1. Past hour

4. ## float or double for my vertices / normals?

If you are convinced that float isn't enough for you, then why not moving to double ? In a previous work we had a simulator capable to show very tiny (molecular) up to very huge (galaxies and even larger) without any seams. We were using doubles in all the chain. So this is feasible. But doing so has a cost: everything will be far slower than on full-float systems (and not just slightly slower). This all depends on what you want to do. If people here cannot know what you are trying to achieve, you'll get answers, but tons of guesses, of this can be done, or you might be doing something wrong, or you might be able to do something in a better way. But all these throws are just thrown as guesses. If you want (and it seems you are looking to find the best answer) to know if you should move to double and where (data, CPU, GPU...), then give people concrete explanation of what you are trying to do. ie. Are you doing a space simulator ? Are you doing a city visualizer ? Are you doing something more on the science side ? Or is it that your game map can be very huge and you lack LOD ? All these scenarios might end-up with different solutions to resolve inaccuracies.
5. ## Creating a global thread

You can't do what you're trying to do: create an uninitialized thread object and initialize it later. You might be able to create a thread at namespace scope. You still have to initialize it.
6. ## float or double for my vertices / normals?

For normals or any other normalized vectors, you likely don't need even float precision, so a half (16-bit float) should be plenty per component, so a half3 for example. But most renderers I think would even go for less precision in the vertex buffer, for example storing all xyz components of normals in a 32 bit uint (8 bit per component, like a signed byte, so 24 bits, you have an extra 8 bits left over, for something else). I specifically am a fan of storing normals in model files as float3, just so that it is backwards compatible any time you need to update the renderer to support a different kind of compression. Then I pack the normals into 24 bits inside the vertex buffer, and use the remaining 8 bits for eg. material index. For positions, usually float precision should be enough. However, it is completely feasible to have your position components as halfs in the vertex buffer, and only have full 32 bit precision for the instance world matrix. The vertex shader can read the vertex buffer with half the bandwidth, but after loading, it will store it in 32 bit float register, so after this all computations with world matrices will be 32 bit precision. As for double precision, it will probably be very slow on the GPU (if even supported). In case you are expecting precision errors when shading, you can shade in view space instead of world space, so precision will be relative to the distance to the camera, not the world origin.

8. ## Capsule collider not moving at the same speed as the animation(UNITY 3D)

What role does 'canMove' have in this? if you set canMove false in your controller so it early outs on FixedTick what is preventing the animation of the ybot child object from continuing and moving it away from its parent?
9. Today
10. ## float or double for my vertices / normals?

GPUs can be very slow with doubles so there's usually a better way, but it depends on the case. Either find a way to change your calculations so that floats are sufficient, or use doubles only on the CPU. For example in the large-world case, you can use double matrices on the CPU for model-to-world-space and world-to-view-space transformations, and then combine them into a model-to-view-space matrix and convert it to floats for the GPU, so the GPU can transform vertices directly from model-space to view-space and never has to calculate with large floats (for objects close to the camera at least). Additionally, if you can't easily transform everything to view-space and would prefer doing some GPU calculation in world-space (e.g. some world-space light maps that are difficult to rotate), then instead of using the actual world-space where coordinates near the camera can be too large for floats, you can use a camera-centered-world-space that is centered around the camera but oriented according to world axes, sending a model-to-camera-centered-world-space matrix to the GPU.

12. ## A few TypeScript files on Sandbox

There is a few TypeScript files in our example. We want to place these scripts on Sandbox. This is the result on the Sandbox: click. Open the debug console in your browser to see the result: "Ctrl+Shift+J" in Chrome. You will see in the debug console this messages: Create these files on Sandbox: https://plnkr.co/edit/ Program.ts import { Rectangle } from "./Rectangle"; export class Program { public static Main(): void { // Create a rectangle let rectangle = new Rectangle(); // Draw the rectangle rectangle.Draw(); } } Program.Main(); Rectangle.ts export class Rectangle { public x: number; public y: number; public constructor(x: number = 0, y: number = 0) { /* ... */ console.log("Rectangle was created"); } public Draw(): void { /* ... */ console.log("Rectangle was drawn"); } } We need to compile these files to AMD. For this, create the "tsconfig.json" file on the Sandbox: tsconfig.json { "compilerOptions": { "module": "amd", "outDir": ".", "sourceMap": true }, "include": [ "*.ts" ], "exclude": [ "" ] } Create the RequereConfig.ts file on the Sandbox: RequireConfig.ts requirejs.config({ baseUrl: "." }); requirejs(["Program"], (Program) => { }); Add "require.min.js" in the "index.html" file: index.html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>A few TypeScript files on sandbox</title> <script data-main="RequireConfig" src="https://cdnjs.cloudflare.com/ajax/libs/require.js/2.3.6/require.min.js"></script> </head> <body> <h3>See the console output. Press "Ctrl+Shiprt+J" in the Chrome browser.</h3> </body> </html> This is the result on the Sandbox: click. Open the debug console in your browser to see the result: "Ctrl+Shift+J" in Chrome. You will see in the debug console this messages: P.S. If you need to work locally you need to run these commands: npm init -y npm i -D @types/requirejs P.S.S. Read this book to learn more about AMD and RequireJS: Mastering TypeScript - 2nd Edition - Nathan Rozentals

14. ## float or double for my vertices / normals?

I tested these examples about 10 years ago (so probably DX 11 on a card circa 2010 ish) to reduce floating point rounding errors in HLSL shader operations. They were just supposed to be an example of modified functions reducing the risk of rounding errors.
15. ## float or double for my vertices / normals?

@TeaTreeTimpow(a,b) actually is implemented as exp(log(a) * b) on modern architectures. There's no power intrinsic function (neither in x86. x87, amd64, SSE, SSE2, ..., nor on the GPUs)
16. ## float or double for my vertices / normals?

Then why use this example? If you can provide examples where this is a problem you will be more likely to get solutions. Can you elaborate on this? And what are the actual numerical values of the transform where you are getting drift? With quaternions could it be something like you are not normalizing them?
17. ## float or double for my vertices / normals?

Try and find the operations that accumulate errors and post them, there may be a better way to do them. For example: Instead of asin(x) try 2 * atan(x / (1 + sqrt(1 - x * x)) Instead of pow(a,b) try exp(log(a) * b) I would say the basic premise of expecting hundreds of operations to be reversed to return the same float might need a basic design rethink but you didn't really say what you're doing or why.
18. ## Unreal Replicating actors on one client

Hi guys, what are options regarding replicating actors to only one one client in Unreal Engine 4. For example, let's say we have a dedicated server and two clients. One client has objective to kill some actor. That actor is spawned on server and should be only visible and interactable to the client with the objective. The first way that i know of, is to set bOnlyReleventToOwner flag to true and set actor's owner to PlayerController. Another way is to override IsNetRelevantFor method in replicated Actor and use some flag to tell for which client we want to replicate actor. Any other options?? I hope you can understand my question. Thanks in advanced.
19. ## Creating a global thread

Hi @All8Up, thanks for the reply. Visual studio isn't liking that much unfortunately.
20. ## float or double for my vertices / normals?

Thanks for the replies. I do not have large positions, but I have sometimes a chain of 20+ objects built on top of each other. Each object stores its local transformation matrix. If you want to modify the absolute orientation of the object at the end of the chain, e.g. rotate it absolutely by 1 degree around a specific axis, then you first compute 20X matrix multiplications to get the absolute matrix, then you rotate that matrix, and compute another 19X matrix multiplications, inverse it, and multiply it with the modified matrix, in order to obtain the new local matrix for that object. I am aware that above operation can be performed in a more simple way, but there are many such similar cases where a float just isn't enough anymore. Another example is to read and set the same absolute matrix of that object that is at the end of the chain: the object can very slowly drift. (just for precision: I am not really using matrices, but position vectors and quaternions. But the problem is similar)
21. ## float or double for my vertices / normals?

I'm not sure if this is really addressing your problem but I'll give you my experiences with double and float. I'm building worlds with a very large range of numbers. It requires doubles or alternatively some likely error prone system of coordinate translation. My current strategy is to calculate everything in double on the CPU side. Although I'm sure you can mix and match in places, I think for initial development keeping everything double will save you some heartache. Later you can go back an optimize things if you feel the need. The GPU is a whole different story since typically many cards aren't really optimized for double (apparently many intentionally). The trick is when going from CPU to GPU to translate everything so your camera is near (0.0,0.0,0.0) and as you do so simultaneously convert to float. Since things in the distance need far less precision this works fairly well. For instance if a far away hill that is 100 meters height is now 99.5 meters high due to precision loss, a player will never notice it. As you approach the hill you will have to send it's vertexes down again anyway to get the required detail with you terrain and and that point the precision will fix itself since the data will be progressively closer to the camera. This does however add one more requirement to your system....... You need a very robust LOD (Level of Detail) system. Detailed objects at distance are going to be a problem be they will induce Z-fighting since the precision simply isn't there. How you handle this has a lot to do with your basic graphics system. But generally you are not displaying small objects at distance anyway, so hopefully a lot of his should take care of itself. Again I'm not sure if this really answers you question, but maybe you can glean something from it.
22. ## Firework Factory 3D version

Mr Boom's Firework Factory rewrite in Unreal Engine 4. Previously attempted rewrite from scratch using DirectX 11. Due for release July 2019.
23. ## float or double for my vertices / normals?

Multiplying pretty many rotational matrices over each other doesn't introduce too much error. The error can pop up with positions, if they're really big. Do you have really big positions or scales in your matrices? What for?

1) Very, very, very long. Many developers are developing UE4 for example. If you stuck with only the graphics part (graphics engine), it will take you very, very long time. I believe that the main problem is not the time. Very experienced programmers like Carmack can code a new engine. The main things are to accumulate all the necessary knowledge. High-end effects, which make the most appealing graphism need a lot of knowledge. And this is time consuming plus require special skills not everybody can eat quickly. For creating a 3D room with a character moving, every one can do that. But if you want to be in the engine side, this won't make your porfolio at all. 2) I don't know. I remember talking with some people and they told me that the most complex thing in programming is about crypto, and second 3D. But not everybody see it like this. It all depends on people skills and what they like to do, to my opinion. 3) C++ is not obsolete and will not be obsoleted in the next decades. System languages are required: OSes are implemented in C/C++. Time-critical programs are programmed in C/C++. Most AAA games (and engines) have their core programmed in C++. Most big applications use C++ even if big companies tend to move to their own languages (C# for MS, Objective C++ for Apple). 4) I don't know. If you want to make games, most people here will advise to use Unity and C#. Mainly, from what you said, you're a bit afraid, you are wondering, you are not reluctant to move to other languages. So I believe this is what you should go for. With starting with Unity and C#, you'll be able to make something far more quickly than if you was choosing another engine and C++. Maybe with UE4 and blueprints you can achieve the same speed but I don't know how far and how complex it will be to rich the same achievement. Hope that helps. PS: In Québec you have the choice. It might be quite easy for you to find a junior job in the 3D area.
25. ## float or double for my vertices / normals?

Not only due to memory, but mainly for computation. Unless you have very specific uses and constraints, use float to store your vertices, normals and other attributes.
26. ## 3D float or double for my vertices / normals?

Hello, I have my 3D application use floats for almost everything. Now I realize that I lack precision (typically for transformation matrices, that are cumulative with a hierarchial arrangement of objects). So I want to switch to double for matrix/vector calculation and most other things. My question is: what should I do with my vertices and normal vectors? From a storage point of view, going from float to double will almost double my file sizes, which is not really problematic. But passing doubles to a graphic card is another story I think, since twice that many data need to be passed, which very probably represents a bottleneck. I am using pure old openGl, but want to switch to vtk or something similar. What are people normally doing in this situation? Thanks for any insight
27. ## Creating a global thread

Assuming I interpreted the question correctly, i.e. call the function in the new thread. Basically std::thread only supports construction time initialization and move semantics, no command operator (as you are attempting) nor copy semantics are allowed. So, in order to do what I believe you want, something along the following lines should work: std::thread t1; int main() { t1 = std::move([](){ functionToThread() }); t1.join(); return 0; } Basically this means make a new thread instance with valid initialization data and move the result into the global t1. Also, std::thread expects a std::function, so I threw a lambda around the call just to guarantee it will be in the correct form. Hope this helps.
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29. ## TERA excels in combat or combat systems

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31. ## Programmer Art in Unity - 7 Techniques to Achieve Impressive Visuals Without an Artist

Thanks, I'm glad you liked it! You can connect with me on LinkedIn if you'd like I want to connect with more Games Industry people.
32. ## C++ Creating a global thread

Hi Guys, How would I go about creating a global thread so I can fire it off in another function? I have tried this but it won't compile. std::thread t1; int main() { t1(functionToThread()); t1.join(); return 0; } Any advice on how to do this would be awesome. Thanks in advance.
33. ## Multiplayer networking for modded open source game?

Yeah I know it won't be easy, but it at least sounds doable now. Thanks for you help! And that's really interesting! I love all the "yes sir, right away, etc..." in different languages in age of empires (my childhood RTS game). Never knew it served a networking purpose!
34. ## Jay's Trump Jump

How many walls can you make Trump Jump
35. ## Humanitarian Gamification: Designing a game to save the world?

Social impact ideas can be tested through games. For example, you could make a game about a community, but without the real human community. Not Second Life or Club Penguin. Say, like the village in Animal Crossing. Just encourage Helpful Honda Guy behavior among the players (don't reward unproductive behaviors), where they're helping NPCs. Theory to be tested by means of the game: do generosity and kindness in a game translate to generosity and kindness in the real world? Or perhaps the question should be: what techniques of encouraging generosity and kindness in a game have a higher likelihood of promoting the same behaviors outside the game? We can't look at studies about violence in games for help with the question. A recent study says there's no connection between violent video games and real world violence, but other studies have said otherwise. Yes, there's a question as to the funding sources and the methodologies, but the issue is tainted so can't be used as a yardstick for the kindness question. Making such a game doesn't guarantee that it'll spread. It needs lures to bring players in, and hooks to keep them in and it needs virability (new word?). Start thinking about the marketing side of it while you conceptualize the game. And plan for retention design as well. And yes, as mentioned above, impact measurement is also important. Which means collecting lots of data and turning it into statistics. How could this Good Deeds game grab interest, catch on, and start having real impact as a brand new IP? Perhaps is there a popular IP that could be attached to it (one that wouldn't go sour or fall out of popularity)? Creating an IP is easy; catching the perfect wave is hard. Back to my first paragraph, about an Animal Crossing village, single player. Of course you thought differently when I said "without the real human community." But let's put people into our village. Are all the avatars controlled by humans? Let's say for a moment that they are, that there are no NPCs needing your kindness. Gaming the system, circumventing the system, going on rampages are all possible if the digital village is populated by human-controlled avatars. Or maybe some of them are NPCs? Part of the game (emergent gameplay) might be to figure out before starting a conversation which are human-controlled and which are AI. There's always the direct approach: "Hi, are you a human?" "Yeah. Wanna help me across the street? Then you gotta let me give you a thermos of soup from my inventory." If the game is populated by both human-controlled avatars and AI NPCs, both would need to be integral to the overall play mechanic. Well. Followed that thought down to the bottom... Who's next?

37. ## Alternative names for fantasy classes

Agreed with the above. If your classes aren't mechanically creative, I'd strongly consider sticking to standard names that many players will already understand. That being said, you could perhaps look at names from different cultures. Taking a priest for example, you might substitute a shaman, kirkman, padre, oracle, etc. Of course, keep in mind that some of these may also have certain pre-established meanings to players.
38. ## Alternative names for fantasy classes

Unless the classes you've drawn up are mechanically drastically different from "standard classes," you need some other practical reason for new labels, lest you confuse the players unnecessarily.
39. ## Learning Netcode

Just to update this thread, I am still making great progress and plan to have a release by April.
40. ## Looking for talented 2D/digital artist.

I will send you an e-mail.

1) Game engines I've seen are million+ line beasts. I made one myself, parts of it go back 30 years, it is 325,000 lines + libraries + chrome and I've been working full time for almost 10 years. That said, there are lots of places to start. There are free game engines, or parts of engines you can adopt. Unity is pretty awesome. 2) 3D programming is no harder than other programming, the tools however are generally worse and you have to be able to figure out the math. 3) Still using C++ because for games generally you need your code as fast as possible. I've seen a lot of languages come and go over my career - they all do the same thing so pick one you like. 4) Smartphone is a tough platform for 3D, but you can do it with Unity if you like.

STORY ﻿: I'm 40 years old, thinking about going back into programming after 20 years... I already did some C++ but I don't know the new stuffs C++14,17,20 etc.. I always wanted to learn 3d graphics and it's my passion compared other kind of programming who seem boring to me..but I'm a bit afraid to go study full time C++ and DirectX or OpenGL to become a 3d graphics programmer after I have read the horror story in the game industry, it doesn't seem like a solid career choice and the pay seem low for the difficulty rat﻿io. ﻿ I was wondering if C# with Unity wouldn't be a better choice ? try to make a small game of my own and try to sell it and if it doesn't work, I still have my C# for normal programming job like WebDev etc. The things is I can study 10-15hrs a day for like 3 years, but it take a long time to learn C++ and DirectX when its native + the math etc... So what you guys recommend, because I'm starting to see some beautiful looking game made with Unity on Youtube, could be lot easier to create something managed etc and cross-platform too. I know how studio and AAA games are made I have no Illusion I know you can't make Call of Duty or the next Final Fantasy alone so you have to make a smaller game. Here is a few questions that I have, if you can help me out, it would be greatly appreciated, sorry for my english I'm french from Quebec : 1) How hard and how long does it take to develop 1 of the best 3d engine like CryEngine, Unreal, Frostbite etc and how much % of it, 1 person alone can do on his own these days ? Would it be possible for Carmack to code one today and compete or these days it's impossible alone ? or a beginner to create a 3d room with a character moving around like a shooter to show as a portfolio (in native) ? 2) Do you consider 3d graphics programming in C++ with Opengl, Directx etc to be harder than more "normal" programming like Webdev with JS or C#, Java etc ? Do you think it require more programming skill because its native, or it's not true anymore since there is complexity in others programming fields ? 3) Do you feel that C++ today is becoming slowly bloated or trying to be too much compared others more modern language like C#, Javascript etc ? Would you go as far as saying C++ is obsolete today or more of a niche language for games and advanced system programming (Photoshop, Word, Windows etc) ? 4) Do you guys know how large is the gap between Crysis and Unreal engine compared to Unity with C# in term of performance for making good 3d indie games today ? Let's say we make a good 3d game with Unity and C# will it be slow on Smartphone ?

STORY : I'm 40 years old, thinking about going back into programming after 20 years... I already did some C++ but I don't know the new stuffs C++14,17,20 etc.. I always wanted to learn 3d graphics and it's my passion compared other kind of programming who seem boring to me..but I'm a bit afraid to go study full time C++ and DirectX or OpenGL to become a 3d graphics programmer after I have read the horror story in the game industry, it doesn't seem like a solid career choice and the pay seem low for the difficulty ratio. I was wondering if C# with Unity wouldn't be a better choice ? try to make a small game of my own and try to sell it and if it doesn't work, I still have my C# for normal programming job like WebDev etc. The things is I can study 10-15hrs a day for like 3 years, but it take a long time to learn C++ and DirectX when its native + the math etc... So what you guys recommend, because I'm starting to see some beautiful looking game made with Unity on Youtube, could be lot easier to create something managed etc and cross-platform too. I know how studio and AAA games are made I have no Illusion I know you can't make Call of Duty or the next Final Fantasy alone so you have to make a smaller game. Here is a few questions that I have, if you can help me out, it would be greatly appreciated, sorry for my english I'm french from Quebec : 1) How hard and how long does it take to develop 1 of the best 3d engine like CryEngine, Unreal, Frostbite etc and how much % of it, 1 person alone can do on his own these days ? Would it be possible for Carmack to code one today and compete or these days it's impossible alone ? or a beginner to create a 3d room with a character moving around like a shooter to show as a portfolio (in native) ? 2) Do you consider 3d graphics programming in C++ with Opengl, Directx etc to be harder than more "normal" programming like Webdev with JS or C#, Java etc ? Do you think it require more programming skill because its native, or it's not true anymore since there is complexity in others programming fields ? 3) Do you feel that C++ today is becoming slowly bloated or trying to be too much compared others more modern language like C#, Javascript etc ? Would you go as far as saying C++ is obsolete today or more of a niche language for games and advanced system programming (Photoshop, Word, Windows etc) ? 4) Do you guys know how large is the gap between Crysis and Unreal engine compared to Unity with C# in term of performance for making good 3d indie games today ? Let's say we make a good 3d game with Unity and C# will it be slow on Smartphone ?
44. ## Performance of D3D12 and Vulkan

Wow thank you so much for your very detailed answer! You really cleared things up, I've never noticed that D3D12's barrier model actually has different semantics than Vulkan's model. I just thought that D3D12 was less expressive in that regard. Couldn't have hoped for a better explanation!
45. Yesterday
46. ## HTML5 Canvas Online RPG (MORPG)

Uploaded a new video showing my npc system. Check it out, Thanks, Tao

48. ## Looking for talented 2D/digital artist.

Hey Jarmo, I saw your post and I wanted to respond and say that I am interested in making 2D assets for you. If you think my art style/work is good enough, please feel free to contact me at sanjaysalem17@gmail.com. Thanks for this opportunity! If my work is used in your game, I only ask that I can put a link to the project on my website to show people that I contributed in some way. Portfolio: https://sanjaysalem17.wixsite.com/artportfolio Github: https://github.com/sanjaysalem17

50. ## 3D Modeler/Artist looking for a Team/Group

As stated, I'm looking for potential opportunities to just learn &/or recieve income, as well as make some game dev friends! I am an eager to learn amateur, my only experience is in modding Nintendo games (Zelda Wind Waker, or ALTTP) using primarily Autodesk 3DS Max. I doubt I could create high detail models or textures, I much prefer simplistic characters with solid color, often cel shading. I believe I am decent at optimizing models and textures, I am not very familiar with code but I'm not dumb (In the event file formats need to be converted, etc). I can attempt to create low detail sprites and adhere to specific palettes. (24x40 pixels maximum) I have not yet put together a portfolio, and intend to in future. If you would like for me to try and work with you, you can contact me at twitter.com/InTheBeef or InTheBeef#1252 (discord). note if you view my media on twitter you can see a few things I've made/modified.
51. ## Performance of D3D12 and Vulkan

Hey guys, I'd like to ask the more experienced people here what you think (or maybe you know for sure) the problem is with the performance of the implementations of D3D12 in most AAA-titles. The D3D12 render path is almost consistently worse than the D3D11 render path. I'd assume it's because they haven't had time to rewrite their engines for proper use of the newer APIs? And I know it's not good practice to ask more than one big question, but how do Vulkan and D3D12 compare in practical situations? They seem to be very similar, but do have some key differences. Notably, render passes and finer pipeline barrier control in Vulkan. So I'd assume Vulkan offers better control and thus performance?
52. ## undefined behavior of bullet objects.

Ok i got a work to do , I will try everything that you all suggest here untill i get over this. Thanks again.
53. ## My game art/character desgin and writing consultion services

Hello all. For anyone who needs them I am offering my game art/character design and writing consultation services. I can do character expression sheets, concept arts, background art, and more. As a writer I have written screenplays, a book, currently working on another book and a writing a graphic novel. Here is a link to my site: https://misanakuya.wixsite.com/mysite Private message me if you need anything. For writing examples just private message as well me and I will send some to you.

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