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    1. Past hour
    2. This may be drastical advise, but if you're not 100% sure about the integrity of your development platform there's no other way than to clean it out completely. There's nothing more devastating to your reputation as distributing an infected executable. If you have previously recovered from an actual malware infection that's enough reason to never trust the system again.
    3. Sound Master

      Where to find the correct DirectX SDK ?

      How can you say if DX11.1 11.2 or 11.3 is used ?, i only see directorys of DX10 and DX11 in this package. I also have a problem with opening files in visual C++ 2005, the solutions wont react to open, and cpp files give error and wont open. "Cannot send command to program" Maybe i should make a new topic.
    4. @Irusan, son of Arusan , well as i heard before c# is kinda limited when it come to graphic and rendering that's require a long long answer but ill make it short as possible 1 - one of the benefits is to avoid writing the same code from scratch over and over that's why the engine come in handy 2 - its a passion , something i want to do 3 - i like making my own tolls , it make me feel comfortable , 4 - i don't feel comfortable using other people engines no matter how they good 7 - im tired of the 99 mile page all about complicated User Agreements and term of service of other engines that limit my market "your not allowed to that , your not allowed to that , , your work belong to us , your stuff included to us .. bla bla bla " im tired from all that bull#@*/ " some of those term of service are longer then (The Hobbits novel series ) 8 - i like to modify and add specific futures to my engine in a way satisfy my needs in any time i want so i don't feel tied waiting year or 2 to get other people adding them in their engines and so on and so on ..... i have more and more reasons .. you get the basic idea and i don't get it when i say "game engine" people start panic , no no man im not looking for something huge i just want to create a simple interface with couple of buttons and portViewer to see what im doing live and manipulating the characters and the Assets in my game using the mouse , that's it and the rest will become better over time , that's it just a simple light engine as i mention but why im asking because i stock when it come to combine c++ with c# , and call those Vector functions from c# as Library like unity 3D engine do , they use c++ to handle the heavy graphic coding and c# as a tool for game management and assets manipulation , that's basically what i want to understand
    5. AndrewJL

      Looking for honest feedback on my music

      Thanks that helps a lot! I'm still wrapping my head around a lot of these concepts so the direction is much appreciated. I've gotten a bit better at using reverb (I used to apply it to the master like you warned against haha) but I haven't made use of EQ much before. I'm going to try to implement your suggestions
    6. Hello, Because vkCmdPipelineBarrier allows to submit multiple barriers at once I decided to expose its functionalities through 4 functions: CmdBuffer::queueMemoryBarrier(VkMemoryBarrier barrier, VkPipelineStageFlagBit srcStageMask, VkPipelineStageFlagBit dstStageMask) CmdBuffer::queueImageMemoryBarrier(VkImageMemoryBarrier barrier, VkPipelineStageFlagBit srcStageMask, VkPipelineStageFlagBit dstStageMask) CmdBuffer::queueBufferMemoryBarrier(VkBufferMemoryBarrier barrier, VkPipelineStageFlagBit srcStageMask, VkPipelineStageFlagBit dstStageMask) CmdBuffer::flushPipelineBarriers() // calls vkCmdPipelineBarrier The CmdBuffer::queueXXX functions add the barriers passed in parameter to temporary arrays in the CmdBuffer object and also "augment" (bit or) source and destination stage masks members in the CmdBuffer object. ----------- Using it looks like this: cmds.queueImageMemoryBarrier(imageMemoryBarrier, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT) ... cmds.queueBufferMemoryBarrier(imageMemoryBarrier, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT) ... cmds.flushPipelineBarriers() Regarding the stage masks; is it safe and efficient to "bit or" the stage flags? From the code just above, CmdBuffer::m_srcStageMask ends up being equal to VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT when Cmd::Buffer::flushPipelineBarrier is called. The fragment stage happens-after "top of pipe".. Isn't the "top of pipe" bit is redundant as source stage bit in this case? Should I modify my code to remove all the redundant bits? Thanks!
    7. Hello! I'm trying to understand why my reflection code does not work and I can't think why is this happening. What I want from you is to give me hints of what might go wrong in order to check it and give you more feedback and maybe we find the problem. This is the first time I'm doing reflection. These are the steps and order of rendering my scene: 1) First I'm creating a Frame buffer with an RGB texture as it's color buffer and a Renderer Buffer as it's depth and stencil buffer with 24_8 precision accordingly (Even though I don't use the stencil). 2) I'm rendering the skybox cube map into the custom Frame Buffer with the depth test disabled. After that I'm enabling depth test again. 3) I'm rendering the cube into the custom Frame Buffer and sampling from the cube map using the reflection from the viewer and the cube's fragment. 4) I'm rendering a quad into the default frame buffer by sampling the color buffer texture from the custom frame buffer. Ps: I have blend enable too, but I tried to disabled it and got the same results. Below you can see the results: So what should I check? Below you can see the vertex and fragment shaders for the cube (I'm doing calculations in World space): Vertex Shader: #version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; uniform mat4 model; uniform mat4 view; uniform mat4 proj; out vec3 normal; out vec3 fragPos; void main() { gl_Position = proj * view * model * vec4(aPos, 1.0f); normal = mat3(transpose(inverse(model))) * aNormal; fragPos = vec3(model * vec4(aPos, 1.0f)); } Fragment Shader: #version 330 core out vec4 aPixelColor; in vec3 normal; out vec3 fragPos; uniform samplerCube cube_map; uniform vec3 camPos; void main() { vec3 view = normalize(fragPos - camPos); vec3 refl = reflect(view, normalize(normal)); aPixelColor = vec4(texture(cube_map, refl).rgb, 1.0f); } Cube Vertices: float l_vertices[] = { //Positions Normals. -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f };
    8. Today
    9. Naruto-kun

      Triangulation of a polygon in HLSL

      Thanks. Now the next challenge is to handle complex path rendering. Eg I need to be able to connect 2 vertical lines with an arc above and below and fill it. Any ideas on how to do that?
    10. I wanted to practice my sound design so I decided to take this on. Initially I was just going to do a minute or two but then I got a bit carried away and did about 4 lol. Any thoughts?
    11. Why not just write it in C#? And what is your reason for wanting to write an engine, as opposed to merely writing a game from scratch without using someone else's engine?
    12. lougv22

      Tips for game programmer portfolio

      Thank you, this is good advice. Should i post the code in question on my portfolio somewhere? Perhaps zip it up and make the file available for download on the portfolio? "Then you should program custom applications yourself just for your portfolio and resume. " @Rutin, Unfortunately there simply isn't a time slot where I could fit this. My schedule is very tight, between a full time job, spending time with my spouse, working on my indie game, attending martial arts classes, and making some R&R time for myself so i don't burn out, every hour of every day is spoken for.
    13. Sound Master

      Where to find the correct DirectX SDK ?

      I have downloaded the june2010 package : it contains everything. I installed win7 and visual C++ 2005, after that i run visual studio servicepack 1 and visual C service pack 1. Hope it works all good this evening.
    14. Javi Raijin

      Rev shared: Game looking for 2D artist

      Hi, I am interested in your project My web: I can do more styles and if you want tell me what you want, I'll do it and then, you say me a answer
    15. suliman

      Mining game ideas?

      Hi Im planning a game in the style of the old "Lost dutchmans mine". You are a miner/prospector in the wild west. You can pan for gold in rivers, need to buy supplies, mules, food etc. You sell ore in towns and explore the map. You keep track of hunger, thirst, sleep and health (as well as items and animals) The main income is from shaft mining (not entierly realistic for a single guy, but hey it's fun!) You find good locations on the map to start mining by chance using a dowser rod getting tips buying maps. Your mining shafts remain on the map so you can return to them later. Now for the mechanics of mining itself. Screen below is from "pocket mine 2": Im thinking a vertical tile-based mining "minigame" may suit my idea for this game. You drain your pickaxes, time and your own energy resource depending on material (harder material is thougher) There can be cave ins if you dig to aggressivly without adding supports. You drain your torches/lamps You can use dynamite to faster excavate (but costly and risky) You can get hurt from accidents You may need to attach ropes to climb back up again or risk being trapped in your mine! You find ore of various types and quality (copper, silver, gold and maybe more). Your carrying capacity is limited and you need to travel back to towns and trading posts to resupply and sell stuff. What would you add? What to avoid? The feeling im going for is a mix of adventure game and survival sim. Tools can have different quality, you can run into rattle snakes, robbers, and hostile indians. You need to sleep in safe places etc.
    16. well Hello internet , greeting to all of you smart beautiful Developers people its something i dream about to make my own simple 2D game engine from scratch and to make it Easy for my self i thought ill be able to use C# for the game coding and Basic manipulation and Animation , and C++ for the Graphic Engine and the heavy stuff of Importing and exporting and rendering but the problem is i only have Experience in C# and Graphic and Illustration Design ( that's = no worry about the Animation and Assets ) so i don't Have any Experience in SDL/OpenGL or C++ i only know some Basic , and since SDL/OpenGL tutorials are available in youtube i didnt find an advanced one talking about combining between C# and C++ like Unity3D did in their engine any help in this will be Awesome
    17. Shaarigan

      WC3 Trigger Style System

      There dosen't exist a "ready-to-use" open source solution you could simply embedd into your code unless you make one. Function pointers aren't serializable anyways. Look at the JASS tutorial I posted above, WC3 Triggers are compiled into JASS Scripts so you have to serialize them by your own in whatever way you choose your data format will be. The only option you have except IL is an expression tree but this requires significant more managing of your UI structure to be translated into expression tokens thata re linked together and then executed one by one at runtime
    18. lawnjelly

      Tips for game programmer portfolio

      Imo, if I was reading a CV, ideally first I'd want to see stuff on the CV that looked vaguely alright, then a webpage with a list of links to your work, screenshots, videos (e.g. youtube) and download links. Then some code examples, some working projects on github or something, so we could see your coding, be selective and try and show your best work. As for web builds, yeah sure do one if it does justice to your demo, if not just have the full build link and videos. They will download if interested. Don't email it, no one wants an inbox full of 1000 demos. I'm not clear on what type of game jobs you are applying for, I'm assuming using unity and c#? There is a distinction here between applying for a job using high level language and a pre-existing engine, and actually writing low level stuff, usually in c++. What language have you been using for your non-game job for 9 years? Some completed mini-games would be good to show all round ability in any case, but in the case of low level programming especially, you will often be applying for a specialized area (e.g. graphics, AI, sound, tools, networking, animation, physics etc etc), rather than jack of all trades. So in that case you would need to decide on what you want to work on, get good at it, and do some demos of this to show it off. If you are showing something that is from a previous employer, make sure you have permission, and explicitly say 'by kind permission of blah'. Also make it explicitly clear exactly what you have contributed to anything you mention, don't try and claim credit for other people's work. Personally although I'd never entertain someone pitching a 'great game idea' (for the legal reasons mentioned earlier as well as many more), I would expect to look at games / demos created by a job applicant. This might vary depending on company policy though.
    19. Since hardware with full support for floating point textures and frame buffers is so ubiquitous today, is there a reason to shoehorn in HDR using non-float formats? The doubling in memory usage incurred by half-floats is indeed daunting, and minifloats just don't offer the desired level of precision in many cases. Still, this could mean so little on contemporary hardware that the benefits far outweigh any potential penalties,
    20. Hi there, My name is Liam. I've been out of game dev for a long time. My last video game project was for the Net Yaroze if that gives you a time frame. I have however been working on a lot of tabletop games as of late and figured it would be worthwhile getting back to my roots. I'm able to do a little bit of everything, but focus on art. I'm a graphic designer for a living, and versed to some degree with most 2 and 3d art, but have been working primarily in vector, illustration and UI for the last 5 years. As for what am I looking to make? Anything really. Sure I'd like to work on something with a ton of depth, but I think something simple and short might be best for getting to know and develop a working relationship with people. Thanks for reading.
    21. Gregor Kari

      Anybody needs some pixel art?

      Hi! I'm a concept artist/illustrator/2d artist working in the gaming industry for over five years and I'm looking for people to work with on small projects. Anybody who needs some stuff done that goes in kinda like a Enter the Gungeonesque style? Would love to work on something small and sweet! Check out my portfolio or drop me a line: Thanks!
    22. Hi there, Please help us evaluate three fighting-game streaming channels (Twitch) through the following SurveyMonkey page: It takes around 15 to 20 minutes to finish this evaluation. Thank you so much in advance for your contributions to fighting-game research. If possible, please finish the survey by this Sunday. Team FightingICE
    23. IPnose

      Crystal Mine

      Hello, everyone, I'm dusting off this topic to tell you that for the past 3 months I've been making some minor modifications to Crystal Mine: a better dispatching of bonuses on the grid (it's not perfect yet, but it's already much better than at the beginning), a background blur at the end of a level or on a failure, so that the background does not interfere with reading the text, a bonus if you collect more than 90 crystals (per crystal), the conservation of remaining lives when a level is completely cleared, the display of the ad at the top of the screen to prevent people from clicking on it by mistake (it's not really in my interest but well...). The first in the ranking scored 763,955, so don't hesitate to dethrone him. See you soon!
    24. Hello, I am a bit new to DX12 and I'm trying to implement dynamic resources in my engine. Currently, I have 2-4 of each object that manages per-frame resources, so that's 2-4 fences (ID3D12Fence, value and event), ConstantBufferRing, DescriptorRing... etc. So basically each object has its own timeline, in my SwapBuffers function, I simply present, wait for the next frame and reset all its allocations. Is this wrong/inefficient ? I have seen many posts that recommend managing these resources with a single fence, but I can't see how to sync with the GPU otherwise.
    25. Hi everybody, Xilvan Design building 3D games since 2004 in Blitz3D, we are now presenting you our kindly official gaming related pages... Now, we have a .com & are publishing our games. We use premium service & have unlimited bandwidth & infinite memory. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v11.07. Candy World II: Another Golden Bones v15.07. Candy Racing Cup: The Lillians Rallies v4.17. Candy World Adventures IV: The Mirages of Starfield v8.27. Candy to the Rescue IV: The Scepter of Thunders v9.27. Candy's Space Adventures: The Messages from the Lillians v19.17. Candy's Space Mysteries II: New Mission on the earth-likes Planets v9.47. Heres my YouTube Channel ZeldaOOT, where we are showing Candy's & Lights of Dreams Series. Lately, I was working on newer video for my fans. - My Youtube Channel - Friendly, Alexandre L., Xilvan Design.
    26. Tom Sloper

      Tips for game programmer portfolio

      You shouldn't portfolio all the code for the entire game. Just the code that shows off your good coding habits and the smart solution you used for a particular feature.
    27. MobilityWins

      Special Effects For Games

      I actually encountered and issue. nothing I do with PBR graph changes the color or anything of the shader. it stays pink. I downloaded Render Liteweight pipeline and render pipeline.core. but it seems I might still be missing something
    28. I recently made the jump from OpenGL to vulkan. Following a tutorial i was able to display a simple colored triangle on the screen. Now, given that the tutorial was creating unique buffers for each allocation (vertex/Indexbuffer) i started implementing the vulkan memory allocator from AMD. The allocator seems to work, but i'm currently stumbling upon an issue in binding the vertex- and index buffer. Originally the buffers where bound with this code: VkBuffer vertexBuffers[] = { vertexBuffer }; VkDeviceSize offsets[] = { 0 };//offset is in both cases zero, as the vertex and indexbuffer have seperate buffers vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(commandBuffers[i], indexBuffer, 0, VK_INDEX_TYPE_UINT16); But after using the vulkan memory allocator, the memory was sub-allocated and thus buffers could be reused between object but the offset/startingposition of the specific data has to be taken into account. So i rewrote the code like this: //in this case the vertex and indexbuffer share the same VkBuffer object but the offset is different VkBuffer vertexBuffers[] = { vertexBuffer.buffer }; VkDeviceSize offsets[] = { vertexBuffer.allocationInfo.offset }; vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(commandBuffers[i], indexBuffer.buffer, indexBuffer.allocationInfo.offset, VK_INDEX_TYPE_UINT16); //======= //uniforms vkCmdBindDescriptorSets(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets[i], 0, nullptr); //------- vkCmdDrawIndexed(commandBuffers[i], static_cast<uint32_t>(indices.size()), 1, 0, 0, 0); vkCmdEndRenderPass(commandBuffers[i]); Starting the c++ project does render the triangle correctly, but the validation layers throw this message: validation layer: vkCmdDrawIndexed() index size (2) * (firstIndex (0) + indexCount (6)) + binding offset (256) = an ending offset of 268 bytes, which is greater than the index buffer size (12). The Vulkan spec states: (indexSize * (firstIndex + indexCount) + offset) must be less than or equal to the size of the bound index buffer, with indexSize being based on the type specified by indexType, where the index buffer, indexType, and offset are specified via vkCmdBindIndexBuffer ( vkCmdDrawIndexed-indexSize-00463) I'm confused why it compares the index size * index Count + offset with the index buffer size. (which in this case is 12 bytes). The offset itself should be just an offset and not be counted towards the buffer size. Am i setting the parameters incorrectly? Are the offset parameters the offset for the starting position in the buffer for the information? I looked up the function calls in the vulkan documentation but i can't seem to find the issue here. (Unless i'm mixing up the offsets somehow).
    29. Then you should program custom applications yourself just for your portfolio and resume. For example, if you programmed path finding in a game, then you would make a basic application that performs the same thing but without reference to the project you worked on. Show your best work, when you're competing with other people for the same job you don't want to put yourself at a disadvantage. Best of luck.
    30. lougv22

      Tips for game programmer portfolio

      Thank you. How would I show them my code though? Everything in my game, including the code, is copyrighted material. Doesn't the same potential for liability that applies to games as a whole also apply to the code? I do have an older game project (XNA with C#) that was just for training purposes. I could show that, but it's old and not representative of my best work.
    31. phil67rpg

      c# tic tac toe game

      here is my latest code using System; using System.Collections.Generic; namespace tictactoe { class Program { static void Main(string[] args) { int player_x = 0, player_o = 0, count = 9; Console.WriteLine(" 1 | 2 | 3 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 4 | 5 | 6 "); Console.WriteLine("---|---|---"); Console.WriteLine(" 7 | 8 | 9 "); bool gameOver = false; char[,] board = new char[3, 3]; while (gameOver==false) { Console.Write("Enter X spot (1-9): "); int num = Convert.ToInt32(Console.ReadLine()); Random rnd = new Random(); List<int> boardmove = new List<int>(); boardmove.Add(1); boardmove.Add(2); boardmove.Add(3); boardmove.Add(4); boardmove.Add(5); boardmove.Add(6); boardmove.Add(7); boardmove.Add(8); boardmove.Add(9); int rand = rnd.Next(1, count); int num_one = boardmove[rand]; boardmove.RemoveAt(rand); count--; 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'; } else if (player_x == 2 && player_o == 2) { board[1, 0] = 'X'; } else if (player_x == 3 && player_o == 3) { board[2, 0] = 'X'; } else if (player_x == 4 && player_o == 4) { board[0, 1] = 'X'; } else if (player_x == 5 && player_o == 5) { board[1, 1] = 'X'; } else if (player_x == 6 && player_o == 6) { board[2, 1] = 'X'; } else if (player_x == 7 && player_o == 7) { board[0, 2] = 'X'; } else if (player_x == 8 && player_o == 8) { board[1, 2] = 'X'; } else 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"); gameOver = true; } else if (board[0, 1] == 'X' && board[1, 1] == 'X' && board[2, 1] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 2] == 'X' && board[1, 2] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 0] == 'X' && board[0, 1] == 'X' && board[0, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[1, 0] == 'X' && board[1, 1] == 'X' && board[1, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[2, 0] == 'X' && board[2, 1] == 'X' && board[2, 2] == 'X') { Console.WriteLine("Player X Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 0] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 1] == 'O' && board[1, 1] == 'O' && board[2, 1] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 2] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[0, 1] == 'O' && board[0, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[1, 0] == 'O' && board[1, 1] == 'O' && board[1, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[2, 0] == 'O' && board[2, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 0] == 'O' && board[1, 1] == 'O' && board[2, 2] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } else if (board[0, 2] == 'O' && board[1, 1] == 'O' && board[2, 0] == 'O') { Console.WriteLine("Player O Wins"); gameOver = true; } } } } } I am still stuck on how to get the computer player to work.
    32. Have you read any books on Unreal Engine 4 and C++? If so, which ones were good? Thanks!
    33. sdidsa

      Shadow mapping methods

      that's what i thought,thank you guys for your replies and suggestions, i think i should just get over it and start with openGL. ThinMatrix already seems like a good choice to start with, thanks again
    34. WitchLord

      Catching two in a row

      I've fixed this in revision 2579. I'm sorry for the delay.
    35. LandonJerre

      Shadow mapping methods

      You are right, I ment the 3D related classes/packages got abandoned quickly. Although by looking at how Oracle treats JavaFX, I wouldn't count on it having a bright future, if I remember correctly they either already cut it out of JDK, or they plan to do it in a future release.
    36. fleabay

      Shadow mapping methods

      JavaFX is not abandoned. Also there is no such thing as JavaFX 3D, but if you do a Google search it might seem otherwise because of pages named such as 'JavaFX 3D rotations' which just means 3D rotations in JavaFX.
    37. Yesterday
    38. LandonJerre

      Shadow mapping methods

      I'm looking at the Oracle docs for JavaFX 3D, but I cannot find any indication that it supports custom shaders, or anything else that could be used to create proper shadows in any way I know of. ( It barely supports anything useful according to the docs, it looks like Oracle abandoned it astonishingly quickly. ) In the longterm switching to another graphics library could be a good idea, if the project let's that. Edit: I thought about it a bit more, the API supports custom triangle meshes, so that could be used to create late '90s style hacked shadows. Basically you define a plane which would "receive" shadows, then take all the meshes that cast shadows on that plane, and flatten them against that plane (project them onto it) into a new mesh, and add those back into the JavaFX scenegraph with a black color, and proper positioning. On the other hand, I wouldn't recommend doing this, it's more like a thought experiment.
    39. Alright, that's enough. This is a classified, not an engine architecture thread. @DaTueOwner, feel free to post another request that is free of this rather meandering conversation. The rest of you are welcome to take it up in the usual places.
    40. Oberon_Command

      Anyone who wants to write a little game engine?

      This is incorrect. A common C# interview question for junior developer positions is "what is the difference between a struct and a class?" And the answer pivots entirely around this issue - an object defined by a class is always on the heap/free store and is eligible for GC, whereas a struct is placed inline. So, if it is created on the stack, then it will live on the stack. Also, the "stackalloc" keyword (in unsafe blocks) allows programmers to allocate objects directly on the stack. See
    41. What do you mean "file-trash"? UE4 is on github too. Calling Github a trash can for code (at least that is what I think you meant by that word) is just ignorant.
    42. If it reliable and quality why it live on file-trash like GitHub?
    43. sdidsa

      Shadow mapping methods

      yes, it's because of the limitations, however that seems like a fair explanation, i will check again and report back. thank you
    44. It mean same it, becouse GC languages unable to place temporary objects of classes on stack.
    45. So do you think that the engine I linked (xenko) is not of good quality and reliable?
    46. Caganius

      8D music in videogames

      I was just wondering whether some of you had used 8D/ambisonics audio effects for any of your games, or whether you have seen it implemented in any games you played. Honestly, I haven't heard anything about real uses in the game industry apart from VR, and I would like to know if there's any reason for that. Looks to me like it's worth experimenting with it pretty much everywhere.
    47. CrazyCdn

      Shadow mapping methods

      I'm not familiar with JavaFX but what exactly is your hangup? There are plenty of articles on shadow mapping and plenty of different methods of shadow mapping. Maybe instead of using JavaFX if it's so limited switch to pure Java and OpenGL? ThinMatrix on YouTube has some good tutorials for different OpenGL + Java techniques:
    48. Oberon_Command

      Anyone who wants to write a little game engine?

      It's possible to avoid triggering the garbage collector during gameplay. You can use up-front allocation and object pools in managed languages just like you can in C++. You don't get RAII, but plenty of games have shipped without the use of RAII in gameplay code. Using a managed language doesn't mean you have to be heap-allocating constantly. C# has stack types, too. It is easy to find articles on the subject, like this one, that explain how to deal with the problem. A lot of it boils down to "don't make heap allocations", and put stuff on the stack where possible - just like in C++, too.
    49. But it have requirments to runtime, that managed languages conceptually unable to fit. Is unity is not a parody to game engine? Is a engine and its component written on managed language? Instead it have only editor and scripting on C#. Anything else done on C++.
    50. not sure if this is the right place to ask, but i have made a certain simulation with JavaFX 3D API and it's working very well so far, now i wanted to implement 3D shadows and i wasn't able to find any articles or help, i had to read a lot of articles about 3D shadow mapping algorithms but i wasn't able to apply anything on my JavaFX project i already assumed that it's impossible but if anyone of you have tried that, let me know
    51. moshimoshi_ent

      [FREE][ANDROID] Run Deer Run

      Run Deer Run My first game for Android, which I made with Unity. I would be grateful if you could play this game and say something I am waiting for every opinion or tips because I want to improve my knowledge. I had no idea about programming and making games so it was a long road but I acquired new skills thus I am really pleased. Google Play - Thank you all
    52. DividedByZero

      Anyone who wants to write a little game engine?

      I am sure that the OP isn't trying to rival Unity at this point. The concepts are language independent.
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