1. Past hour
2. Linear interpolation of two vector arrays with different lenghts

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. 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. What are you?!?

http://trix.slovenianforum.com/
6. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

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. 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. 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. 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. 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!

12. Versatile Composer available, projects big or small

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!

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. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

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. Linear interpolation of two vector arrays with different lenghts

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. 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. 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. 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. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

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. Need Social Media Manager + Promoter

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. Need Social Media Manager + Promoter

For how long?
22. Linear interpolation of two vector arrays with different lenghts

@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
23. Bare bones AAA team

AAA expectations are for high content. Takes time to create all that content.
24. How to find investors to build a very expensive game?

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.
25. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

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 ?
26. 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.

28. Need Social Media Manager + Promoter

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.
29. 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.
30. 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...
31. 40 seconds to compile a .cpp file - is it totally normal?

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.
32. What practically annoys you on a regular basis in programming languages?

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.
33. Any thoughts on the problem of silhouette normals?

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.
34. 40 seconds to compile a .cpp file - is it totally normal?

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.
35. Linear interpolation of two vector arrays with different lenghts

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.
36. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

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.
37. Question about paper "Sparse Meshless Models of Complex Deformable Solids"

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.
38. Linear interpolation of two vector arrays with different lenghts

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.)
39. Old CRT Radar scope emulation

On the danger of being dismissed again, i suggest searching "color grading" and "crt shading".
40. 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!
41. 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.
42. Linear interpolation of two vector arrays with different lenghts

@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.
43. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

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 ?
44. 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.

46. Object rotation problem.

k ... i have no idea how that works ... could you explain further ?
47. 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.
48. DXGI force a SetFullscreenState on D3D12 when another window gains focus on the same monitor

You can't disable that.
49. 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?
50. What practically annoys you on a regular basis in programming languages?

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.
51. 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);
• Game Developer Survey

We are looking for qualified game developers to participate in a 10-minute online survey. Qualified participants will be offered a \$15 incentive for your time and insights. Click here to start!

• Unity with AR Foundation Object Tracking

• For Beginners

Public Group  ·  1 member

• Unity Developers

Open Group  ·  1 member

• GameDev Challenges

Open Group  ·  86 members

1. 1
Rutin
10
2. 2
MJP
8
3. 3
4. 4
5. 5