file is there in the background! See the image). is there some kind of bug with Visual Studio or is this just an annoying side-effect from using "#line"? Anyone has experience with this? Cheers!
    24. @Shaarigan Understood what you mean. I wasn't even aware that you can mutex lock twice on Windows and it's basically non-blocking when happens on the same thread. It would be logical for me for a thread to go to Sleep upon the second lock. But I think it would be a bad practice to implement self-locking this way. Using semaphore is way more elegant to me. I used semaphore as well for keeping track of the number of jobs to be processed by a job system. If anyone is interested in taking a look at how to make (a simple) one, or pinpoint some issues :), check here: https://github.com/maxest/MaxestFramework/blob/master/src/common/jobs.h https://github.com/maxest/MaxestFramework/blob/master/src/common/jobs.cpp
    25. deltaKshatriya

      Free Images?

      What about Wikimedia commons? Those have pretty broad licenses as I recall.
    26. fleabay

      how is character creation usually done?

      BTW, this is known as 'same face syndrome' so you can Google on that and get a wealth of information.
    27. Anri

      how is character creation usually done?

      If your characters are all the same then you need to change that. Take a look at Street Fighter 2. Understand that the initial cast of Street Fighter 2 were gaming's first equivalent of a list of Hollywood A Stars. Here's a hint - they all come from different countries and have different class backgrounds - two of which already have history with the first game in the series. So, does your game have a varied enough world to allow your characters to be different? How is their location within that world affecting their lives? Why are they there?
    28. fleabay

      how is character creation usually done?

      Check out the videos on this YouTube channel. I've included one that might answer the question directly. Brookes Eggleston - Character Design Forge https://www.youtube.com/channel/UCJklo0Zl5tLV9kkk_Jd81EA
    29. i'm not looking to do anything too complex but i don't want all characters to look the same either is there a simple way of doing this?
    30. JoeJ

      Bumpy World

      Not really related yet, but there are some guys working on generating hexahedral meshes in realtime: https://www.hextreme.eu/ I think this stuff might hold the (wrong?) promises coming from Unlimited Detail and Atomontage. It really combines the advantages of triangles and volumes, instead claiming one would be better that the other in general. Working on quadrangulation i already see a lot of applications for games, but hexmeshes add destruction and diffuse geometry to that. Seeing a claim for realtime already at present day comes really unexpected and is hard to believe, but reading their crossfield paper - those people know what they do...
    31. searum

      RPG coder looking for a project

      only 2d? want mmorpg 3d?
    32. 123elad

      Need some help with a project C

      Alright I will check this suggestions. Thank's to you both. If any one has more ideas I will be happy to hear them. Thank's.
    33. Adrian HS

      Need some help with a project C

      This to examples are very easy, you have to read the input from the player do some validation and print the results, i think guess the number its more easy than hangman.
    34. 123elad

      Need some help with a project C

      Hey and thank's for you comment. Do you think its to simple to write it with at least 5 functions?
    35. Gunner Gaming Studio

      Unity Project Direction Update

      Hello All, It's been a while since we've updated anything on this game. Life has been hectic with full time job being a busy time of year, and doing some personal things like camping it's been hard to find free time to dive into a project. However when we have had the free time it's gone to other things than this game. Just wanted to update that we have decided a while back to put this game on hold. While we learned many things making it and enjoyed the development we didn't generate much interest in it and were losing interest in it ourselves. We see it as a stepping stone on the way to bigger and better games that are more enjoyable to make and to play. If interest ever arises we may release what was done for this game or even go back and finish it someday. For now we have our sights set on something more ambitious, something outside of our comfort zones that really pushes ourselves to learn new and exciting things. Lately when we have been developing it's been learning a new system and getting some basic mechanics we've never used before ironed out. Once we have all that comfortably working we will release details as to what we plan on making. Hope you stick around and support us as we continue this journey. Thank you, Gunner Gaming Studio Team.
    36. unbird

      Bumpy World

      Thanks, now I get it. I should have looked at your other entries too. Indeed this seems very suitable for a planet. Congrats.
    37. fleabay

      Need some help with a project C

      This example is about as easy as you can get, maybe too easy to get a passing grade. Guess a number between 1 and 100 game. Accept a string or int input. a function prints 'your guess was too high' another prints 'your guess was too low' another prints 'congratulations, you guessed correctly in x tries' another prints 'only numbers between 1 and 100 please' another prints 'that is not a number'
    38. Adrian HS

      Need some help with a project C

      My first "game" when i was learning java was hangman, the one where you have to guess the word with 3 chances, you don have to draw the hangman. Thats very basic and easy to implement.
    39. Hello guys. In my studies I received a task to write a code in C, it can be a small game or any other idea I can think of. The only "Rules" I have is that the code must contain at least 5 functions. I am a pretty new to programming so I don't want to choose a task which will be to complicated for me. So I came here to ask for advice to an idea to a code. I would really appreciate any idea you guys have, and even if you don't have an idea for me I will still thank you for your time. Thank's alot!
    40. Kenneth R

      Unity 2D RPG tutorial

      RPG tutorial Atm I'm working on a Unity 2D RPG tutrorial. You can watch the introduction to the course in the video below, and read about the different things we will be implementing through out the course. Player movement and Animations, complete worldmap with layer sorting and camera follow. Health & Mana bar Spell book and action bar for spells Casting bar Target unit frames and health bars Keybind menu A complete inventory and item system Tooltips Lootable items Player equipment Bank storage Vendor Questing system What will we include in the future? Keep in mind that this tutorial is still a work in progress, if you feel like the tutorial is missing some features, then please feel free to let me know. If it's a great feature I might include it. Crafting Talent trees Dialogues Main menu Pathfinding Character selection Ranged enemies
    41. Bolt-Action Gaming

      This Week in Game-Guru - 10/22/2018

      So I'm back from my business trip and there's a lot of catching up to do. Let's get started! Official Game-Guru News: Every once in a while TheGameCreators, makers of Game-Guru, release two press releases inside of a week. Makes it a little difficult for me as a weekly updater but in case you missed them there are two new updates to cover: https://www.thegamecreators.com/post/gameguru-buildings-pack-update-released Finally, with all the PBR retexturing done they got to the buildings and... they look... ok-ish? I guess? I don't know. They seem to lack the really high quality finish some of the other PBR redos have. I use these models regularly as stand-ins or as actual elements and it's just a little disappointing to see that the textures seem marginally better as a result of the PBR treatment. I'll have to play with it to see if I can improve it, but judge for yourself: In better news, however, there's a new pack out - the "Medical Pack". This pack is really ripe with tons of goodies like really well textured models of x-ray machines, gurneys, doors, desks, curtains, etc. I'd put this in a 'must buy' category. It's currently on sale for 20% off. These materials can find a home in a great many different projects so definitely consider picking it up! Free Stuff:Animated Wooden Crate by Lafette II: https://forum.game-guru.com/thread/220151 This crate is unusual in that it performs the function of being "a wooden box that opens when you approach it and let all the objects you can pick up in the two rooms float first and then slide into the box after a short while. It can be used excellently in fantasy games, but it also looks great in modern shooter games." ... will need to try this one out myself later. Third Party Tutorials and Tools Information on how to make an animated TV monitor: https://forum.game-guru.com/thread/220149 Random Acts of Creativity Now in this particular area I have a lot of updates to go over so bear with me as I cover them all. New assets are on the way! First and foremost there are a significant amount of new assets in the pipeline for store users. If you're interested in purchasing these and want to see what's coming soon - check this subforum and just look at all the big names in there - Lafette, Graphix, Wizard of Id, etc. Tons of really good stuff is on the way! Bellidos meanwhile has been hard at work on something he calls 'mastaba': It's an interesting recessed temple model. Not much more to go on but it showed up in the discord while I was out of town and I like the way it looks. Expect it on the store soon! A lot of work was done on particles... https://www.youtube.com/watch?v=nLebdDTJgis Preben's at it again with some GG Loader particles that produce excellent weather effects. https://youtu.be/Tm_u6HsI7Lg Graphix and Amenmoses have been working on some interesting particle stuff in this video link given as well. Game-Guru users have been hard at work as well... Len the man has been hard at work at his cowboy shooter and while I think some may complain about the graphics what he HAS shown limit on talent with are his creation and use of cutscenes. Check out this gif and just try to figure for yourself how it was accomplished, because I can't manage it shy of frame-by-frame video editing: Yeah, I wish I could do that. I've asked him for info on how, so I can maybe write it up in my book but dang. Good work Len! New user 'Bonesy' has continued his work on 'cyberfi' and it's starting to look more and more like a real game. Admittedly it's a bit too spartan and the colors are very polarizing by my standards but it's always good to see people steadily improving their product. He's even added some mech with custom AI to it, so it's definitely going places though it still needs a LOT of polish. I'm looking forward to see where it goes from here. A frequent favorite on here, Duchenkuke won the most recent contest (I was not a participant this time, due to work - though I don't think I'd have beaten this entry) on a ghost town theme with this beauty: However little did you know he also makes music as well - check out some of his most recent stuff here: https://www.youtube.com/watch?v=oHbM5ph8VeU Oh and lastly, in case you're interested in how NOT to act as a Game-Guru user you can check out some juicy controversy here: https://forum.game-guru.com/thread/220157 In My Own WorksI have my work cut out for me, I knew this already but this last week really set me back a LOT. I now have an additional 5k words I need to write this week meaning I'll be lucky if I can make it to 8k words. That means long days and longer nights as I try to get caught up. I have some really great ideas for projects and products for Game-Guru but can't get the time to work on them. Such is life. Once the book is clear I have to do the sidecar game to go with it so I'm probably going to be running 100% until next June. Lovely! View the full article
    42. turanszkij

      DirectX 11 Device context queston.

      Before you do any big rewrite using deferred contexts, I warn you that AMD gpus don't support those (last I checked). Also, the DX11 implementation for these can't be very efficient, because resource dependencies can't be declared in the API, so the driver will serialize your command lists when you call ExecuteCommandLists and validate dependencies between them anyway. I'm not saying that there is no gain from this, I think some games used it to success (Civilization V afaik). An other method would be to have your own command list implementation that in the end would generate DX11 commands when you submit it. This would be a bigger task to implement, but it would work on Nvidia, AMD, etc... Anyway, you can Map on Deferred contexts with WRITE_DISCARD flag and NO_OVERWRITE flag if I remember correctly. You can use UpdateSubresource() too. But you can't read back data with MAP_READ, or read query results.
    43. Gnollrunner

      Bumpy World

      I didn't actually use that paper. I googled it after I wrote my library and saw someone else had done similar stuff, but it wasn't a big surprise. I mean it's not rocket science. Both are space filling shapes and both can be subdivided into an octree. In fact I think they may be the only two shapes that you can do that with. Each have advantages and disadvantages. The cube is simpler and goes into an matrix better but it's also 256 cases as opposed to 64. Since I'm using an octree the matrix advantage doesn't really help me much. The cube also has more ambiguous cases and some of those cases appear in horizontal geometry, while the ambiguous cases of the prism are only encountered with very vertical geometry. Since terrain is a lot more horizontal in general, that's a bit of an advantage of the prism. But in my particular algorithm I disambiguate all the ambiguous cases anyway. None of these are the primary reasons, I chose prisms however. Since I'm doing a planet I wanted to wrap my voxels so the orientation is always the same everywhere on the surface. For that prisms are way better because you start out with an extruded icosahedron instead of an extruded cube. The voxels in general end up being a lot more uniform which is I think, what you are noticing. I'm also going to use this property for a trick I thought of for doing fast noise generated caters for moon like planets. If it works like hope, it should be cool.
    44. Nilmani Gautam

      Scope of variable in unity3d

      Hey everyone, we have just launch topic on Scope of variable and guess variable on A complete game development course using Unity3d. Please visit here for more information.
    45. unbird

      Bumpy World

      Very nice. And curious. Never heard of marching prisms. Marchers usually create a more "ugly" mesh. This one doesn't seem to. Is it from this paper Marching Prisms: Rapid section generation in 3D geological model.pdf ?
    46. This whole hammers down to one problem - what you want to store in your voxel data. I did some research, measured performance of various approaches - and the most stupid way, of storing directly results of lighting in voxel data, and as 3D textures, were the winner. Although to be said, the game is using only dynamic lighting and lots of dynamic objects (be it physics or animated) - for this scenario storing normal and color (and injecting light) is a too heavy hit in performance (and doesn't bring in any advantage), as you will need to do it for many (if not all) lights. SVO may be an option - but due to previous, light bricks would need to be re-built constantly. If OP wants difference comparison for lambert vs. oren-nayar vs. disney diffuse F.e. inside VXGI, I can provide those - although probably not earlier than tomorrow. Sadly, I'm way too busy today.
    47. mrMatrix

      FBX SDK skinned animation

      Now that I have Assimp working I think Assimp does the latter and my way with the XML does the former. How do I switch between the two? How do I go from each bone knowing which vertices it deforms to each vertex knowing by which bone it is deformed?
    48. Gnollrunner

      DirectX 11 Device context queston.

      I actually kind of do that anyway. The meshes are created in an voxel octree. I'm just wondering what the best way to handle the copy to card is in a threaded environment. I should add that on the CPU side it's my own mesh format so it's not just a memcpy to the buffers, however it can be done with a reasonably simple loop.
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