1. Past hour
2. ## SLD with VSCode on mac

Great! I'm not sure how your makefile looks right now but if you use variables they must be on a separate line. However, a makefile can be as simple as just 'g++ something.cpp', it's really nothing more than a fancy way to dress up a command line with arguments and flags. You can easily test your makefile by running 'make' in the same directory. If the result is a working executable and no errors, you're good
3. Today
4. ## My web is online, can i have your feedback?

Hey man. Nice pictures. I think the graphical content is nicely presented on the site. The reel has a lot of stuff that's on the busy side. I think it could benefit from having some simpler material that showcases a delicate realistic VI implementation. Also, the sound libraries are holding you back. I don't say this to be mean or critical, but those string libraries are really lacking realism. The absence of divisi voicings, and not having extended articulations like glides, portamentos, pizzicatos, tremolo, or using round robin sampling are all small things that add up to a composition sounding 'digital'. But the trick is not to show them off for the sake of demonstrating you are capable of using these. Its to be subtle and tasteful in how you integrate them into relatively simplistic composition. I would suggest creating 2 different reels for film vs video game composition. Also a lot of those mixes has a harshness at 1-2K and 4500-6000hz that makes them seem a bit brittle. Dial these back, or control them with a good multi-band compressors on your group busses to add smoothness and warmth. Also a lot of those mixes has a harshness at 1-2K and 4500-6000hz that makes them seem a bit brittle. Dial these back, or control them with a good multi-band compressors on your group busses to add smoothness and warmth.
5. ## Organ sound, how to make it?

Sounds like a manually performed arpeggio using an a preset in a modeling synth. This is not a manipulated sample of a real organ. You can tell by the slight glide modulation from note to note, which is not a sonic feature a real organ is capable of producing. Start by browsing through presets in synthesizer VI's.
6. ## SLD with VSCode on mac

Alright so quick update : It definitely worked ! I did a simple printf to test if it works (while including SDL) ! Thank you so much for your help ! Just another quick question ; my makefile stand on one line while yours is several lines long, is it because I did something wrong ?
7. ## Thinking about making a breeding type game. Still struggling with the graphics and not sure on what language/engine to use

I'm thinking on developing my own breeding game. Should be easy enougth to create the basic game mechanics and mostly the planning phase is done. I'll use "NimbleBit"s "Pocket Frogs" (https://en.wikipedia.org/wiki/Pocket_Frogs and https://play.google.com/store/apps/details?id=com.nimblebit.pocketfrogs&hl=de) as example, because my idea is in some ways quite similar. Android is the first platform I want to target, with optional expanding later to IOS and perhaps Windows. First Problem: I'm quite not sure about what language or engine I should use. I know this question is mainly based on opinion, but based on what I plan to do, is there an engine to prefer and why, or should I build it from scratch and wich language should I use then? At the moment my best bet would be on unity or python. Any suggestions here? Second (and most significant) Problem: I want to create a large amount of - let's call it - monsters, that differs in color, pattern, color of the pattern and partly shape, but I don't get the trick behind it. So the question here is: How to create reusable monsters that differ in the above mentioned characteristics, with the lowest possible number of graphics. My thoughts and attempts on that topic: I looked at Pocket Frogs, and except shape they do exact the same with their frogs what I want to do. But I really don't get how they created over 38.000 (!!!) individual frogs, and the game still doesn't use that much space. I first tried to extract the graphics from the games files to puzzle together what they did. But I could not find them. However I think I figured out some parts of this secret just by looking at the frogs ingame: I think they used a basic frog model. 16 to be exact, to create 16 background frogs in all the colors. On top of them they just displayed the different patterns. But - and thats the mystery - the patterns are in different colors too and I still dont believe they made 16*104=1664 different pattern graphics. So what trick am I missing here? Some kind of mask? Can I use the same technique to create different additional shapes for my monsters? And how did they made the feet moving. If the pattern on the feet are extra graphics, that would be another 1664 graphics. Any idea on how I can make this work, or on how did they make this work will be very appreciated! Thx
8. ## Spells + Spell Editor, part 2

There has been a lot of work on the spells system and editor, and I would like to share with you the progress of these last weeks regarding spells. On the previous video, I could show a few simple spells, like a fireball, charge, heal. But it didn't have targeting rules, so all spells required a target. Also, I could not choose what sounds to use for the spells, which is essential for feedback and player experience: I press a spell and immediately I hear sounds and see the animation going off. I can now also choose rules for target. It can require a target, or a location, it can be on units or items, friendly or enemy, party, raid, and a lot more. This makes the spell system really flexible, and the job of creating and managing spells is a lot simpler. So here is the video, let me know what you think. And in case you missed it, here is the first part: See you on the next blog post. Cheers
9. ## Looking for the name of a certain game industry position

I doubt a Biz Dev person would spend all day every day reviewing submissions. Seeking acquisition targets is a more important activity that takes up more time. And there are other duties as well - licensing in, licensing out, and other types of partnerships. I doubt that the submissions process is unmanageable. And a Biz Dev person could hire an assistant if it was unmanageable solo. More likely, most of the submission process is either replying "thanks but we don't accept submissions" or "don't call us, we'll call you."
10. ## PixelCast 12, Hanging at November's PixelFest Devs Meetup

In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton. Nathan and Derek are local indie developers and long-time PixelFest participants. Nathan recently built a shoe-box arcade controller amongst a variety of gaming projects. Meanwhile, Derek talks Bouncy Bear and personal skill development.
11. ## Looking for the name of a certain game industry position

I guess so, I just find it hard to believe that any 'director' will be busy all day handling all that. I'll bet these large HTML5 publishers receive lots of submissions every day. I assumed someone more lower on the corporate ladder would take care of that. Unless these companies only have a small, handfull of employees.
12. ## For Devs who struggle to gain muscle weight and/or lose weight

Hmm. New member. Only posted in a thread they created discussing their new business. Started as a new member on a forum for mechanical engineers with an identical first post on the same day. Looks like a product of Hormel Foods to me.
13. ## Creating Item Augmentations / Enchants? [Blueprints]

Any ideas how to approach adding permanent / semi-permanent item augmentations? I'm trying to workout how exactly I'm going to tackle adding "consumable" and removable attachments to items and have it update the stats within the item tooltip as well. Updating the players stats is easy enough and I can spawn an emitter after the fact and attach it to the players actor at the appropriate socket. In order to attach to an actor (the item being augmented) I'd need a reference to that actor object and it appears I cannot add it as a variable and set it from the class defaults of even the base item that all the games items are children (clones) of.
14. ## Episode Two: Mysteries of Misty Valley

The second developer diary in our four part series is about how we created the environments of We Were Here Together and brought them to life. The game is about exploration, so it's vital to design and build spaces which have character, that players want to spend time with. Watch it below!
15. ## Gsgb model

there is a model inside this is a file packer
16. ## Rotating Sprite Around A Point Without Messing Its Drawing Point

Uhm, excuse me, but what? I was talking about vector multiplication by a scalar value. The OP's question was: provided T,P,A known, how to get C? I answered that question and gave a few pointers on how to rotate a bitmap arrow. Neither of those require matrix operations. That was all. I've answered how I would do it with the given configuration, now the rest is up to the OP. Cheers, bzt
17. ## OpenGL Screen-Space-Reflections - OpenGL/Glsl - Any tips/help?

Hey, Atm I'm converting the engine to have multiple backends(GL and vulkan atm) but I will follow your advice when I get to re-implementing this. Thanks.
18. ## [CAR SIM] "Advanced" aerodynamics: Drafting / slipstreaming

Same mindset, cool I think, I'll approach it with my usual naive way, and experiment.

21. ## New Hero Added 11-21-2019

New hero added: Heat Seeking Missile
23. ## 3D reconstruct position from depth - Inverse projection error?

To my understanding, clip space is -1.0,1.0 range, take for example orthogonal projection matrix as opposed to perspective matrix where no w division happens, it generates correct values for 24bit z buffer, otherwise it'd clip everything in front of you nearly. As I see it, you are outputing the clip space z to target without any acomodative encoding, that generates random clamped values when sampled back from channel of a texture.
24. ## Ho to Split a string by Multiple tag then process it one by one

Oh, sorry for my acusation. Maybe you could switch to a standard syntax? https://stackoverflow.com/questions/16098177/replacing-multiple-placeholders-in-a-string Or adapt using string.Replace ? JavaScript has built in almost the same syntax: https://developer.mozilla.org/de/docs/Web/JavaScript/Reference/template_strings Ah, okay I see the problem. A great advancement in computer science was to use labels instead of memory adresses. Some people forgot about that and created functions with looooong parameter lists. Luckily now we have got named parameters in C#. But then comes along this stupid template string syntax in C#. Javascript and razor (for C#) are better suited. You are not -- by chance -- writing a WebApp? I mean I once inherited code which used String.split() for everything. You should start with split, look at the result and then trim (not really the "trim" function, but substring) the strings. It is simpler to debug than working with cursors/index into a looong string.
25. ## [CAR SIM] "Advanced" aerodynamics: Drafting / slipstreaming

Yeah, less drag means less downforce ( there is less air to work the cars body ), and that means the car will understeer off the track if you don't account for it. It can be particularly tricky if the corner is after a long straight, like turn 1 in Snetterton. Because you're slipstreaming, you reach a significantly higher speed by the corner, so you have to adjust your braking point, and then get through the corner, fighting understeering the whole way through, all the while trying to stay close to the car before you, because you want to get past it asap. Sidenote: https://youtu.be/xIp7wi5mfiM?t=370 In really simplified terms this describes how the leading car can benefit from someone closely slipstreaming them, what you also mentioned originally. The particle idea can work here too, you just attach a fixed particle to the back of the car that adds drag to that car if unoccupied. Now the question is what is the proper math behind this.
26. ## Client-side prediction for physics *without* a fixed step update?

In my experience, this interpolation is the (relatively) easy part. The problems I found were: (a) there is almost always an error (because simple linear interpolation doesn't handle forces/acceleration/deceleration well - presumably some calculus here would reduce the error) and (b) performing the necessary correction is non-trivial unless you have granular enough control over the physics to be able to efficiently rewind and replay only the relevant entities, and only to the point that you want to render now (rather than some arbitrary time +/- half a frame, for example). Not sure if this is the case in the OP's engine, but it would be interesting to know.
27. ## 3D Help with graphics card (and monitor) purchase

Moved to Lounge as this is not a development question.
28. ## Ho to Split a string by Multiple tag then process it one by one

Sorry but i’m not asking to do a homework because it is not a homework. i’m trying to create a dialogue system where when i have the string string s = “hello [Tag] how are you? I’m fine anda you ms,[tag]?” I have to replace the tag with corresponding words i have already a methods to do that i’m looking for a way to get off the string only the tag replace that word then rebuild the entire string.
29. ## C++ Path Generation On A 4x4 Grid

I guess this is a minimal example, but are there any more conditions that you didn't mention? Will there be roadblocks in the grid, do you want multiple different paths, will the grid change shape somehow? Because, if you only need a single path that covers an empty grid, the "simple and stupid" solution is to just hardcode one that works, like this one: Are there any reasons why you can't do that?
30. ## Ho to Split a string by Multiple tag then process it one by one

I tried to give you some ideas. I am not doing your homework. I do not know why you think you should do something "char by char". In the real world I would expect programmers in C# to almost never do such bare metal things.
31. ## Organ sound, how to make it?

Hi! I like the following track much and want to have a similar organ sound in my track, maybe someone of you know how it was created? Organ sound from 3:08
32. ## How to turn off the partial WYSIWYG while posting?

I once entertained the idea of creating a similar platform for my website but after watching a couple of Troy Hunt courses I began to have security nightmares and ditched the idea. Just saying as a heads up...
33. ## Ho to Split a string by Multiple tag then process it one by one

yes sorre, would be C#, well i'm getting totally confused at this point, i should take out the word contained between the two "[ ]" replace that tag then append it to a list of string, i think i should process it char by char..
34. ## Ho to Split a string by Multiple tag then process it one by one

since you did not mention a language. In Java or C# : string.split('[') should work. In javaScript there is something like substring(-1) to cut of the last ']'. Otherwise use substring(length-1) or so. Also there is regex.Match("[$%$]"). Hah, I need regex only once a year. Sorry something along these lines. var lastOccurance=-1 for(var i=0;i<length;i++){ if (string=="[") lastOccurance=i }
35. ## NIPSYS64

This framework is an ambitious attempt to create a responsible, robust, and versatile environment for resource-demanding programs, mainly for games, both 2D and 3D. Featuring extensible modular architecture with minimum external dependencies, NipSys64 is both fast and memory-efficient for a wide range of tasks. NipSys64 is being written in C++ for Win64 platform. The engine uses its own formats to store assets. https://www.indiedb.com/company/nip-labs
36. ## Ho to Split a string by Multiple tag then process it one by one

i'm looking for a way to split a string of multiple tag into a separate string to process it one by one for example when a string og tag "[{M}sometag] [sometag] [{F}sometag]" is coming is should separate firstly from the "[" then leave just {M}sometagand process one by one.... any idea? i know that i should use a for loop to loop through the string char but i can't figure out the algortihm
37. ## How to turn off the partial WYSIWYG while posting?

Yes, moving away from Invision. New, custom platform intended to provide a better foundation for what GDNet is intended to provide for a gamedev community. It's not the first time GDNet has gone through a platform change in its 20 years, and this one certainly has its own risks, but to most members it will look like a theme upgrade until they start digging in further. There will be a couple smaller utility things missing initially, and of course I'm sure there will be some bugs here and there, but the new platform in testing is working well so it's time to go live. Some members (and mods+staff) have had preview access to developer builds, so I'm sure they can share their thoughts on it if they're inclined. Hoping to have a blog post or two with more details in the coming days.
38. ## Hello!

Have someone explaining the basics is never a bad decision because most of the time you have simple questions that can be awnsered in a few seconds. I personally dislike video tutorials because I want my infos now and propably can skip topics in an article to what is of interest, this is my opinion on that topic. I learned coding by doing rather than reading about it in theory, copying a piece of explained code from a book or an online tutorial and then trying to change behavior and see what happens. You might be another kind of student, have a look what you think to be most confident with and then start asking questions. And if there isn't someone awnsering your questions and google dosen't help too, feel free to ask in this forum, someone (at least me, probably) will point you into the correct direction
39. ## How to turn off the partial WYSIWYG while posting?

A platform change (for the worse) mostly killed CGSociety. I hope this one fairs better. Are you moving away from Invision? BTW, I didn't know about the "touchy subject of BBCode" (quoted from their site) with Invision until I searched it just now.
40. ## Tube extrusion along spline path

@Alessandro: I didn't watch the whole video (it's long, so I just skimmed through it), but be aware that the method he describes starting around the 23-minute mark makes some assumptions about the input curve. That may fit your use case, but an advantage of the parallel transport frame is that it can handle arbitrary curves (more or less) with no particular constraints. (It's possible the presenter discussed that elsewhere and I missed it.) This could fail if two sequential direction vectors are coincident or nearly coincident, whereas the parallel transport frame will handle this case transparently. (Assuming at least that you're using quaternions, as the quaternion version of the 'rotate vector to vector' function - sometimes called 'shortest arc' - is robust with respect to coincident or nearly coincident input vectors.)
41. ## Any good beginner guides to 2D game art ?

This one: https://www.gamedev.net/articles/visual-arts/the-total-beginner’s-guide-to-better-2d-game-art-r2959/
42. ## Any good beginner guides to 2D game art ?

Hi, I'm learning game development and I am using Unity. I have some coding experience but I am not an artist and though I realise I won't be able to produce good looking art anytime soon, I would like to learn and at least get something that looks presentable. Any good guides, free software or tips you can provide... I would appreciate. Thanks !

44. ## 3D Help with graphics card (and monitor) purchase

I've just completed a 3700x build and looking to purchase a monitor and graphics card.I'm currently torn between 5700xt + free sync or saving a little and getting G-sync + 2070 Super. I'm a bit confused with free sync as a lot of the monitors only allow free sync in the 35-90hz zone? Could someone explain to me the differences, the pro's and cons and help me match a monitor and card. When it comes to Nvidia cards, I'm unsure what brand to go for, MSI Trio is over £150 cheaper than the ASUS equivalent and Gigabyte GeForce RTX 2070 Super Gaming OC 3x 8G is almost £200 cheaper that the ASUS. My preference is 27" non-curved 1440p VA or IPS panel. I'm not interested in TN.
45. ## OpenGL Performance of gaussian blur with linear sampling

Hello. According to this article efficient gaussian blur with linear sampling it is better to reduce the number of cycles in the gaussian blur fragment shader by using bilinear interpolation. I did some experiments and it is indeed better but only if framebuffer texture format is not wide. I have big performance improvement(about 25%) if i use GL_RGB16F texture format with such approach. But when i use GL_RGB32F than performance drops to about same 25%. Could someone comment on that? I experiment on nvidia p1000 video card. BTW i use apitrace to see performance difference of specific shader program.
46. ## How to turn off the partial WYSIWYG while posting?

Not possible right now. The forum isn't run on bbcode formatting, so bbcode isn't really an option. Source editing has been considered, but that introduces security risks. There's a big platform changing coming though (within days), with an editor change that allows for WYSIWYG markdown editing. It won't be perfect, but we'll have a better baseline for a better editor and allow the option for pure text editing (markdown, perhaps) for those who don't want the WYSIWYG style editor.

48. ## How to turn off the partial WYSIWYG while posting?

How can I turn off the partial WYSIWYG functionality in the new/edit post input box? It's the worst. Sometimes you can't remove extra lines. Editing the quotes is a nightmare. I just want to get down to text level and make changes to the BBCode. I'm sure there is a way to do this but I can't find it.
49. ## Tube extrusion along spline path

Here's a good video on the subject. Not just for Unity. A coder's guide to spline-based procedural geometry https://www.youtube.com/watch?v=o9RK6O2kOKo Also, don't be afraid of Bezier curves. (if you think they are complex as I once did) They are simple to understand and implement and there are optimized predefined functions available.
50. ## Tube extrusion along spline path

You're overthinking it. A series of cylinders that connect need to watch for vertice position over trying to utilise some fancy term. Two cylinders can connect along a plane that has a normal average between the two cylinder vectors. Aligning vertices could simply be a matter of keeping track of the last set along the edge. Otherwise, if you want a world space reference, do a cross between the two cylinder direction vectors.
51. ## Tube extrusion along spline path

I didn't look at the code you linked to too closely, so I'm not sure what method it uses. But, I'd recommend searching for the term 'parallel transport frame'. I don't know how well GDNet search works these days, but I'm pretty sure there are old threads here on the topic. Meanwhile, here's a brief overview: - Create a transform positioned at the beginning of the (generalized) cylinder, with one axis (typically z) pointing along the cylinder direction vector at that point. The 'spin' angle (orientation of the x and y axes with respect to the z axis) doesn't matter (generally speaking), and can be arbitrary. There are a couple different ways to robustly create this initial transform (ask if you need more info on that part). - Repeat the following steps to the end of the cylinder: - Advance along the cylinder by some amount and compute a new position. Compute the cylinder direction at that position (using whatever method is appropriate for the type of curve you're working with). Use a 'rotate vector to vector' algorithm to compute a rotation that rotates the current frame so that its forward vector aligns with the new direction vector. Apply this rotation to the frame, and move the frame to the new position. At this point you may want to normalize everything (where 'normalize' refers to whatever is appropriate for the representations you're using) to prevent drift. You can do this with (perhaps among other things) matrices or quaternions. Some steps are a little easier with one, some easier with the other. There's a nice 'rotate vector to vector' algorithm for quaternions that may make them a good choice here. That's only a rough overview, and it's been a while since I implemented this, so no guarantees I got everything right. Again, if you search for the term, you may be able to find more detailed discussion in the forum archives.
• ## Unity with AR Foundation Particles and Spawners

• ### For Beginners

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