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    1. Past hour
    2. Hi, here is my entry for the Dungeon Crawler Challenge. I will not have much time in the coming weeks so I have published what I could do right now with the time I had. Only had time to make one level. I will write the Post-Mortem in the next few days. The download file is a .zip, and there is no installer so you need to find the .exe in Binaries/Win64. Controls are WSAD keys to move around, left mouse button to attack, mouse to move camera around, H key to drink health potions, M key to invoke in game menu. To open chests you just touch the front of the chest with the player, and walk over it when opened to pickup the loot. Let me know how it runs because the build does not have resolution mode change options and I made a scalable build, which is only scalable on my system.
    3. phil67rpg

      c# tic tac toe game

      I have almost done my tic tac toe game, I just need to make it bulletproof. here is my code so far. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ConsoleApplication4 { class Program { static void Main(string[] args) { int count = 1; int player_x=0,player_o=0; Console.WriteLine(" 1 | 2 | 3 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 4 | 5 | 6 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 7 | 8 | 9 "); char[,] board = new char[3, 3]; while (count <= 9) { Console.Write("Enter X spot (1-9): "); int num = Convert.ToInt32(Console.ReadLine()); Random rnd = new Random(); int num_one = rnd.Next(1, 10); switch (num) { case 1: board[0, 0] = 'X'; player_x = 1; break; case 2: board[1, 0] = 'X'; player_x = 2; break; case 3: board[2, 0] = 'X'; player_x = 3; break; case 4: board[0, 1] = 'X'; player_x = 4; break; case 5: board[1, 1] = 'X'; player_x = 5; break; case 6: board[2, 1] = 'X'; player_x = 6; break; case 7: board[0, 2] = 'X'; player_x = 7; break; case 8: board[1, 2] = 'X'; player_x = 8; break; case 9: board[2, 2] = 'X'; player_x = 9; break; } switch (num_one) { case 1: board[0, 0] = 'O'; player_o = 1; break; case 2: board[1, 0] = 'O'; player_o = 2; break; case 3: board[2, 0] = 'O'; player_o = 3; break; case 4: board[0, 1] = 'O'; player_o = 4; break; case 5: board[1, 1] = 'O'; player_o = 5; break; case 6: board[2, 1] = 'O'; player_o = 6; break; case 7: board[0, 2] = 'O'; player_o = 7; break; case 8: board[1, 2] = 'O'; player_o = 8; break; case 9: board[2, 2] = 'O'; player_o = 9; break; } if (player_x == 1 && player_o == 1) { board[0, 0] = 'X'; } if (player_x == 2 && player_o == 2) { board[1, 0] = 'X'; } if (player_x == 3 && player_o == 3) { board[2, 0] = 'X'; } if (player_x == 4 && player_o == 4) { board[0, 1] = 'X'; } if (player_x == 5 && player_o == 5) { board[1, 1] = 'X'; } if (player_x == 6 && player_o == 6) { board[2, 1] = 'X'; } if (player_x == 7 && player_o == 7) { board[0, 2] = 'X'; } if (player_x == 8 && player_o == 8) { board[1, 2] = 'X'; } if (player_x == 9 && player_o == 9) { board[2, 2] = 'X'; } Console.WriteLine(" {0} | {1} | {2} ", board[0, 0], board[1, 0], board[2, 0]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 1], board[1, 1], board[2, 1]); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2} ", board[0, 2], board[1, 2], board[2, 2]); if (board[0, 0] == 'X' && board[1, 0] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 1] == 'X' && board[1, 1] == 'X' && board[2, 1] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 2] == 'X' && board[1, 2] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 0] == 'X' && board[0, 1] == 'X' && board[0, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[1, 0] == 'X' && board[1, 1] == 'X' && board[1, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[2, 0] == 'X' && board[2, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[1, 0] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 1] == 'O' && board[1, 1] == 'O' && board[2, 1] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 2] == 'O' && board[1, 2] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'O' && board[0, 1] == 'O' && board[0, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[1, 0] == 'O' && board[1, 1] == 'O' && board[1, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[2, 0] == 'O' && board[2, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); Environment.Exit(0); } if (board[0, 0] == 'X' && board[1, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } if (board[0, 2] == 'X' && board[1, 1] == 'X' && board[2, 0] == 'X') { Console.WriteLine("Player X Wins"); Environment.Exit(0); } count++; } } } }
    4. Tara Louise

      MMORPG Brilliant Game Idea.

      This idea came to me in a dream. It's a choose your own adventure game. 2D and VR optional. Basically, you are set up in a big town with other live players. You are free to do what you'd prefer. For example, in the game you could stay at home and do any mundane activity that you choose. Or, explore and find quests. These quests are no dragons and knights. This setting is taken place in a regular town in a modern day time frame. You could find a quest from a programmed avatar who would need help trying to capture a criminal, etc. You could be like Grand Theft Auto and be the one people try to capture. You could get a job. You could meet people (being a live game) and go to a restaurant, smoke, drink, play darts/pool, get a hotel room with someone etc. The game is what you want to make of it. Either it's a simple story line (for someone like me) who likes to explore different places, do extreme sports and play mini games with other live players. Or. You can make it something completely different and fierce with a whole lot of action. It's your choice. All people would love this game because they are almost designing it as it goes. What will be the adventure today? Or what will the regular day bring? Thoughts? Comments?
    5. Yesterday
    6. This was a question to Promit about where that chat he mentioned was. Turns out if was a Unity Pro specific channel that isn't public. I'm done chatting about it now and forever really. My opinion of Unity is set (to zero). Apology in one place and passive aggressive "not everyone can be as open as mature as we are" on the other. It turned out they knew what Improbable were doing since they were at Unite 2016 talking about "running thousands of Unity instances int he cloud". Here are things they could have avoided doing: changing the ToS like that; claiming they blocked Improbable's license keys to "protect the integrity and value of our technology and Unity developers" (actual blog post quote); claiming there always was ToS violation even when backpedaling hard and restoring the keys; saying "we won't say the details of their violation out of respect for all sides" while calling Improbable immature withing the same hour. I'm not sure why you are so contrarian. I'm done with this topic and won't reply anymore. All the arguments are on the table. If you think Unity acted well - I think you're wrong but what can I do? If you just like the engine, work for a company using it, work for Unity company itself, use it for your projects - that's fine, the criticism is of CTO, CEO and the corporation. No sane person would blame a random user or employee for something bad Unity did as a corporation. Now I'm unfollowing all Unity related threads since this is all over. Goodbye.
    7. Ah! Seems to be ok, just had to start processing the event loop!
    8. ChuckNovice

      Weird depth buffer values

      It still shouldn't be causing this problem. Please post your near/far values as requested by vinterberg. A too small near value will screw up your depth precision. Better to fix the problem at the source than patching it.
    9. h8CplusplusGuru

      std::shared_ptr to this pointer question

      class Object{ public: std::shared_ptr<Object> mSelf; void create( std::shared_ptr<Object> self){ mSelf = self; } void destroy(){ mSelf.reset(); } void magic(){ somefunction( mSelf ); } }; std::shared_ptr<Object> object = std::make_shared<Object>(); object.create(object); object.magic();
    10. Hello everyone! I'm trying to create a window with SDL2. This code works perfectly: _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0); However, this code already doesn't: _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!_window){ throw SDLException("Can not create window!"); } I don't understand what's the problem: the exception is not thrown. I'm trying to get OpenGL 4.2, because glxinfo shows it's available: However the window is not shown. Here's the complete code: if (SDL_Init(SDL_INIT_VIDEO) < 0){ throw SDLException("Can not init SDL"); } SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!_window) throw SDLException("Can not create window!"); SDL_ShowWindow(_window); _gl_context = SDL_GL_CreateContext(_window); if (!_gl_context) throw SDLException("Can not create an OpenGL context!"); SDL_GL_SetSwapInterval(1); However it's not crashing the app!!! I can also play some games on my laptop: MegaGlest, 0 A.D..They all work. I also tried to add: set (OpenGL_GL_PREFERENCE GLVND) in CMakeLists.txt, but it also didn't help. Great thanks for your attention. I tried to find the solution in the Internet first, but I've failed to find it. I hope, I'm not the only person with this problem. p.s. Just in case, I'm also attaching the project. I'm doing it under Ubuntu 18.04, but it shouldn't make too much sense, since it uses Qt Creator and CMake. To build the project you need to have a CMake or Qt Creator installed. If you have CMake you can download just 'client(light)' file. So, to build and run it: 1. go to the client/build directory 2. run: cmake ..&& make && ./Arena client(light).zip arena-shooter_(full).zip
    11. I don't see that there's much more to chat about. Unity got their I hand slapped and had to open up their restrictive TOS. Game devs actually won this one from where I'm sitting. Unity can no longer hold this clause over anybody who uses their engine, for anything really, as long as they don't claim to be a partner of Unity's. Done deal. All marketing slogans aside, how democratic do you actually expect a for-profit company to get?
    12. Oh sure, I can buy that, but: It's Unity who used the word as a noun for years now all over the place. Their website does it still: "announcing Unity XXXX.YY", "Download Unity", etc. Even the blogpost announcing these rules does it. It's as if they just had lawyers who never even heard of Unity before copy paste some legalese. It also sends mixed signals yet again: "everyone does it", "Unity does it", "Unity let's people do it", etc. just like with 2.4.
    13. jakovo

      Weird depth buffer values

      Thanks everyone for your answers, So, I finally found the problem... it was that the terrain mesh (which is being proceduarlly generated) had the values for the vertices' position attribute (in local-space) around the millions, so looks like that was driving the GPU crazy... just forced it to stay in the thousands and everything worked as expected. (Interesting though, on Intel HD 4600 graphics there was no rendering issue) Oh well, i'm just leaving the answer here if anyone else runs in such a weird behavior.
    14. Oh yeah I forgot about that. I'd blank the shader for that reason alone 🤣
    15. too_many_stars

      std::shared_ptr to this pointer question

      Thanks so much for the response. I was just redesigning my spatial grid class and came to wonder if this was allowed in the C++ language. In my implementation I do pass a raw pointer to an ICollidable * pCollidable object which solves the problem above. This is purely for my edification since the C++ language is so complicated. Thank you again, Mike
    16. If you Google 'Trademarks are adjectives' you will get tons of links stating that that is proper use and one could lose a trademark if not used in that fashion. The examples I have seen given are: Elevator, Kerosene, Corn Flakes, Yo-Yo. Apparently they had their Trademarks revoked because they were advertised as nouns or fell into use as nouns. Nobody I know says 'Walmart store' so maybe it's time to revoke Wal-Marts trademark.
    17. Irusan, son of Arusan

      std::shared_ptr to this pointer question

      No. There's no association between an object and a smart pointer to it. You'd have to either need to pass the pointer to the object, or use some manner of injected reference count. I also wonder why you'd want to do this?
    18. I can't find any discussion of Unity in any #channel. Can you point me to that? Seemingly no one uses the forum to chat about this. This comment also didn't merge with my last one like they usually do and I have no idea why (sorry). Another tough question where Joachim's answer is "IDK ¯\_(ツ)_/¯": https://old.reddit.com/r/Unity3D/comments/agn89u/join_john_riccitiello_and_joachim_ante_for_an_ama/ee7g0x7/
    19. Olivier Girardot

      My Natural disasters Sound Effects !!!

      Thanks man !
    20. Everyone is afraid to create the first topic in a forum, so I thought I would take care of that. I want to thank @Brain for taking the initiative to use GameDev.net's Groups feature to create the Unreal Engine Users group. We've had Groups for a while (For Beginners, GameDev Challenges), and a few months ago started to allow GDNet+ members to create and manage their own groups. @Brain is the first member to make the leap! I look forward to seeing this group grow into a great resource for developers using Unreal Engine!
    21. Rutin

      My Natural disasters Sound Effects !!!

      No problem! You're very talented.
    22. I have no stake. I'm genuinely pissed at them for this after all these years of "democratization of gamedev" marketing which I also fell for and recommended them to people. The toxic parts of their community who jump to their defense no matter what don't help one bit. Insults towards developers during email drama was my main reason for deleting my account back then despite Unity handling it mostly okay. This forum is also only 'real' social media-ish account I have so what I said here is 100% of my online ouput about this. I don't have Twitter or Reddit accounts and I use my YT one just to manage subscriptions. Edit: CEO just said "I understand the curiosity, but out of respect for all involved, we won't be getting into more details." to a question about details of the original 'over a year ago' ToS breach. And someone else just pointed out this video about SpatialOS from Unite 2016 on Unity's YT channel where it literally says they are running thousands of Unities in the cloud and had no problem with that: https://www.youtube.com/watch?v=ffWaRbYXxRc Jesus.
    23. Hello Everyone, I have a quick question regarding the contrived program below. class Person { public: Person(const std::string & n, int a) : name(n), age(a) {} void DoSomething() { /* Problem here. "this" pointer is not the same as std::shared_ptr<Person>. How can this pointer refer to itsel through the std::shared_ptr<Person> ? */ ThisIsDoingSomething(this); } private: std::string name; int age; }; void ThisIsDoingSomething(std::shared_ptr<Person> pPerson) { std::cout << "here" << std::endl; } int main() { auto pMike = std::shared_ptr<Person>(new Person("Mike", 40)); pMike->DoSomething(); char hold; std::cin >> hold; return 0; } Given a function that passes a std::shared_ptr<T> parameter (in my case ThisIsDoingSomething) Is it possible for a class to refer to it self through the std::shared_ptr by somehow using "this" pointer? Sorry for the word salad but I am not sure how to explain it better. Thanks again, Mike
    24. Actually I've already choosen an art style and managed to create a good porsion of 3d assets in it. I've put a lot of effort and time in my player character concept (attached picture), but I've never managed to rig it and I'm not talking about animating it. So I set a biggest problems for me: Animations Rigging Complex FX Environment detail So I will try to search for artists who wants to work on this kind of stuff and of course will share revenue with them after realing the game. Hope I will find some.
    25. turanszkij

      Draw just to get stencil buffer updated

      Should be handled by the driver, but an other thing is that if you still have a pixel shader which wants to write output and no render target is bound, the DX debug layer will begin spamming warning messages, so it's still a good idea to have a null or void PS. You can supress warning messages, but I wouldn't recommend it. It might be also interesting to compare which is the cheapest operation and which is the most expensive. I believe from cheapest to most expensive would be: set pixel shader < set blend state < set render target
    26. What's your stake in all this @FRex? You seem to be really loving the drama.
    27. For anything in your game, you will always have basically four options: Pay someone to do it Find someone who's happy to do it with you, either for fun if its a pure hobby project, or for a share of revenue. Just as you want to develop your programming skills on the game, there are artists who want to develop theirs. Bare in mind, though, that unless you're paying someone they will likely want creative input into the game design as well. Make it yourself. Find pre-made assets that you can use for free, or for trivial sums of money. You've ruled out 1, so you are left with 2, 3 and 4. For 2, there are forums here for looking for people to work with you. For 3, you will need to put the time and effort into learning the skills of art and animation; just as you've already done for programming. You can also help yourself by choosing the style of your art so that it requires less skill from you, and so that more of the heavy lifting is done by clever visual effects that you can achieve through programming rather than art assets. 4 is okay for some stuff, but it's usually hard to find assets with a consistent art style. Still, bringing on board these kind of assets can help you fill gaps, provide a clearer idea of how your game will be, and/or provide a starting point that you can then modify to suit your tastes.
    28. Olivier Girardot

      My Natural disasters Sound Effects !!!

      Haha ! Thank you so much for your ongoing support
    29. Septopus

      SlingBots - First Playable Arena Level & The SuperLoop!

      Very cool! Thanks! I put out a couple of small bug fixes this morning too, probably nothing you noticed though.
    30. It appeared only today and feels like an excuse to keep claiming "Improbable started it" or to justify how their "community" shits at Improbable, Epic, Sweeney, etc. for last 5 days. Even on this forum a Unity employee claimed it's a conspiracy. Even he/they made a passive aggressive comment about Improbable just now: https://old.reddit.com/r/Unity3D/comments/agn89u/join_john_riccitiello_and_joachim_ante_for_an_ama/ee7jsgz/ Real rich coming from John Riccitiello: https://www.forbes.com/sites/insertcoin/2013/04/09/ea-voted-worst-company-in-america-again/#435b40597aeb
    31. Hello everybody! I'm developing my first big game and almost done with finishing all the mechanics, the only few things that left is some balancing and some enemies behavior corrections. But scince I'm developing it on my own and it's 3rd person shooter the game needs a lot of content such as animation characters environment meshes and so on. And there is a problem: I don't know what to do next. So let me explain situation a little bit better. I was doing very simple games for 3 years when I started game developing and a year ago I decided to create a really big and serios project. So for these year I've managed to create all mechanics balance them and now I got a game that can be played and people (who tested it) enjoy it. The only thing is left is to bring "beaty" to the project. I can model all static meshes for the levels, create some FX, textures and I've even managed to create all enemy characters. So I'm more a programmer than an artist and I simply don't know how to create all other stuff such as animations, player characters and so on. It's realy bad, because for now I can't even show my work to the people, because it's very ugly and poor. And I don't have money to pay artists. So please can you give some advices on what to do in this situation.
    32. Rutin

      My Natural disasters Sound Effects !!!

      Very nice! The legend is still producing superb work!
    33. Depends on the driver On D3D11 I mostly see no difference, but have on one PC, so I do it explicitly now. On D3D12 I haven't seen any driver miss this automatic opportunity - maybe due to PSOs, they put a bit more effort in? There's also the obvious case where the pixel shader has side effects - contains a clip/discard instruction, writes depth, or writes to a UAV... Drivers won't automatically kill that work
    34. SIr Pep

      Unity Issues rendering 2D tiles

      Here are the 2 pictures just circled. I'll also add the tilesheet and a circle where the tile is which is in 32x32 so I'm sorry if it's small. This one comes from the top row of the tileset This one comes from the circles area on the tileset. This issue was apparently fixed in Unity 2017.2 according to their issue tracker but I'm still having it.
    35. CrazyCdn

      Unity Issues rendering 2D tiles

      I'm on a 2k and 4k monitor setup so your images were tiny. I zoomed in as much as I could and circled what I believe you're talking about, I hope? As @Septopus mentioned, can we see your sprite sheet? I've never used Unity as I work with my own engine, but with more information others here might be able to assist you better. Anyway, for myself and others I circled what I believe you're talking about (I hope) if not can you point them out?
    36. Hello Game Devs ! This week I am showcasing my Natural Disasters sound effects ! Find These sound effects in my online shop: http://www.ogsoundfx.com And subscribe to my NEWSLETTER to have the opportunity to have this Natural Disasters Pack for $5 instead of $20 !!!
    37. Sounds reasonable to me, the ads I saw leading up to this were certainly suggestive of some kind of partnership. I assumed there was one in place.
    38. They got asked about this on Reddit and this is their answer (from Unity_John):
    39. Septopus

      [WIP-Metroidvania] Slap of God-Single developer

      Your art is beautiful my friend! I think the logo looks fine.
    40. @FRex well, the only one that changed was 2.4, before they were in violation, now they are not.. I'm guessing that it was 2.4.. Just a guess. lol The problem is, they were only in violation according to Unity's interpretation of their TOS, so they made it more explicit in December. That didn't work out for them. haha.. Now we have a much better 2.4. I think everybody won here.. Except maybe Unity themselves. I'm fine with that.
    41. And still no mention of ToS section Improbable broke a year ago. Their trademark guidelines also say not to use 'Unity' as a noun: https://unity3d.com/legal/branding_trademarks But literally everyone does: game developers, YouTube tutorials, Unity's own website, this blog post even does.
    42. Septopus

      Unity Issues rendering 2D tiles

      What does your tilesheet actually look like? Like in the video you linked, you're extending the color in all 4 directions right, not just in between each tile? Maybe post some screenshots of your sprite setups in Unity?
    43. First off, I'm with @ROGRat, unless you have a very good reason for using DX9 I would switch to at least DX10 as you're gaining no real useful knowledge at this point as DX9 is something like 15+ years old. As for your question, this is OpenGL code but what you want is identical: https://learnopengl.com/In-Practice/Text-Rendering Look for the function: void RenderText(Shader &s, std::string text, GLfloat x, GLfloat y, GLfloat scale, glm::vec3 color) and you'll see the UV coordinates you'll want to use.
    44. Will setting a NULL pixel shader improve performance even if no color RT is bound? That seems like an easy optimization for a driver to integrate automatically.
    45. As we said on GameDev's Discord (that everyone should join!) what really happened here is that Unity tried to strong arm a company for a license fee, didn't get it, and then lost the ensuing PR war when they tried to force the issue. While the resolution is probably a good thing and makes Unity a more transparent business, it's alarming that things went this way in the first place and that Unity tried to leverage someone that hard. Improbable really came out on top by being savvy with social media and forging a strong alliance with Unreal and Tim Sweeney to back them up on it. I'm not inclined to the charitable interpretation of Unity making a mistake here or Spatial doing something that was actually an offense. I think Unity wanted a cut from a certain class and thought they could get it.
    46. Alberth

      Programming game using Python

      Wrt to technical software problems, usually the best solution is to find the community around that software product (ie pygame in your case), and have a look or ask some questions there. Those people know that software inside out, and should be able to point you in the right direction. A second option is to search for discussions, something like "pygame mac crash" in a search engine typically does wonders. If you can get hold of the actual error message (open a command,.com shelll, and start it from there might work), searching on the error message generally works too.
    47. Rutin

      GameDev - Dungeon Crawler Challenge - Part 1

      Thank you @jbadams. I'll be posting another blog post either tonight or tomorrow with some additional images.
    48. I have been making my game 2d in Unity and almost immediately came upon this 2D tile rendering issue. All I've found online, and am using, is a hack to fix it which includes separating them all, and in some cases drawing lines in between every single tile to match colors. I'm wondering if anyone else has this issue and how to fix it. Also, @CrazyCdn here's what I meant. You see streaks across the tiles that shoudn't be there. Also, here's a youtube video of that exact problem https://www.youtube.com/watch?v=QW53YIjhQsA
    49. Aydin Kerimoglu

      [WIP-Metroidvania] Slap of God-Single developer

      Thank you I thinking about fire animation. Backgrounds will remain silhouette for now. Because my knowledge of environmental design is not enough. I'm glad.Hard rock combined with ethnic instruments. Although the name of the game "Slap" passes, I am uncertain whether the character will be among the strokes techniques. I was thinking of referring to the ottoman slap in advance. There are still many points to decide. I'm glad I could interest you I would be happy to share the first colored screen I think the game's logo isn't good enough. But I'm thinking of using it because I spend a lot of time. At least for now. Remember that your feedback is very important to me.
    50. Timing on Windows is something that I’ve invested a bit of (no pun intended) time in, and I can offer the following advice based on my own research and experiments: Use QueryPerformanceCounter. TimeGetTime/GetTimeOfDay etc will not provide the same resolution when called from a loop. All the major Windows game titles on the market use QPC and have for a long time. As mentioned above, WM_TIMER is not suitable either. There are processors out in the field right now, manufactured as recently as 2014, that have problems with QPC if Windows scheduler moves the calling thread to another processor core as its being called. You can work around this, as many major titles do, by calling QPC from a separate thread which has affinity to one processor core. Calling QPC from multiple threads simultaneously on these processors can also lead to problems. QPC is a cheap call, and calling it 60,120,240 times a second shouldn’t negatively impact your applications performance. How many times per second is your inner loop running? The question you need to ask is, “What’s the slowest rate I can run that loop before it negatively effects my game?”
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