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    1. Past hour
    2. Hi, I have a small annoying problem with my draw loop where the zoom function results in very noticeable jerking motion of all the rendered sprites. Here is the whole method and the lerp function : protected override void Draw(GameTime gameTime) { int adjustedZoomLevel = 60 + ZoomLevel; // DRAW THE DYNAMIC OBJECTS Color spriteColor; if (UI.DisplayUI.isFocused == false) { spriteColor = Color.White; } else { spriteColor = Color.Gray; } GraphicsDevice.Clear(Color.Green); point vP = new point((graphics.PreferredBackBufferWidth/ adjustedZoomLevel), ((graphics.PreferredBackBufferHeight / adjustedZoomLevel))); point vPo2 = new point(((graphics.PreferredBackBufferWidth) / ((adjustedZoomLevel) * 2) ) , (((graphics.PreferredBackBufferHeight) / ((adjustedZoomLevel) * 2)) )); point lastViewPort = GameZod.GameZod.Game.lastCamera - vPo2; point viewPort = GameZod.GameZod.Game.Camera - vPo2; spriteBatch.Begin(samplerState: SamplerState.PointClamp); for (int x = 0; x < vP.x; x++) { for (int y = 0; y < vP.y; y++) { point pos = new point((x + viewPort.x), (y + viewPort.y)); if (pos.x < GameZod.GameZod.Game.map.size & pos.y < GameZod.GameZod.Game.map.size & pos.x > 0 & pos.y > 0) if (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y] != null) { spriteBatch.Draw( GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].texture, new Rectangle( ((int)( lerp( (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].position.x) * adjustedZoomLevel, (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].lastPosition.x) * adjustedZoomLevel, gameTimeElapsed / 500f) - lerp( viewPort.x * adjustedZoomLevel, lastViewPort.x * adjustedZoomLevel, gameTimeElapsed / 500f) ) ) , ((int)( lerp( (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].position.y) * adjustedZoomLevel, (GameZod.GameZod.Game.map.Dobjects[pos.x, pos.y].lastPosition.y) * adjustedZoomLevel, gameTimeElapsed / 500f) - lerp( viewPort.y * adjustedZoomLevel, lastViewPort.y * adjustedZoomLevel, gameTimeElapsed / 500f) ) ), (int)adjustedZoomLevel, (int)adjustedZoomLevel), new Rectangle(0, 0, 30, 30), spriteColor); } } } //END DYNAMIC OBJECTS //INTERFACE BEGIN for (int i = UI.DisplayUI.UIDisplayList.Count - 1; i >= 0; i--) { if (UI.DisplayUI.isFocused == true & i == 0) { UI.DisplayUI.UIDisplayList[i].draw(spriteBatch, Color.White); } else { UI.DisplayUI.UIDisplayList[i].draw(spriteBatch, Color.Gray); } } spriteBatch.Draw(UI.DisplayUI.MouseTexture, new Rectangle(mouseState.X, mouseState.Y, 20, 20), new Rectangle(0, 0, 30, 30), Color.White); spriteBatch.End(); base.Draw(gameTime); } float lerp(float p1, float po, float t) { return (1 - t) * po + t * p1; } and the arguments for the Draw function is : (Texture, Destination rectangle, Origin Rectangle, Color); this is done with MonoGame (XNA) The zoomlevel is changed in increment of +-1. I really think the problem is contained in this method, everything is perfectly fine, but zooming shifts the position of the screen to the upper right and then clamps back to the lower right, ever shifting up until it clamp back down again. What I've done : Ruled out the fact that it's tile based and may shift everytime new tiles enter the frame Tried to calculate the delta between the last zoom and the current zoom in terms of the rectangle's position, then subtracting it from the position Isolate the problem to a particular function 'center' the coordinate system more accurately to the center of the screen; this has no effect on the issue I really hope it's just something really obvious I missed, spent 6h on this and made 0 progress.
    3. 1024, Those are great points. a light breeze, That's a fair point about levels. It doesn't just have to be levels though. It could also be weapons, spells, consumable items, etc... DavinCreed, That's an interesting idea. I like the idea of there being a dynamic "range" of difficulty that follows the player. The game allows the player sit on the high end or low end depending on their strength.
    4. Today
    5. Embassy of Time

      When code just isn't enough...

      Basically, a game of "good samaritan", but on a strategy level. Gain points for doing good things, helping others, etc., but even more points for coordinating such things in a given area and getting more to get involved / making it easier to get involved and get results. Kind of "Pay it forward" meets "The game", to pick two ancient movies Does that make any sense?
    6. The thing most people seem to find surprising is the ratio of costs for successful projects. Development tends to be about 1/3 of the cost, marketing is about 1/3 of the cost, preproduction and post-production support are both about 1/6 of the cost. This holds at many scales. If you're doing a hobby project for a few years, with roughly the equivalent of $100K in your own private time, to be a success you should plan on paying out $100K in a careful marketing campaign, and expect to provide another $50K in your own private time to support the player and patch the game. Hopefully you also invested the enormous time required before developing the game to ensure there is actually a market for the game, and it will have the ability to recover the costs you invested. Similarly, if you've got $5M on development, expect $5M on marketing, $2.5M tinkering and experimenting and doing market research before development takes off in earnest, and another $2.5M supporting players, issuing patches, etc.
    7. One major difference is that games can potentially have enormous uptimes. A player may leave a game running for days or weeks on end, suspended in the background. Unlike other documents where only a few items are loaded, games can load gigabytes of material in a short time, cycling through levels and worlds in rapid order. Memory fragmentation is less of an issue now on machines with so many gigabytes available, but can still happen. Basically what happens is that over time there are little gaps between memory allocations, so while you have a large amount of memory free in aggregate, none of the little gaps is large enough to hold the resource you're trying to allocate space for. Also as mentioned, memory allocation and cleanup takes time. Allocating from the OS is slow for many reasons. One is that the global pools need time to properly interlock with every process on the computer, since potentially some other thread somewhere will allocate at the same time. Another is that memory must be set to 0 for security purposes, and if nothing is available allocation can stall while zeros are written. A carefully written memory manager used in a game can handle those situations. The same thing with releasing, memory systems can be written in a way where destructors and other cleanup code is never called. An apt analogy is to not take out the trash if you're going to demolish a building. Generally these are tasks only needed for major commercial endeavors. Few hobby developers will ever reach the point where they need their own, although many will implement them for their own reasons.
    8. _WeirdCat_

      Weird lighting when translating object

      Theres nothing much to say given first code in vs you multiple normals by model matrix which is bad, either rename it to rotation matrix and pass it as another uniform or stop. You do not.translate normals. THE END.
    9. [[Template core/front/statuses/statusContainer is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
    10. GoliathForge


      Album for Sandbox_console
    11. RIP UnHoly

      Fantasy MMORPG in Development

      In consideration of Gnollrunner here i am posting my ideas plainly so i may get some insight to what people think of the systems i am attempting to use to run my game. Of course this is ever expanding and i still have a ton of work to do on it but please enjoy and i look forward to your ideas. *As a side note nothing is concrete and everything can be changed including the placeholder names i will be using* Character Development: Character Development is based on Attributes, Classes, Race, and Social Interactions. I will explain these separately since everything ties into each other. Attributes: To unlock Attributes you use Experience and as the total of your base attributes rises *no class bonuses* they will become more expensive regardless of which attribute you upgrade. 1. Strength 2. Dexterity 3. Vitality 4. Intelligence 5. Wisdom Each of the attributes give bonuses inherent to their names as well as unlock classes once the pre-reqs are met. *say paladin requires 15 str and 12 vit once your attributes reach that level you will have the necessary attributes to unlock the class* However classes will not unlock until every requirement is passed. *for a paladin there will be a holy quest line to prove your faith and purity to uphold the paladin laws and commandments etc* Classes: At the start of the game you will choose a Race, Class and also a social status. Your class may be one of the 3 starter classes. This only changes how your beginning attribute points are allocated and the starting skills you have access to. Any of the 3 starter classes may be unlocked by using the main currency of the game *placeholder name* Experience. Experience is given when monsters are defeated as well as quests are completed. Experience may be used in a multitude of ways. It may be used to purchase attribute points, class points, in game currency *placeholder name* gold, skills, upgrade skills, and upgrade skill passives. Lets break this down a little bit, when upgrading attributes, classes, and skills you dont need to save up the entirety of the amount needed you can just slowly funnel experience towards whatever youd like to upgrade so you dont feel like the "money is burning a hole in your pocket." Class points are a bit different though and to describe them we will have to bring to your attention Classes and how they will work. This game will function fully with multi class and class successions. When your first class is unlocked via, reaching your milestone for attributes and quest line, you will be awarded your one and only free class point. You may choose to spend this class point on this class or save it for the class you are waiting for. Once you unlock a class you may choose to either multi class *for example Fire Mage and Archer* or you may choose to succeed your current class which is essentially the same class but with attribute boosts skill upgrades some nice new skills and the same focus as your previous class ie *Squire, Knight, Knight Lord*. There will always be a total of 2 Class successions for every class making it beneficial to focus your strengths. Of course to unlock more classes or to succeed your current class you will need more Class Points, and for this you will need Experience. Each class point costs experience to purchase and just like everything else you may funnel experience into purchasing a Class Point whenever and will only receive your class point once all the experience required is deposited. There is a soft cap of 3 Class Points meaning once you reach 3 Class Points the cost of purchasing a Class Point will start increasing exponentially. This is an attempt to slow down the inevitable min max strategy that will happen with this system in place. As well every single class after the 3rd class will increase the cost for every skill in every class and as well the overall level of that class. Each class with function the same You may level up a class with experience boosting the class bonuses. When the class reaches a certain level you will unlock skills. You may upgrade skills and once a skill reaches a certain level it will unlock passives attached to the skill that upgrade it in various ways. You may upgrade the skill passives to increase the power or functionality of the skill. Everything is based on the level of the class overall and skills and skill passives may not overlevel the class level. When you succeed your current class you will be rewarded with new class bonuses for your character as well as new skills and new skill passives. Sometimes the older skills may be upgraded as well or more skill passives added to increase the power and functionality of the older skills. Of course you can multiclass as well and when multiclassing there will always be multiclass skills. For example if you chose to multiclass as an archer and a fire mage you would have access to the 2 skill trees normally for fire mage and archer but as well a skill tree available only to a Fire mage/Archer. This is true for every single combination of multiclassing and even dips into classes that are combined with Class Successions. For exmaple you may have used 2 class points to become a Knight and 1 class point to become a Fire Mage. You would have unlocked the class skill trees for Squire, Knight, Fire Mage, and Knight/FireMage. If you have a class succession the multiclass skill tree will always choose the most powerful iteration of class succession and pair that with the multiclass for a stronger version. Now lets give another exmaple and say for instance you decided to go over your soft cap for class points and invested in a 4th class. Everything will be more expensive but you will have the options for plenty of rare and powerful skills. Lets say the classes looked like this Squire, Knight, Fire Mage, and Berserker. Now the class skill tress you have available are even more expansive even though they are more expensive they will look like this Squire, Knight, Fire Mage, Berserker, Knight/Fire Mage, Knight/Berserker, and finally Knight/Fire Mage/Berserker. As you can see as you unlock more and more classes the combinations although expensive can be very devestating. Race: Each race will have a capital that they spawn into when a person creates their character. Each race has a huge impact on World Development and Social Interactions. Social Interactions: In a fantasy world segregation is a big thing. There are obvious races and religions that do not enjoy the company of one another nd then on a more serious note will kill the other race just for seeing them. This will play a large role in social interactions like available dialogue or potential combat strategies and bonuses. World Development: In most MMO’s there is a set world and you are interacting in this world as best you can and you end up having to figure out the intricacies of this world from nothing or tutorials. I would rather have a dynamic world that is ever changing and gives the player the ability to learn as they help build the world around them so they feel more involved instead of like an outsider. The best way to describe how this will happen is simply there will be levels of civilizations. All the way down to 1 house and a family or 2 starting out a farm out in the middle of nowhere and all the way up to a huge metropolis with millions of citizens and plenty of land and food for everyone. Of course the world will not begin like this. The world will start when at *0 AD* for reference. Each race will have a capital city that is not huge but big enough to reasonably pass as the capital for that race. Of course each race will have their capital in a location best suited for their lifestyle whether that be the forest, desert, mountains, plains, or beaches. On the outlying lands from the capitals there will be farms, small towns, villages, and single family homes living off the land. The people inhabiting these places will mostly be the race that the capital belongs to except for the odd travelers that are welcome and merchants bringing goods. As a player you may interact with the NPC’s and other players for quests. These quests may be something simple but always have a progression to them. For example maybe an old lady that controls the market in a little town needs some help with her market. You end up helping her with a multitude of quests that seem trivial and only a little time consuming that end up making her market prosper. In addition you make friends with the other townsfolk and end up helping them all with some stuff here and there even the ones who wouldn’t talk to you until you had built up some reputation with the other townsfolk first. While you are increasing your amity in this town an NPC traveler passes through and sees that this little town is an ideal place to live or do business. When this NPC leaves and inevitably reaches their destination they cant help but blurt out to people about how nice of a place this little town was. This in turn creates migration and people start flocking to this little town to either live or do business. This increases the amount of available quests as the town is in the midst of development. You may then help the carpenters and stone masons and literally help build this little town up into a thriving city brick for brick. This in turn will increase the strength and influence of whatever capital this town is located near unless it’s a town in a neutral territory and since its neutral they may enact some type of government or appoint a leader and become a trade nation or join sides with a race they enjoy *possibly the race that helped them the most* expanding the territory and influence of a certain race. When a town/city/village/etc are under development in an attempt to stifle expansive growth there will be a system to reduce the speed of growth. Each settlement will have milestones based on P.O.P once this location hits that milestone there will be a list of things that may happen and a die will be tossed to see which of them happens. There will be negative sides of the die and positive sides of the die. If a negative side hits there may be something to halt progress or even destroy the lands. Picture that the lands are under construction and now 100 people are living in a little town. Then a scout returns and informs the town there is a goblin invasion force on their way to the town. This will trigger a player event where given 2 weeks on Saturday the invasion will take place. You may help the town during the time before the invasion with supplies etc, and you may as well participate in the actual invasion and help the town from being destroyed. This will be a mass PVE event and any race that participates garnishes favor from the settlement. This can also be a favorable event where there is a market fair put on at the town and people from all over come to the town and increase the P.O.P even more. This goes from something as simple to a goblin force all the way to Races going to war and an invasion force sent to take over/Raze the town. The event can even include non-playable races such as Dragons etc. Players may not purchase lands inside of towns or other settlements however when a player wishes to purchase real estate they may purchase a Guild House. This is simply starting from the ground up a new settlement. The same trajectory needed to build the NPC villages will be needed to build this Guild House. Guild Houses may be built up all the way to a citadel with outlying lands and declare themselves an Independent nation like all of the Races capitals are. When a Guild gets to such a level they may declare wars and send invasion forces that are mostly made up of their loyal subjects *NPC’s* under the protection of their House. Invasions and wars are lengthy matters and there will be a process similar to the 2 week warning of the invasion of goblins. We want people to be able to react to the invasion forces and wars instead of being taken by surprise. Of course there are different tactics that are not full invasion forces. These are typically used to whittle opponents down until they cant live, basically a battle of attrition. These war moves will be discussed at a later date but as of right now we do not have any system in place for them. Economy: To be discussed Social Hierarchy/Interactions: Continuing from the brief description in the Class Development section we will introduce that Social Hierarchy as well. In medieval time and even in current times there is Societal Status. This is simply where you stand in society's eyes. This is huge for character development as well as any social interaction throughout the world based on your upbringing you may or may not have access to certain requests because in your mind you wouldn’t let yourself go down to that level and participate in such a thing. Or the dialogue you have available when speaking to others will change. This is even true to how you hold yourself in combat and what strategies and skills you have available to use. As well as the classes you may learn *this may be changed if you follow the class pre req questline* However if you happen to abandon your ideals you may lose access to certain classes that require a certain discipline ie *paladins hold that they must be true and virtuous and uphold the laws of their deity* if you so happen to give up this discipline and choose to forsake your deity then you shall lose the ability to use your class. This does not affect any skills that do not require special paladin powers however. For instance if the class offered a sword skill and a turn undead skill youd have access to the sword skill without the added bonuses but you wouldn’t have access to the turn undead skill. NPC interactions and Player interactions will directly influence the world, so you must be careful what you choose to say and whom you choose to say it to. If warring races meet in a neutral territory and end up fighting *either NPC or player vs player* the side that instigates will more than likely receive infamy and distrust from the townsfolk. This leads to the defending side winning the trust of the townsfolk easier and if they Races lands get big enough maybe even swear fealty to them. This is where the world development comes into play as races capitals become larger and larger and require more lands and food. Guilds: See World Development above for current Guild status.
    12. Can you show a little something of your project up front?
    13. GoliathForge


      This is an older openGL2.0 windows project with older visual studio solutions. The peek interest was the custom window frame styling and internal machinery to act as a multiple games in the same application by scanning file paths and dynamically building game lists at startup. Individual games were compiled as .dll and loaded from the main loop. I learned a little about dynamic library boundaries and acquired a great single header math library buried in there somewhere. Project Code can be found at https://sourceforge.net/projects/sandbox-console/ Use as you will.
    14. A few weeks after Ray Tracing Gems became available for free on Kindle, the book is now free on Google Play. From the book description:
    15. A few weeks after Ray Tracing Gems became available for free on Kindle, the book is now free on Google Play. From the book description: View full story
    16. GoliathForge

      hex grid

      me too. Pretty decent community, huh! Tough love is not always a greener pasture. @CrazyCdn you know the insane part, over this last three plus weeks of observing/interacting with this, I've found a ton of buried personal potential in the things I do, a slight more focused clarity and perhaps an appreciation for finer things. so thank you for that @phil67rpg good luck with your new project.
    17. Hi everyone, I make custom music for your projects. $25,00 ONLY please reply here or at email: martanmusic@hotmail.com for more details. reference track:
    18. Greetings, Colony Managers our latest release is ready for you. Tons of bake-fresh features sweeten the colony day. To wrap it up, making the other AI corporations your rivals is more dangerous than ever, now they attack with offensive items. Researching is now less casual and more time based. Some items are produced by districts in addition to being crafted. You can also hack the stock market in a new share panel attached to the tool ring on city centers of other colonies. We polished the new build menu and you can monitor upcoming threads much better in the reworked bookmarks panel. We hope you’ll enjoy the latest features! Please leave your feedback in our forum. We would be so happy if you’re interested in supporting our project as a beta tester. Which basically means you get the new update earlier than the rest. In case send us a mail. Additionally a 25% sale is coming to Steam on April 22. Mark our words! Cheers, Jens & Martin. French language translation We can’t party hard enough on the commitment of Victor „Lartima“ who out of nothing send us a mail with the completed french translation of Imagine Earth! Thanks so many times to you and to Bouy, who got the translation started! Fresh gameplay trailer This one is simply showing it all, all features, all threats, all items and all that we worked on over the last two and a half year – as the old trailer was kind of that old. On top it has something special, a final release date. Yes, we are hopeful to finish version 1.0 within 2019… Please share, post and tweet it as much as you can. Actually this is a good opportunity to thank all the 30.000 supporters that helped to keep the Imagine Earth project alive and well progressing with their early access purchases. If you wanna join the crew, this might be an opportunity… Shares panel & stock market hack You can buy the shares of other corporations directly from the tool ring on their city center. There you overview who’s owning the corporations shares and you can directly hack the stock market from here in case you made or bought a stock market hack which is a brand new offensive strategic item in the game. Count down warnings in UI The bookmarks and events panel in the top right of the screen now warns you with a countdown before Pirates, Xrathul or Asteroids and other threats kick in. We needed to give players more time to prepare and you can even increase the warning time for an area by building research districts. At the same time we reduced alerts about stuff going on in the middle of nowhere. The panel now gives a better visualization of all the threads and catastrophes next to your cities and around the globe. Time based research From now on it takes a certain amount of time to research upgrades to make the decision of what to research first more strategic. You have a research queue that can by prioritized any time and you should pay attention to the efficiency factor which is raised by every research district you build. The city center also contributes to the factor as it has a built in research lab as well. Item production in districts We almost accidentally came up with the idea of letting the various types of districts produce items over time. That gives every district a more individual and special functionality. The new build menu nicely visualizes the items that are in production and it also shows the ones that can be crafted. AI sabotages with offensive items Based on diplomatic relation and mood of AI factions they start using offensive items against you. Their tension to move against you is raised by an aggressive agenda. They will not hesitate to use pirates, assimilators, asteroids, sabotage and sometimes also explosive device and ideon bomb. Improved UI of build panel The build panel is an UI element we reintegrated lately after having it replaced by the practical build ring several years ago. It allows you to permanently see your stock of items and gaia forces, also those who are actually still loading up and in production. This precious piece of user interface needed a cleanup and that’s what we did recently. Also hovering buildings in the build ring or panel will show related resource icons on planet. Mission improvements Tuto: Show research icon more early Joma: Birons epidemic quest working again Lorian: Changed timing of asteroids and improved trigger for slick bay quest Rounos: Joe starts some destructive actions after losing Rounos: Gave Joe access to a temple with tornadoes Improvements and fixes Balanced generation and regeneration of pollution Districts freely convertible Victory point per 5,000 mined rare resources Fields can now be bookmarked with CTRL+number key Personalized messages by NPCs Smoother build radius Improved forestry explanation dialogs Fixed auto save naming problem (will reduce the number of created savegames) Use saw icon for rare plants like corals Fixed interaction with icons in navigation mode (space key) Sound pitch fine tuning Changed color of price text to neutral Fixed overlap of alliance confirm buttons in message panel Fixed AI selling and back-buying items all the time Improved rare resource description texts Fertile only from 90% and desert only from 10% Editor: Clustering of fossil and rare resources Editor: Distribute temples evenly and add ocean citadel Editor: Ensure that rare resources are available everywhere
    19. DescriptionWe are looking for a 3D Character Artist to join our team in creating the high quality, awesome characters & creatures for our current Sci-Fi FPS ProjectJob Responsibilities Sculpt and model compelling, 3D characters, according to the game style and art direction; Create additional character assets such as hair, accessories, armour, weapons, etc.; Texture the characters and character assets; Create convincing materials, reflecting the art direction of the project; Work in a collaborative spirit both within the team and with other departments, such as Concept Art, Animation, Game Design, etc. Rig the characters created. If interested email us at Data7games@gmail.com
    20. I agree with your things but the thing is about what kind of questions you ask? This guy comes up and asks me the whole solution for a part. How am I supposed to answer? I did my own research work and did changes to that code before asking it. Also, there were no replies on that post which means I didn't get help here but I was still able to solve the answers. An offline test means you can use the net but this doesn't mean to come up with the whole damn question. I did my work before. The guy who reported the issue made a new account and tried to pull my ass off when I wasn't able to help him? That's called time death. Should have used to do more research. Thanks anyways
    21. phil67rpg

      hex grid

      I am surprised you guys have not banned from this board for asking dumb questions. this would make me work on my projects without help.
    22. phil67rpg

      hex grid

      well I am giving up on my hex grid I am getting too many downvotes, I am going to work on a web site for a friend.
    23. CrazyCdn

      hex grid

      For over a decade people on these forums have been helping you. They've made suggestions to help you ask better questions. You flat out ignore anything and everything they say. You never stick with a project to completion. You just jump from one thing to the next, posting code (incomplete at that) with little to no context and often without questions. Leaving us to guess you need help with something. Then when you're given answers/help/suggestions you again ignore it and start a new project. After a decade it seems you've not learned anything and it's likely because you are either trolling us or you jump from project to project before you actually solve and learn anything. Copying and pasting code is NOT how you learn to program. Running into problems, researching them, asking for help and actually trying out their solutions is though (rinse and repeat until the original problem/issue is solved btw).
    24. Gabz

      Special Effects For Games

      Unity Shader Graph - Laser Beams In this Shader Graph tutorial we are going to see how to create a simple, but awesome, Laser Beam shader in Unity! Patreon Support Enjoy!
    25. Hello GameDevs- We’re an indie studio that previously released our first game months ago. We’re currently prototyping and designing a new JRPG (3D) and we’re looking for an artist, modeler & animator for it. We have a GDD that we’re using as an active blueprint (updated throughout the project’s lifecycle) that will contain everything you need in an organized way to view and create. We need someone who’s interested in taking the initiative and works well with other people. A little about us. Our programmer and I met at GDC, and I’m also a member of the IGDA. Our audio designer is a talented and experienced composer who studied music at Temple University. If interested, please email Sam.azzarano@emmersionstudios.com with your interest, portfolio or resume, or any other materials you want to show off your skills. Thanks for reading.
    26. RoKabium Games


      Images & screenshots from "Something Ate My Alien" game by RoKabium Games.
    27. Learn to program. EDIT: This is not a troll post but an honest answer to a person who is applying for a job that requires programming skills and does't seem to have them. Changed "code" to program.
    28. And it was five months ago. That chance has probably long faded. edit: I'm with @Lactose and @Wyrframe on this one. Probably not checking/setting nullptr or #badc0de address variant.
    29. @DerTroll @Ankit Singh I agree with you guys. This code belongs to SUMO digital and this guy is posting it here publicly.
    30. You already opened a thread regarding the same topic: From what I read there you are trying to cheat a possible employee by letting others solve the test given to you. So same test still not capable of solving it?
    31. Bro I wrote many changes in this code. Take help from it, I doubt you can still solve it. Lol
    32. @_WeirdCat_ This code belongs to SUMO digital which given to candidates as a test. @sidbhati32 pasting around it like he owns it. He's cheating. He's not able to solve this simple issues. I hate it that this guy is from my country. While others are putting efforts in learning, this guy is trying to steal away the position from other talented people in a company. @sidbhati32 Shame on you.
    33. stalker#3829

      AngelScript 2.33.1: Bugs && Features

      Additional info/question. My pet project is an AI for Zero-K RTS game. Does anyone have successful experience with AS 2.33.1 + JIT (BlindMind's / bluecataudio's) + AATC (Angelscript addon Template Containers), any hints about how to setup/use collection of those tools (linux64+gcc preferably) and possible pitfalls? (by hints i think of "avoid noob-trap asMETHOD, use asMETHODPR", etc.)
    34. ashlelia

      Word Game Level Design

      Thanks for pointing me in the right direction, that helps.
    35. As every for every tool: Use, whatever suits your needs. However, for shared_ptr in combination with weak_ptr, I would recommend to avoid them and only use them if there is no better solution. My concern is not the overhead of the reference counting but the problem that shared ownership can get ugly very fast if you are not careful. They tend to be a little bit like cigarettes. Once you get used to them, you use them way too often. Read here to learn more about the things that you should keep in mind: http://seanmiddleditch.com/dangers-of-stdshared_ptr/ https://softwareengineering.stackexchange.com/questions/133302/stdshared-ptr-as-a-last-resort Never the less, you also shouldn't get a "avoid as hell" mentality. Use them if they are the best solution for your problem. But reevaluate if this is really the case. As somebody else already described, I also prefer central ownership models were every resource is owned by a related management class (Texture Manager, Object Manager, Scene manager, etc.). This way it is much easier to manage object lifetime and avoid invalid references. Additionally, you have more control over memory usage. For example, if you want objects that are destroyed if no longer needed you could do it as follows: Each stored object has an associated reference counter and is stored in a suitable container. If you want to create a new object, you call a constructor function which creates the object and returns a special reference class. The reference class is quite simple. It just holds a reference (no pointer) to the data. The constructor increases the reference counter of the referenced object and the destructor decreases it. If the counter decreases to zero, the object is removed. This mechanism is quite similar to the shared_ptr-weak_ptr combination except that the ownership can never leave the management class (if it is used as intended - you can always get a pointer and call delete on it ). In fact, you can create such a class by using shared_ptr as internal storage and return only weak pointers. The problem here is, that weak_ptr can or need to be converted to a shared_ptr if you want to use your object and then you have shared ownership issues again. With unique_ptr there are no such issues and you can use them as you like. However, you need to get used to the fact, that they can't be copied and some other usage limitations. For the whole allocator discussion: I use STL containers and unique_ptr with custom allocators/deleters together with custom memory systems in my engine. Works totally fine and since the integration of allocator_traits (C++14 ?) writing an allocator is pretty simple. The only drawback to my knowledge is that memory defragmentation is hard to realize. But as Gnollrunner already said, fragmentation is not as relevant if you use your memory wisely (pool allocators, stack allocators, etc.). One final note: If you are planning on using custom allocators later, do yourself a favor and use typedefs for containers and smart_ptr template <typename _type> using UniquePtr = std::unique_ptr<_type>; This will spare you the pain of searching for every place you used them and to add the allocator you want to use. Additionally, you can easily switch back to the std::allocator if you think that your allocators contain bugs or are too slow. However, if you use multiple allocators, you have to use multiple typedefs. Greetings
    36. Hello everyone. My team and I are working on a game called Class D, an asymmetrical multiplayer horror game. It's about 4 students being in the school and trying to escape from an evil teacher who became evil due to evil powers. The students have to search in boxes in order to find keys for doors to open them and turn on switches that can be found in each closed room while avoiding the merciless teacher and not getting attacked. We're looking for 3d, Concept and UI Artists who are willing to help without getting any money for it. This is my first project ever, and I'm planning it to be a project that's done in our free time just to have fun, get experiences and create something awesome together. We also need a programmer who's good in using Blueprints. I have the role of level and game designer and programmer, but I'm not the best in programming (yet) so I would like to get someone who helps me and my team out. If you're interested in helping us, please message me on Discord, my name is GreenMage#8709.
    37. cebugdev

      What is Unity Animation Curve formula

      yes the Unity manual do have some clue but i found the answers i need in the .anim file of each unity project. Anyways, Ive' got it working! just posting here incase somebody needs to do what i am doing. i followed the answer by SuperPingu at this link: https://answers.unity.com/questions/464782/t-is-the-math-behind-animationcurveevaluate.html with the values for time, value and tangents coming from Unity editor and for their .anim text file, the information I need can be found in the 'm_EditorCurves' section of the file. Since like what I said, i am porting a Unity project to OpenGL C++, this is just what i need! Thanks for those who replied, upvote for all
    38. FlareArrow

      FlareArrow.inc / 3D Modeling and Texturing

      Hello,everybody! My name is Lee,l am the BD from FlareArrow.inc We are a Chinese outsourcing company located in the lnland city Chengdu,dedicates to game development since 2013. Our team is mainly focusing on 3D modeling,animation and environmental art,have various experiences in different projects. “Local price global quality ”is our company motto. We have over 40 members in our team,all ready to provide high quality service for your bussiness needs with comfortable price. To stay competitive in the game industry.We believe that our team will be your best choice. Looking forward to work with you in the near future! For further information, please contact though the following E-mail Mail: flarearrowbiz@gmail.com HP: http://www.cdgsj.com.cn/ (Chinese only) Thank you very much! Have a nice day.
    39. Gnollrunner

      Game Engine API, smart pointers or not?

      I was actually referring to the fact that he can use STL smart pointers with a custom allocator. However yes, I have my own pointer system too for various reasons. I often don't even use containers per se. I have something I call hangers that attach links to objects using multiple inheritance. There are lots of ways to skin a cat...
    40. This is what I do so I have no use for the STL anyways, instead crafted all my containers by hand and make some book-keeping inside the memory manager using a smart_ptr that dosen't directly free the memory but calls into the memory manager on destructor. My memory manager then does anything else based on the hidden ref-counter in the head of the memory block of that object. I care on threading because anything in my engine is task based and I utilize a fiber system, it is even context based
    41. Shaarigan

      Word Game Level Design

      A level designer is just as good as his/her tools so your coder needs to write a unity extension for you that enables creating the levels including any possible constraints and save that as a datasheet. Then a loader needs to be coded that willl take the description and generates all the contents from it on runtime. You describe less level design requirements as gameplay requirements in your post
    42. Hi all, I did a bit of searching around the forum before posting and I couldn't find anything that quite fit my question. A boyfriend and I are working on creating a word game for mobile that would include a grid of multi-color letters, a goal, and boosters to help you achieve the goal. We plan to build in Unity. He's doing the coding, I'm responsible for pretty much everything else (the concept is mine from the jump so lol) and right now my focus is on level design. I am pretty lost on where I would begin with creating the kind of levels I want; each level should have a goal of something like "create five blue words" or "create five blue words of only three letters." Down the line, some may be timed or have turn limits. Would this be something that I would have to manually design, or is there a way to generate the goals more dynamically based on particular constraints
    43. Gnollrunner

      Fantasy MMORPG in Development

      I'm working on my own MMORPG. However I'm mainly working on the engine at the moment. My goal is to have the world be a very large single shard seamless planet. It will even orbit a sun, have real day/night cycles and have a moon or two with some pseudo astrophysics. To be honest I wouldn't worry too much about people steeling your ideas. There are so many MMOs out there and so many people working on them, that nobody really cares that much about "ideas". Everyone has ideas and most of them are not new. My theory is a good game is going to use the right combination of existing ideas with perhaps a few small new ones. The bottom line is going to be making the damned thing work and that's a huge task. You will need to have some serious development skills yourself (either that or a lot of money) and also most likely you will need to get some serious help. Strangely enough I was thinking of starting this kind of thread soon for my game, just to get a head start on the game play aspects while I'm working on the engine, however I don't really feel the need for secrecy.
    44. GoliathForge

      When code just isn't enough...

      @Awoken That is the architect from The Matrix:Revolutions. Straight up fantasy. @Embassy of Time Please excuse the interruption. (Respect the blog<-- good deed right )
    45. lurkers.io is a multiplayer browser game with similarities to Garrys Mod. Everyone can host their own server and script their own gamemodes, so there isn't necessarily 1 particular aim to the game. You can play the game here right now without any registration: http://s3-ap-southeast-2.amazonaws.com/lurkers.io/index.html I've just added some motion blur to particles and projectiles, let me know what you think!
    46. Good evening ladies and gentlemen, I am currently developing a fantasy mmorpg as a hobbyist. The game is still in the conceptual stage and i am in need of assistance in the form of debate. I am currently fervently working on the Character Development, World Development, Economy, and Social Hierarchy/Interactions. I have much to say and would love to hash out some stuff with anybody interested; However, i'd rather not post everything on a public forum and would much rather speak in private chatroom's in an attempt to ensure my work is not stolen etc. This may or may not be a huge issue but one can never be too safe. If interested please contact me through the forum and we can move from there.
    47. Awoken

      Ethical problem with animals

      Are you posting this question in your blog? This is actually a very good question. Is there a forum space for developers to discuss their ethical concerns regarding their projects? I'm not sure which sub-form that would fall under. Personally I think you should figure out what you want to convey, is it that corporations are "sinister" or that killing animals is "sinister"? For instance if it's the corporations that are sinister than maybe don't show the gruesome death but rather just let it be known some other way that this choice is a negative one. If it's that killing animals is sinister than I'd focus more on the emotional connection folks will have with these animals ( which certainly doesn't need to be gruesome either. )
    48. Petrovich

      Ethical problem with animals

      I'm working on a prototype for a strategy game where the player manages a theme park with hybrid animals. I love the idea, but there is one question that bothers me. The player is working for a "sinister" corporation. And as one of the gameplay features, I plan to add the possibility to sell the meat of animals. That means the death of animals. Also, there are possibilities of death in other situations, like when animal run away. Is it ok to show death in a grotesque way? Will it be counterbalanced/justified by the opportunity for animals to destroy the park and kill all the stuff? Or is it just a question of age rating for a game? P.S.: Sorry for my English!
    49. Awoken

      Challenge 1 - 3D Chess - Part 1

      Looking forward to hearing what you come up with. That's a good question. As I was thinking about it I thought I might want to try something different. I've never played around with AI, I'm kinda curious. I really like the idea of making my own chess pieces. Maybe I'll start there.
    50. Petrovich

      Hybrid Inc.

      Strategy/Tycoon/Economic Sim game where the player controls theme park with hybrid animals
    51. Awoken

      When code just isn't enough...

      Sorry to chime in, but I like your quote. Where did you come across it?
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