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    2. Brizzler

      UWP Indie Game Review

      Hey Everyone, I'd like to review some of your indies games! I'm interested in games made for the Universal Windows Platform (UWP). Reply to this post if your interested in having your games reviewed and youtubed on my channel: UWPdeveloper Cheers, B
    3. Septopus

      Mountain Ranges

      Well, you have the impressive factor on lock down. Truly incredible work so far.
    4. Today
    5. Gnollrunner

      Mountain Ranges

      So basically the terrain is described not by polygons, but by functions. They can be stacked on top of each other in various ways so you have regions of different types of terrain: mountains, hills deserts, caves, what have you. The voxels just make it into a mesh at whatever LOD is required. This way the world can be very large and all players can fit on the same world. It also means that you can have a game were you can really travel long distances, so I'm hoping that gives more of a sense of adventure. Finally I want to implement some function override ability that will let players do some limited modification of terrain. For instance you could flatten an area you want to build a house on. That's just for the terrain however. there has to be trees, cities, and stuff like that for a real MMO. I think the trees aren't too bad. I'm working on an algorithm to build trees using voxels. The nice thing about prisms is that you can build a trunk or branch easily with voxels because it's easy to build a round structure with a central line with prisms. I also came up with a particular way to put them together so you can branch off of a column of voxels but retain prism connectivity in a way the LOD will still work. So the whole tree with branches will be built as a single mesh as it should be, except for the foliage. Then it's a matter of just building the voxels in the right way to form a tree. For that I plan to use a series for 2D nose functions. one axis will run along the length of the branch and the second axis will the angles around the branch. With simplex and Perlin nose there is a trick you can use to copy the last row of vectors so basically as you go around the branch the function is continuous . At points where there is a noise value higher than some limit, you will start another branch at a some angel range defined by the tree building parameters. You should be able to apply other nose functions to twist branches around or change the diameters as they go along. Ideally you have a lot of parameters to adjust things for a given type of tree. For shading I want to use 4D simplex noise. Three dimensions will simply be the X,Y,Z coordinates of the mesh as usual, and the forth dimension will be generated along the length of the branches. The reason for the 4th dimension is so you can have some control of how bark is generated. I mean in general bark patterns follow branches so having a noise dimension along the branch will give you a lot of versatility. For buildings I want to finish implementing normal cubic voxels and I have an idea for doing sharp corners that you need for buddings. It's a modified version of marching cubes. My general goal is address all the stuff that's needed for a real game. I know it's a huge undertaking but I'm hoping I can make it impressive enough that I can get help with, the more standard parts of an MMO.
    6. Rutin

      Working on Materials - Lava Based

      I created this material procedurally. Sometimes I'll make textures in Photoshop if it's just something quick and doesn't require editing. With procedural textures I can heavily modify and add so many variations, plus combine them with other textures. There are a lot of software packages out there for this, but I personally use Substance Designer as my company licenses a seat. Yes, I can animate it by moving values which act as "frames". It would look better in an environment as these are just spheres Yea. If I move enough settings around I can make it yellow and emit very much like the sun. I actually have it like this because I can change the ratio and paint lava flow in an environment above a surface. Substance Designer is usually the tool I use to make my materials if I'm going the procedural route.
    7. Me too. #include <iostream> int main() { std::cout << "NeHe considered harmful in 2018\n"; return 0; }
    8. They are VERY limited, and contribute to some significant code smell if you aren't careful how you use them. I only suggested that specific article because it covers some basic uses of classes in the later examples. Studying some of those might help you to begin understand some of the underlying mechanics of the Decision Tree code examples I threw at you before. I imagine though, that most of the knowledge you are still lacking will be covered in short order in your college classes. For now, just consume what you can and work with the tools that make the most sense. You'll learn a lot by doing it the wrong way too.
    9. Swartz27

      Ideal rendering engine?

      I just realized I typed all that without explaining what type of game it would be. It would be a first-person shooter/survival game set in a somewhat open-world environment. Single player only.
    10. I've put together a basic main.cpp that uses GLFW and GLEW. It is based on the GLFW getting started code with GLEW added in. This should work as is when you have the project paths setup to GLFW and GLEW correctly. Don't change anything or add anything. This will work as is and will show a hot pink (magenta?) OpenGL window on screen. If you do get errors and can't figure out why, don't change the code. Post the errors you are getting instead. #include <GL/glew.h> #include <GLFW/glfw3.h> #include <iostream> int main(void) { GLFWwindow* window; /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); if (glewInit() != GLEW_OK) { std::cout << "Could not init glew \n"; glfwTerminate(); return -1; } glClearColor(1.0f, 0.0f, 1.0f, 1.0f); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { /* Render here */ glClear(GL_COLOR_BUFFER_BIT); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; }
    11. I have a working program whitout GLUT or GLAUX
    12. I can do this no problem, it makes sense to me. But having twenty to a hundred of these put in an order that works based off decisions is what confuses me, i'm just looking for a better less messy way. Hmm okay, i understand switches as I've studied them but they seem rather limiting for what i want to do, well at least at the simple level I've learned them.
    13. Both glut and glfw are windowing library's. Pick only one and get rid of all references to the other or you will have conflicts. Really, just get rid of glut. Stop using glut, freeglut, glutter, glutton, glutteriffic, glutonymous, tripleglut, anything that has 'glut' in the name, delete, delete, delete. Don't include glad.h twice. Also, glad and glew are both extension loading library's. Don't try to add glew when you have glad headers. Again, choose just one. Delete your commented lines that have gl.h and glu.h includes, just so you won't be tempted to uncomment them.
    14. Just to avoid confusion, are you referring to the 'OpenGL header already included' error? I ask because that appears to be a build-time error rather than a run-time error.
    15. Septopus

      Mountain Ranges

      Okay, I think I've finally wrapped my head around it enough to formulate a reasonable question, or three.. So, this game/engine that you are describing here, maybe I'm dumbing it down but primarily you're describing a terrain generation system with entirely dynamic LOD capabilities...yes? Is this functionality going to extend to other meshes that I expect will be part of the game/environment? Or is it strictly tied to the terrain/planet system you are building? My mind is blown either way, I think it's artwork in progress.
    16. This is a follow up to a previous post. MrHallows had asked me to post the project, so I am going to with a new fresh thread so that I can get the most needed help. I have put the class in the main .cpp to simplify for your debugging purposes. My error is : C1189 #error: OpenGL header already included, remove this include, glad already provides it I tried adding : #define GLFW_INCLUDE_NONE, and tried adding this as a preprocessor definitions too. I also tried to change the #ifdef - #endif, except I just couldn't get it working. The code repository URL is : https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ The branch is : combine_sources The Commit ID is: a4eaf31 The files involved are : shader_class.cpp, glad.h, glew.h glad1.cpp was also in my project, I removed it to try to solve this problem. Here is the description of the problem at hand: Except for glcolor3f and glRasterPos2i(10,10); the code works without glew.h. When glew is added there is only a runtime error (that is shown above.) I could really use some exact help. You know like, "remove the include for gl.h on lines 50, 65, and 80. Then delete the code at line 80 that states..." I hope that this is not to much to ask for, I really want to win at OpenGL. If I can't get help I could use a much larger file to display the test values or maybe it's possible to write to an open file and view the written data as it's outputted. Thanks in advance, Josheir
    17. I'm looking to create a small game engine, though my main focus is the renderer. I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else? Here are my current goals: I want to keep middleware to a minimum I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding. I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps) I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand. I don't want to use any static lighting. I have good reasons which I'd be happy to explain. So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"? Thank you for your time.
    18. I'm just getting back to you, MrHallows. Hopefully you can help me. I'm going to open a separate thread (soon) with the repo address. Thanks, Josheir Edit: The post is in this forum and is titled : Still Trying to Debug an Odd GLEW Issue, Please Help. https://www.gamedev.net/forums/topic/699307-still-trying-to-debug-an-odd-glew-issue-please-help/ The GitHub repo is at: https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ Thank you, Josheir
    19. GuyWithBeard

      Symbol lookup error on Linux

      I do use makefiles but they are generated by CMake and I don't exactly know how to read (or write for that matter) them. I don't use libraries form the standard paths, but I have every library set up manually in CMake with their proper paths and the libraries get linked to properly. I can create bullet dynamic worlds properly, ie. the library is linked to correctly. It is only when I call one specific method, ie. when I start stepping the simulation, that this one symbol is resolved which leads to the crash.
    20. Essentially that's what the decision tree does. It just does it in a more computationally elegant way. I'm not suggesting that you make this your go-to solution for everything, but you can start here https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/switch Pay particular attention to the some of the later examples, get a grasp of what's going on here and then return to the Decision Tree info.
    21. Also look to smart-contracts and other blockchain-related projects. Most of its projects looking for C++ programmers for long term remote job and have a competitive salary. Technically im a computer scientist too (Specialist of Applicative Mathematic and CS). But really i am just a Engineer-programmer, not currently related to any scientific researches. Im just designing and implementing a containers library that have to be better than stl and language that have to be better than modern C++.
    22. Well, it's called "Computer Science", so I'm technically a computer scientist. I was looking for any advice on what particular freelance jobs I could do with my knowledge and how to find them. I forgot to mention that the game etc. is written in C++, this may be relevant.
    23. Silence@SiD

      Symbol lookup error on Linux

      If you are using "standard" makefiles, ***LIBADD might be what you are looking for. Check if you have something like this in your Makefile.am yourlibraryname_la_LIBADD = -llibrarywheresymbolisdefined.a If you don't use "standard" makefiles, check for a similar expression. Also, if you don't use libraries from default paths you might need to specify the location where to search.
    24. Offtop. Just intrasting what same Bachelour in Germany mean, that Bachelours called scientists. Just locally BS (ISCED level 6) is usualy 3 years of colledge, that ever is not a higher education, so Bachelours ever can not have a Engineer qualification, that require a Specialist (ISCED level 7) degree and mean 5 years of university. Scientists locally usualy have level 8 and higher.
    25. Ed Welch

      MercTactics Poster graphic

      I just finished the new poster artwork for MercTactics. I hope you like it. Watch this space, there are a lot of new improvements and I will be posting the new game trailer and beta demo soon!
    26. I'd suggest to do simple experiments, eg - Switch and a door, you have to throw the switch before you can use the door. - Somewhat more difficult 2 switches and a door, switches must be in the same position. - More common form, switch, door, key to second door behind the first door. It's not so much an adventure to play, but an adventure to program. You get through the process of writing the program, and managing all the variables. They are sinmple enough to try again if you don't like the solution in some way, while you pick up nice pieces of code and knowledge how these things work.
    27. Really freelance assigments usually used to sipliest one time tasks that not worth to hire programmer fulltime. Somesing like a correct pictures position on web site or to make a additional tiny functionality is a usual assigments for freelancers. Nobody, but crazzy schollboys that ask to make a steam-top game with close to zero budget, will assign such complexive and long-term tasks as game and especially engine development to freelancers. So if you want to rise money on freelance try other areas where you have chance to make a good robust technology for yourself fast and serve big quantity of customers. For example currently highly contributed different kinds of website parsers. And i never see that freelance "gurus" use something else than regexps (regular grammars), so its parsers can not be efficient and require a huge code to implement for each assigment. But if you really scientist you have to know true tools to make it efficient and high productivily (i mean context free grammars, using wich HTML and other languages has been developed)
    28. Vilem Otte

      Working on Materials - Lava Based

      What are you making materials with?
    29. Hello, I sent you a pm. Cheers, Nikitas
    30. Gnollrunner

      Working on Materials - Lava Based

      That's cool! The bottom one in particular kind of looks like a sun to me. I'll have to do something like this at some point. I want to have a sun so I can have real day/night cycles. I already have a kind of astral system to do the orbits rotations.
    31. suliman

      Action points or not?

      I think most points has already been made. You might need to just test it for yourself, and change it if you dont like how it feels. But again, having a super high number of AP (or a high number of ammo types for that matter) doesnt mean that the game becomes more skill-based or there is more choice for the player. There is often less.
    32. Figuring out the angular impulse to reach some target orientation is the angular equivalent of figuring out the linear impulse to reach some target position. It basically makes no sense. You have to decide how quickly you want to get there, as pcmaster pointed out.
    33. Gnollrunner

      Mountain Ranges

      Sure, I'll try. It can be a bit hard to explain though........ We have an octree of voxels divided into chunks. A chunk is basically some point in the octree and everything below it. The depth of leaf nodes for a chunk is determined by the distance the chunk is from the player. However we don't build down to our leaf nodes unless there is a sign change, (i.e. mesh data) otherwise it would defeat the purpose of the octree. So most parts of a chunk's octree or even the whole octree will not go all the way down to it's leaf depth, and it's leaf depth could be several levels down from a bottom voxel.......The problem is as you approach an area of terrain, the leaf node level will increase to provide more detail, and we can not assume that just because a voxel has no data it's children will not have data also. A good example of this is if you have some floating terrain in the middle of a voxel. However this can also happen without floating terrain. For instance if some geometry pierces the side of a voxel but doesn't contact any of it's corners the voxel will appear empty, but after you subdivide it you might find data. So for build iterations we have to go all the way down to where leaf nodes should be, just to check if there is data. We need to do this because our terrain functions accept X,Y,Z coordinates and we don't have those until we have built the octree down. So it's kind of a chicken and egg problem. We need the octree to find the data, and we need the data to figure out where the octree should be. Instead of building the whole octree down however, we use a lightweight tree without all the faces edges and nodes, just to find coordinates to feed to our functions. Since our coordinates are on the surface of a sphere we need to subdivide an icosahedron and that's really what our unit sphere is. Then to calculate the position of a given voxel vertex we just multiply it's corresponding unit sphere vertex by it's altitude to get our final voxel vertex X,Y,Z coordinates. We are really dong this for virtual vertexes since they don't exist yet. The ghost-tree code handles this stuff. Also we don't un-subdivide the unit sphere on every iteration. We use it to cache the sphere related part of our coordinates between build iterations, in addition to height related components of any terrain functions we are using. We therefore don't need to recalculate all that stuff on each iteration. We just recalculate the height part when we do our ghost walking which is a simple calculation..... Our ghost walking is implemented by recursion and on the way back up we throw away any parts of the ghost tree with no data, so we are left with a map of how to build the actual tree. Note this whole processes is only done on cells that appear empty. Cells that already have a sign change will be at the current leaf level, and when we increase the level we can just subdivide them normally. This handles the vast majority of cases. However as I said you can't make the assumption because for anything but the simplest cases it won't hold true very long. Generally you won't have to ghost walk very deep but there are cases where it's possible. For instance say you have a long thin spike that avoids all nodes up until the last level of LOD. There is one more feature I didn't really talk about yet but I'll add it in here. if we have simple height-map data, we can store those terrain function values in the unit-sphere vertexes no problem. However when we start getting into caves and stuff like that, you really can't do that. So now there is another problem. As as you build your ghost tree down to find your data, you are running terrain functions on 3D coordinates and those can be expensive. Note that each voxel vertex is used by 12 voxels ( just like for cube voxels, each for vertex is used by 8 voxels). Since during the ghost walk process there are no voxel vertexes built yet, there is no place to store calculated terrain function values. Ostensibly you would have to calculate the same terrain function value 12 times, but that would be a disaster. Instead we have a 3D matrix cache that we use for temporarily storing terrain function values as we search for data, and there is a special "chunk address" that we index it with so we can quickly see if we have already calculated a needed value. Since our voxels are prisms it uses something akin to barycentric integer coordinates. In fact there is a partially implicit addressing system that assigns each voxel a unique ID. I call it GNOLLS coordinators If you you start at the top, the world is constructed from an icosahedron. That's twenty faces. we can combined those into pairs to a get a diamond shape which we call a "Group". The group has two axes one that points roughly "North" and the other is at an "Oblique" angle to it. That gets us to a pair of voxels which we call "Legs" (a term I stole form investment jargon, there is a one "up" Leg and one point "down" Leg). Then we have the altitude of the a voxel which we call a "Level" and finally we have the "Subdivision" as defined by our octree. So its: Group North Oblique Leg Level Subdivision GNOLLS! (Yes I had to think a while to make the acronym work )
    34. How could I animate a model that has been created from high-fidelity scans with blend shape-based facial rigs? Should I find a set of Unity|Unreal plug-ins and packages (middleware, libraries, tools, etc...) that separately do speech synthesis, lip sync, cheek movement, eye rolling, etc...? I know this is a broad question, but I would appreciate some pointers to help me understand how I can create verbal & non-verbal behaviors in such a model when I open it in Unity|Unreal in order to create a primitive virtual human.
    35. mclee

      failed to build mingw x86 for release mode

      mingw-w64 : i686-7.3.0-release-posix-dwarf-rt_v5-rev0 android-ndk-r15c
    36. JoeJ

      An idea for a video game

      Nice, but then your game would be like those that you criticized, only the end would differ (although, remarkably). I would try to utilize the idea more, maybe divide the game in 3 acts: 1. You're a divorced cop, your ex wife gets killed and you start inofficial investigation. Some of your police buddies help you out. You find evidence the son of the big gangster boss dated your wife... 2. You start to sabotage the sons life (like you said in OP). You find more evidence, but not enough to act officially... 3. Showing the cutscene you have planned for the ending. Turns out the son, after killing himself because he became totally crazy, has planned to build hospitals for the poor, and his love for your ex wife was true... With this plot twist the game could change a lot - maybe more action, darker, but still using the same mechanics, so players that liked it still like it. (Think of From Dusk Till Dawn Movie, although the change there is extreme.) Problem is now the gangster boss has found out you were after his son, and he sends killers for your only daughter. Also the police is after you now, so no more allies. You fail to save her in the end. The story is banal, but that's what i come up with in some minutes. My point is that the game changes and keeps going on, and it punishes you for your mistakes. I think of something like Limbo with shooting, there was one great UE3 game in this style, small but very good. Can't remember the name right now... Bioshock Infinite is another example, but thing do not happen really surprisingly in those games.
    37. WitchLord

      failed to build mingw x86 for release mode

      This should have been fixed already. I'll need to look into it again. What version of mingw are you using?
    38. 1024

      Model Loading Beginner.

      If you have multiple textures, you need to have multiple samplers in your shader. Then in the shader you will calculate the final color by somehow combining all the samplers. So you need to have multiple different shaders for meshes with different numbers of textures. (Although, there are some more advanced ways to avoid that, but I would say that they are too advanced to worry about them right now ) When you load a mesh, you remember how many textures it has, and then when it's time to draw it, you use the right shader to draw it.
    39. Alundra

      Improve Property System

      I talk about a property system like Unreal Editor.. Or any kind of property system. For example settings are minimum, maximum,....
    40. I use the latest svn-wip version. The only one different is -O2 flag. D:\AngelScript\code\sdk\angelscript\projects\mingw>mingw32-make g++ -O2 -o obj/as_atomic.o -c ../../source/as_atomic.cpp g++ -O2 -o obj/as_builder.o -c ../../source/as_builder.cpp g++ -O2 -o obj/as_bytecode.o -c ../../source/as_bytecode.cpp g++ -O2 -o obj/as_callfunc.o -c ../../source/as_callfunc.cpp g++ -O2 -o obj/as_callfunc_mips.o -c ../../source/as_callfunc_mips.cpp g++ -O2 -o obj/as_callfunc_ppc_64.o -c ../../source/as_callfunc_ppc_64.cpp g++ -O2 -o obj/as_callfunc_ppc.o -c ../../source/as_callfunc_ppc.cpp g++ -O2 -o obj/as_callfunc_sh4.o -c ../../source/as_callfunc_sh4.cpp g++ -O2 -o obj/as_callfunc_x86.o -c ../../source/as_callfunc_x86.cpp C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s: Assembler messages: C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:23: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:69: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:71: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:95: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:143: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:145: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:169: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:217: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:219: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:245: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:294: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:296: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:320: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:368: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:370: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:396: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:445: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:447: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:469: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:514: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:516: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:540: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:586: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:588: Error: .cfi_endproc without corresponding .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:614: Error: previous CFI entry not closed (missing .cfi_endproc) C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:661: Error: CFI instruction used without previous .cfi_startproc C:\Users\LOCALU~1\AppData\Local\Temp\cc8SEfpk.s:663: Error: .cfi_endproc without corresponding .cfi_startproc mingw32-make: *** [makefile:63: obj/as_callfunc_x86.o] Error 1 At the same time, I build angelscript with NDK x86 release, the same problem is occured.
    41. Hi, due to recent changes on Steam, I am unfortunately forced to do freelancing to survive and pay my employees. I have no idea where to start. I found a lot of freelancing websites, but most of the projects are too low budget or homework assignments or both. I am a skilled programmer and computer scientist (B.Sc.) from Germany and have made a 3D voxel game from scratch, meaning I wrote a game engine and a game server plus the game itself in 4 years of time without ever having done such things before, so I'm pretty confident I should find something, but how? This is my second day of looking for projects and I have so far found nothing. It may take time, but I also need to work as much as possible to earn money. Does anyone of you have experience and/or good advice for me? Cheers, Magogan
    42. Yes, ideally, I would both use angular forces to accelerate and then decelerate. However I feel like figuring out the total angular impulse would be the first step, then I could try and use that to figure out how to accelerate and decelerate angularly to stop at the target orientation. Thanks for the keywords. I've since found these, which look promising. I'll try to read up on them in the morning. https://engineering.stackexchange.com/questions/13960/using-a-pid-to-control-rotation https://www.researchgate.net/publication/322015472_FPGA_based_angular_stabilization_of_a_quadcopter
    43. Do you want to apply just 1 impulse in 1 frame and then let it rotate until it converges at the desired orientation based on the angular momentum? Over how long time? Infinite? Finite? Is there angular drag? (in space? :D) Wouldn't it be slightly better to rotate every frame by applying a smaller impulse of a constant size (maximum rotation thrusters thrust) until you're close enough and if you overshoot a little, it'll automatically rotate back? Sounds like a job for a PID controller, but I haven't done this so I'm awaiting for someone to link something useful
    44. I’m programming some steering behaviors in 3D and am a little lost on figuring out how to figure out the necessarily torque impulse necessary to match a target orientation. Ive been looking at some boids steering code and it seems like often the orientation is dependent on velocity. I’m trying to implement a space simulation so I want to do steering based on rotational thrust. I’ve tried finding the difference between the two orientations (q2 * q1.inverse()) and then converting that to ruler angles. However I’m not sure that’s completely the same thing. Doing this also leads to some spinning out of control so I haven’t figured out how to try to go to the nearest target and then be able to stop.
    45. Thanks for the suggestions, again i am just learning at college level and although i'm doing this project because im ahead of my class and need something harder i dont really have a grasp on a lot of the keywords etc. I feel like it must be bad practice but would it be okay to just call methods depending on the players decisions?
    46. MelloTV

      An idea for a video game

      You all guys have a good idea what i had in mind, since games that concentrate too much on the Graphics lack everything else, this was intended to be more in the style of Monkey Island, maybe not point and click, could also be a pixelated side scrolling game. As for the ending of the game was having in mind that after you kill the "Villain" you get a short "Image scrolling" ending of the "Villain" perspective on what he had to endure and how your actions made an impact on his life. So that basically you feel sorry for your actions durning the game
    47. Awoken

      Working on Materials - Lava Based

      does the lava slosh around?
    48. Krohm

      An idea for a video game

      It is absolutely sound as concept; maybe I've heard about something similar in the past. It's seldom explored AFAIK as it was super hard to do right. I think an old Blade Runner game made something like it. But, to be on topic, I've seen that happen in a tabletop D&D game I mastered years ago. By basically drawing the wrong conclusion, the playing characters turned their best allies against them. As you can imagine, it didn't end well. Perhaps a set of triggers would suffice. Surely targeting a specific character helps a lot.
    49. Hi, I am porting my engine to new platforms and I have a symbol lookup error when trying to load a plugin on Linux (Ubuntu 18.04). First a little background: My app links to a core engine library which contains mostly platform-independent code. Functionality is largely brought in through plugins, ie. DLLs/SOs loaded at runtime. This works great on Windows and macOS but now I have trouble loading my Bullet Physics backend plugin on Linux. When trying to step the world I get the following error: symbol lookup error: libBulletBackend.so: undefined symbol: _ZN15CProfileManager5ResetEv The shared object libBulletBackend is the dll loaded at runtime through dlopen(). I hunted down the symbol _ZN15CProfileManager5ResetEv and found that it is the CProfileManager::Reset() static method in the LinearMath static library which is part of bullet. If I run "nm -C libBulletBackend.so" and search for the symbol it is in the list with a "U" in front of it which, as far as I know, means that it is indeed undefined. However, when I run "nm -C libLinearMath.a", ie. on the static library directly the symbol has a "T" in front of it, ie. it is defined. So in short, I build a shared lib which links to a static lib and a symbol from the static lib gets lost in the process. What is the correct thing to do in this case? Am I missing a linker flag or something? Thanks!
    50. There are professional tools out to maintain those decision trees and export into any format you need to work with your game. The simplest solution as already mentioned is the decision tree, a structure that is a collection of connected logic nodes that each may also have child nodes attached to. When verifyng your tree you'll start with a reference to the root node and test it's children. You then take a reference to the children whitch first returned true on validation as your next root node and repeat until you reach the end of the tree and so the end of your game. Meanwhile there could also be action nodes between so run those node's functions to interact with your game
    51. Awoken

      Mountain Ranges

      @Gnollrunner, can you explain this part "We also use our unit sphere to help the horizontal part of our voxel subdivision operation. By referencing the unit sphere we only have to multiply a unit sphere vertex by a height value to generate voxel vertex coordinates. Finally our unit-sphere is also used to provide coordinates during the ghost-walking process we talked about in our first entry. Without it, our ghost-walking would be more computationally expensive as it would have to calculate spherical coordinates on each iteration instead of just calculating heights, which are quite simple to calculate as they are all generated by simply averaging two other heights." A little more?
    52. Esteban5XG

      An idea for a video game

      Maybe it's all about the character's IA. So, I imagine a Monkey Island style, and I think narrative and lore gets stronger at that point.
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