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    1. Past hour
    2. slayemin

      A wild thought appeared

      I may be wrong here, but I think if you create a general consensus among companies on acceptable normative moral behavior, those companies who are out of alignment with the norm would face backlash and be pressured into falling in with the pack. I mean, who would want to say, "We make money because we allow child porn on our platform while nobody else does! We're not even ashamed, Yay, us! Yay money!" You can see some of this normative behavior already in action among most major platforms by looking at their terms of service and finding a lot of common themes on what is and is not allowed on their platforms. Many of those terms are not legally mandated, they're voluntary. I admit, it's a bit of a stretch to imagine that every company will be a good actor with good intentions. It's one of the problems with idealism. But, despite that, I think this appeal to morality and human flourishing may ultimately be more effective than the force of regional laws. It at least allows room for disagreements on what is moral and what constitutes enriching the human experience. To get philosophical for a moment, I don't buy into moral cultural relativism. I think there's an objective moral norm and it can be found by aggregating the consent and values of all cultures (which is why I think group diversity is valuable). Anything outside of the moral norm is increasingly morally questionable, especially if its far outside the norm. Someone can ask how moral progress is possible if there's an objective moral norm, and that's a pretty legit criticism. I don't have a good well thought out short answer for that and it'd be a bit off track
    3. CrazyCdn

      Adobe Acquires Allegorithmic

      Exactly, lack of competition is not a good thing. Their monthly subscription fees keep going up and up (they'll never go down of course) and with less and less competition you'll soon be SOL and they can charge anything they want.
    4. Hodgman

      Adobe Acquires Allegorithmic

      Hence the nooooooooooooo Adobe and autodesk buying up everything is not healthy.
    5. Today
    6. Stragen

      A wild thought appeared

      A commercial entity's primary driver is making money rather than being morally or ideologically correct... While it is true to say companies are run by people, i think it is a little of a long bow to draw to say that companies of the size that would be required to the things we're discussing are driven by the 'norm' of what we accept as moral values. Remember, morals are based on your culture, and cultures differ across the world. Ideologically what is acceptable in the US may not be acceptable in the Middle East, and certainly vice versa. And now you're in an authoritarian regime, where true encryption is outlawed (cause you need assurance you can reverse it to review the content), privacy is an illusion, and the government can see everything you're thinking about.
    7. slayemin

      A wild thought appeared

      Tough questions to answer. My guiding idea is that tech moves fast but policy and government should move very slowly. If tech is going to be implementing policy before any legal mandates are pushed on them, then that too must be implemented very slowly and very carefully, with full consideration for vectors of abuse. Ideally, legal mandate would be a last resort and not necessarily even effective in a globalized digital economy. The US could push a law into effect on content, and if a company doesn't want to follow that law? Just relocate your base of operations to an ISP in Sweden or Russia. A more effective strategy would be to make a moral appeal to the content platforms to opt in on banning certain types of content. If they share ideological values, then their consent would be easy to gain without legal force and it could be applied globally instead of regionally (maybe it's wishful thinking on my part, cynicism hasn't taken over completely yet). I think, at the end of the day, companies are run by people, who are human beings with normative moral values, and everyone generally desires to do what they think is the right thing. I also think that if & when a tech company creates policy which is enforced by algorithms, it must be done very slowly and carefully. There will be bugs, there will be false positives, there will be mistakes. You gotta create the risk assessment matrix and create a deployment plan and roll back plan accordingly, do a very small phased deployment, have human monitoring to verify accuracy and correctness, all before you open the floodgates on full deployment and integration. This is the only way you can really mitigate the risk of deleting a PB of data on an 80% confidence check. If someone encrypts data before storing it on a database, then an algorithm trying to cross link common data blocks becomes useless and you would not have much of a chance of censoring the data unless you knew with certainty (from external sources) that it was bad. Then you delete & ban, and the content creator would then only need to apply a new crypto key to the same data and upload it again. You'd just be forced into playing a game of whack-a-mole at that point.
    8. Stragen

      A wild thought appeared

      The legal mechanisms to do this at a cloud level still doesn't exist, and this is what i mean by going down that authoritative path... you stumble into a minefield of all sorts of proportions. Youtube is a really good example of where this policy is implemented by a provider, and has challenges, it's attempting to enforce DMCA and Copyright conditions on all its contents through the takedown system. Not all countries have the same level of copyright adherence, but in order to post content on the system you have to agree to be subject to those rules. Its not uncommon to see false positive violations, resulting in video or audio being removed from the medium... which is where you're looking to. This is all nicely wrapped up in the TOS, and so forth... However, when you try to extend that to CSPs (Cloud Service Providers) and unstructured data within those zones, you're broaching a topic of much more immense levels of concern. Do we only care about the image files that are stored in unstructured data buckets such as S3? or do we care about whats stored as data blobs within databases, what if its encrypted? Do we then go down the path of looking at transitive data in memory? S3 alone is likely to be over an exabyte of data, and potentially growing at a PB a day, likely more. Additionally to this, who's jurisdiction applies? US because its a US based company? Australian, because the customer is in Australia? European, because the region the server is hosted in is European? What happens if a false positive trigger then wipes an entire PB of data because there was a 80% confidence match on a couple of files, and conversely, what happens when they fail to remove a file that was deemed to be removed - what is the cost of these events commercially? Does it delete from the whole cloud, if so, what about those services that are 'quarantined' (cause this is a thing)? What if i want to maliciously remove someone else's presence on the internet? I think its a interesting idea, but in our current climate of 'privacy' and 'data sovereignty' its actually a two edged sword to offer a service that scans the content of a cloud and removes the data... because you have to, some how, inspect information and files that are considered protected to ensure that the content of interest is not present. This leads us down to the whole dystopian authority state condition that we get warned about, and such a powerful interface should not be released to the machines to control completely, and any people reviewing such triggers would have to be trusted implicitly and uncorruptable.
    9. Litho

      Adobe Acquires Allegorithmic

      Not really. Subscribe for the suite. As is Adobe is pretty generous with giving out assets. They go out of their way to purchase paid content and offer it up for free in a lot of cases (like fonts, brushes, updates) but still charge for a lot of the things they can only license sort of like the steam store. Sure ive got to pay for some clip art from time to time, but they do make an effort to give me a lot of creation tools. I guess it depends on how they wind up classifying things.
    10. slayemin

      Adobe Acquires Allegorithmic

      Is anyone else worried about a potential monopoly on digital content creation by Adobe?
    11. slayemin

      A wild thought appeared

      Yeah, I think this problem is gradually changing though. The internet is moving into the era of platforms, and you only need to enforce the ban at the platform level. If we treat facebook as a platform, and facebook decides they want to ban a naked picture of me at my request, then they could prevent all facebook users from seeing my naked pictures or re-uploading them. It won't prevent people from keeping the saved images on their own computers. Facebook is one platform of many, so if we hit all of the major content platforms and request that they ban a naked picture of me, then it makes it much harder for people to continue circulating the image. We could even do it at the cloud level -- such as AWS and Azure -- so that even if some third party creates a site which stores data in the cloud, the cloud itself could enforce blocking policies. If a majority of the content on the internet is contained on a handful of platforms, then maybe it's good enough if those platforms follow take down notices on certain kinds of content (such as child porn). If the spread and proliferation is contained and very difficult, then maybe that's sufficient for minimizing damage.
    12. slayemin

      A wild thought appeared

      Yeah, while hashes are one way, you can just create an indexed dictionary of key value pairs, where the key is the hash value and the value is the image or the quadrant of an image. If you store 1,000,000 memes on disk, you can save disk space by not storing the parts which are common across all 1,000,000 memes, and instead just have a reference link via the hash value (the key lookup in a dictionary). The challenge comes with distortions in the image and recognizing that it's an anomaly that can be ignored. So, traditional hashing techniques, such as MD5 are not suited for this because they're looking at binary comparisons. Using MD5 would just get us back to where we started, which is storing 1,000,000 very similar images on disk with common information which may vary by a single bit. So, we'd want to have a neural network which looks at an image and is a little bit more fuzzy with precision. Changing a single bit between to identify images would not change its 99.9% confidence level at identification. So, if the neural network can tolerate a lot of distortion and variation between binary values but still have a 99.9% confidence level at correctly identifying the image, we can use that identified image's hash value to identify it. The thing I haven't really considered deeply until now, is that the neural network will necessarily have some sort of threshold value for anomaly tolerance. What if... the tolerance is too high and we resolve two unique images to the same hash value? This would be a collision at the neural net level rather than at the hashing function level. Even with careful tweaking of tolerance values, you'd still run a risk of collisions with the neural network. But, maybe we just bite the bullet and say collisions don't matter? Can humans look at two distinct pictures and think they're the same? If humans can't tell the difference, then maybe we can excuse computers if they can't either? But this assumes that computer vision is on par with human vision as well, and I'm not sure we're there yet. After I wrote my blog post, the following day I saw an article which claimed that something similar to what I described above could change the way databases catalog data: https://blog.bradfieldcs.com/an-introduction-to-hashing-in-the-era-of-machine-learning-6039394549b0 It's interesting because the approaches to indexing data are similar... and makes me wonder if there is some really good targeted advertising towards me with another machine learning system? A bit ironic in a way. Anyways, read the article if you have time. It's a good one.
    13. taoprox

      MWX RPG

    14. Rutin

      Orc Speech Sound Effect !

      Windows Vista is OP! Good work on the Orc Speak!
    15. Yesterday
    16. Darn it, you beat me to it lol.
    17. Litho

      Adobe Acquires Allegorithmic

      Let me just say... as a graphic designer, I welcome Adobe substance.
    18. Dirk Gregorius

      SAT OBB-OBB - collision normal

      SInce someone else asked a similar question. Here is some example code for SH-clipping. //-------------------------------------------------------------------------------------------------- RnArray< RnVector3 > rnClipPolygon( const RnArray< RnVector3 >& Polygon, const RnPlane& Plane, int Edge ) { RN_ASSERT( Polygon.Size() >= 3 ); RnArray< RnVector3 > Out; RnVector3 Vertex1 = Polygon.Back(); float Distance1 = rnDistance( Plane, Vertex1 ); for ( int Index = 0; Index < Polygon.Size(); ++Index ) { RnVector3 Vertex2 = Polygon[ Index ]; float Distance2 = rnDistance( Plane, Vertex2 ); if ( Distance1 <= 0.0f && Distance2 <= 0.0f ) { // Both vertices are behind the plane - keep vertex2 Out.PushBack( Vertex2 ); } else if ( Distance1 <= 0.0f && Distance2 > 0.0f ) { // Vertex1 is behind of the plane, vertex2 is in front -> intersection point float Fraction = Distance1 / ( Distance1 - Distance2 ); RnVector3 IntersectionPoint = Vertex1.Position + Fraction * ( Vertex2.Position - Vertex1.Position ); // Keep intersection point Out.PushBack( IntersectionPoint ); } else if ( Distance2 <= 0.0f && Distance1 > 0 ) { // Vertex2 is behind of the plane, vertex1 is in front -> intersection point float Fraction = Distance1 / ( Distance1 - Distance2 ); RnVector3 IntersectionPoint = Vertex1.Position + Fraction * ( Vertex2.Position - Vertex1.Position ); // Keep intersection point Out.PushBack( IntersectionPoint ); // And also keep vertex2 Out.PushBack( Vertex2 ); } // Keep vertex2 as starting vertex for next edge Vertex1 = Vertex2; Distance1 = Distance2; } return Out; } HTH, -Dirk
    19. Why is Edge unused?
    20. CoolStraG

      Bears vs Vampires

      Bears vs Vampires Photo Contest !!! Follow the link: https://1.shortstack.com/xj5wMr Participate in the Contest and WIN a Promo Code !!! Contest ends Feb 10, 2019 !!!
    21. Awoken

      World Map Advice

      looks good to me. More realistic? we'll I guess that's open to a lot of interpretation. But the one thing I could mention, which may or may not be a bother for you, is it looks like the land was drawn with a brush about the size of the one island on the right hand size that looks like a circle. I would say maybe make the edges of the land look a little more jagged???
    22. While i know this is a week or so old now, but the updates they've made to the ToS now, with their changes to the ToS retrospective-ness, make the whole conversation much different. It seems that they've listened and the restructure and re-wording seems much clearer and less restrictive.
    23. lougv22

      Tips for game programmer portfolio

      That's great advice. Thanks. My most recent and most extensive experience has been with Unity and C#. That's what I use for my indie game. I also have experience with C++ and Lua, at a game programming job I worked at a few years ago. So both, though my experience and my preference is more in the area of gameplay programming and AI (if you want to consider that a separate discipline from gameplay). The languages I've been using at non-game jobs are C#, Java, and a variety of Web development ones (raw JavaScript and various JS frameworks, HTML, and so on). I am also fluent with several databases (MS SQL Server, Oracle, etc). I do have two published games (albeit of the serious games category, i.e. not big AAA titles), a couple of small games I made for fun (and as a learning experience) a while back, a DirectX game-ish animation project, one XNA game project, and my indie game of course, so there should be enough content in my portfolio to demonstrate my skills and experience.
    24. CrazyCdn

      Adobe Acquires Allegorithmic

      God, please, nooooooo. Whyyyyy!??!?! Sad day. Very sad day.
    25. extreme64

      Adobe Acquires Allegorithmic

      noooo
    26. Sensee

      2D World Map Advice

      Hey guys! So I made a map recently for a fictional world. Nothing special just some pixel art stuff but I wanted to ask you if any of you have some suggestions or advice for making it more "realistic" or better. Thanks.
    27. Hodgman

      Adobe Acquires Allegorithmic

      Nnnooooooooo
    28. Basically yes. There are a few resources from both Nvidia and AMD that go into detail about how you should allocate for maximum performance if you are interested Nvidia: https://developer.nvidia.com/vulkan-memory-management AMD: https://gpuopen.com/vulkan-device-memory/ TLDR: Allocate a big chunk of memory and suballocate buffers and textures from it. Nvidia also mentions that allocating one giant buffer and storing all data there(uniforms, vertices, and indices) is the best way. You then have to use the offset more often.
    29. Looking at my code it seems that i somehow mixed up buffer creation and memory allocation. (I thought that the memory allocator creates one large buffer and makes multiple small allocations, the reverse of what is happening.) Looking back at it my assumption doesn't make any sense though. I also figured out what was causing those issues. I not only applied the offsets in the bind calls but also in the vkBufferCopy command during the transfer of the data from a stagingbuffer to the GPU: VkBufferCopy copyRegion = {}; copyRegion.srcOffset = 0;//srcBuffer.allocationInfo.offset; << Fixed copyRegion.dstOffset = 0;//dstBuffer.allocationInfo.offset; << fixed copyRegion.size = size; vkCmdCopyBuffer(commandBuffer, srcBuffer.buffer, dstBuffer.buffer, 1, &copyRegion); So, from what i'm understanding is that we allocate bigger chunks of memory and create individual buffers (with the requested size) which are then bound to specific locations in those memory blocks. I suppose the buffer is storing the offset which has to be applied to the allocated memory block behind the scenes? (and thus we don't have to worry about it in the bind/copy,etc... calls?) And the offsets are (as you said) only the offset of the buffer (starting from the given location to which the buffer was bound to with "vkBindBufferMemory"), and thus should be 0 in most scenarios (unless we want for example only copy a specific region of the buffer). Is this correct?
    30. DavveTheGamer

      Source Control for Indie developers?

      Yupp, thanks
    31. Contact them a find out, no better way. https://about.gitlab.com/sales/
    32. rh_galaxy

      Teamwork on a VR game in Unity

      I have made and uploaded demo v0.2 on the website http://www.galaxy-forces-vr.com/ New in this version is Emulation of HMD movement with F and G keys, together with mouse move. Much zoomed out compared with the real VR view. (This means you can select any level in the menu). Fixed garbage collect FPS spikes by compiling with Unity 2019.1a (luckily this exist!) Fixed FPS freeze while loading the level (the code got uglier but it works by loading level during ~700 frames) Set cursor to show a waiting-image in the menu while loading a level. Added borders around the Map. All levels now displays fine (problem with normals on some) Fixed bullets going through walls sometimes. Added game status in the bottom of the view. So now there are no real show stopping issues left, just a matter of getting the work done. This is a new TODO entry - Add Oculus API achievements: Survivor - Finish a mission level without damage [normal unlock] Hellbent - Finish the same level 8 times in a row [normal unlock] Speedster - Full throttle from start to finish in a race [normal unlock] Cargo beginner - Finish mission level 00 [normal unlock] Cargo apprentice - Finish mission level 03 [normal unlock] Cargo expert - Finish mission level 06 with no life lost [normal unlock] Cargo master - Finish mission level 09 with no damage [normal unlock] Race beginner - Finish race level 00 [normal unlock] Race apprentice - Finish race level 03 in under 200 seconds [normal unlock] Race expert - Finish race level 06 in under 60 seconds [normal unlock] Race master - Finish race level 10 in under 104 seconds [normal unlock] Fuel burner (Stoker?) - Burn 15 minutes worth of fuel [counter unlock, set after each level?] Ravager - Destroy 100 enemies [counter unlock] Doom - Destroy your ship 100 times [counter unlock] Racer - Finish 12 race levels [counter unlock] Loader - Finish 12 mission levels [counter unlock] Also making the Oculus Store version might not be the end of it... Steam/Vive and other platforms is a possibility.
    33. DavveTheGamer

      Source Control for Indie developers?

      Is what i want to achive possible with GitLab?
    34. Nypyren

      Source Control for Indie developers?

      "Public" means anyone on the internet can access your source code. "Private" means you have to manually give each person permissions before they can access it.
    35. Irusan, son of Arusan

      Source Control for Indie developers?

      Actually, my bad, it looks like GitLab fits the bill?
    36. DavveTheGamer

      Source Control for Indie developers?

      Public or private what is the difference?
    37. Irusan, son of Arusan

      Source Control for Indie developers?

      As far as I can tell, the largest free hosting you can get maxes at 5 users unless you're willing to have a public repository.
    38. Septopus

      Source Control for Indie developers?

      Yup, within free you only get 3 collaborators. You could open the source with a restrictive license and just only accept code changes from members of your team... I'm pretty sure you could use github free however you liked with a public repo in that scenario.
    39. Septopus

      Source Control for Indie developers?

      Yeah, dunno the specifics. Gonna be hard to find a completely free "team" capable solution if you don't want to host it yourself though.
    40. DavveTheGamer

      Source Control for Indie developers?

      But dont you need another kind of software as well except for github? And github is only free for 3 people i think.
    41. Septopus

      Source Control for Indie developers?

      Github? It's free. And it's what Ue4 itself uses..
    42. khawk

      Adobe Acquires Allegorithmic

      Adobe has acquired Allegorithmic, makers of Substance, the 3D texture and material creation tool for games and video post-production. Adobe intends to combine Allegorithmic's Substance 3D design tools with Creative Cloud's imaging, video, and motion graphics tools to empower video game creators, VFX artists working in film and television, designers, and marketers to deliver the next generation of immersive experiences. Learn more from the Adobe blog post. View full story
    43. khawk

      Adobe Acquires Allegorithmic

      Adobe has acquired Allegorithmic, makers of Substance, the 3D texture and material creation tool for games and video post-production. Adobe intends to combine Allegorithmic's Substance 3D design tools with Creative Cloud's imaging, video, and motion graphics tools to empower video game creators, VFX artists working in film and television, designers, and marketers to deliver the next generation of immersive experiences. Learn more from the Adobe blog post.
    44. Epic today announced acquisitions of 3Lateral and Agog Labs. 3Lateral 3Lateral develops digital humans technology and creative content and has a history of collaboration with Epic. The Serbia-based group will continue supporting game industry, film, and television partners while working to advance the state of the art in Unreal Engine's support for virtual humans and creatures. 3Lateral collaborated on A Boy and His Kite, Hellblade: Senua's Sacrifice, and the photorealistic, real-time Siren and Digital Andy Serkis demonstrations. Agog Labs Agog Labs has also joined Epic Games. The makers of the SkookumScript plugin for Unreal Engine 4 and Unreal Dev Grant recipients in 2015 will continue working on new projects with the Unreal Engine team. SkookumScript is a powerful scripting solution and command console used to create AI, gameplay, and high-level stage direction aspects of projects of all types across major platforms. Its live workflow includes simple features, native game concepts such as concurrency with minimal lines of code, and deep integration with Blueprints and C++. View full story
    45. Epic today announced acquisitions of 3Lateral and Agog Labs. 3Lateral 3Lateral develops digital humans technology and creative content and has a history of collaboration with Epic. The Serbia-based group will continue supporting game industry, film, and television partners while working to advance the state of the art in Unreal Engine's support for virtual humans and creatures. 3Lateral collaborated on A Boy and His Kite, Hellblade: Senua's Sacrifice, and the photorealistic, real-time Siren and Digital Andy Serkis demonstrations. Agog Labs Agog Labs has also joined Epic Games. The makers of the SkookumScript plugin for Unreal Engine 4 and Unreal Dev Grant recipients in 2015 will continue working on new projects with the Unreal Engine team. SkookumScript is a powerful scripting solution and command console used to create AI, gameplay, and high-level stage direction aspects of projects of all types across major platforms. Its live workflow includes simple features, native game concepts such as concurrency with minimal lines of code, and deep integration with Blueprints and C++.
    46. That is patently untrue. I've been doing this kind of stuff in pure C# off and on for almost 15 years now, and performance is not an issue, especially for 2D games. Frankly, the kind of performance I bet you think you need requires quite a bit of effort even in a native language like C++. If you insist on going down this path, realize your world is going to get quite a bit more complicated by merging the C#/C++ world together, so a look at C++/CLI might be beneficial. That said, I would definitely not recommend you try and mix up the languages like this. The same could be said by using Unity or Unreal. I get that. But ask yourself, what do you really want to do here? Do you want to make a game? Or do you want to make a rendering API and/or Engine? For myself, I don't care about the former, I gave up on that when I was in my 20's. But I do continue on building the latter even now in my 40's because I find it fascinating and fun for learning, knowing full well that I will almost certainly never make a game. Knowing where your objective is makes getting there a lot less frustrating. I'm going to assume based on this statement that you have very little experience in real world programming. But if you feel this way, you'll never function well in a team, or even using any API that you didn't write. You need to break yourself of this "not written here" mindset, that way lies madness. Given the bullshit surrounding Unity the last couple of weeks, this is entirely understandable. That's a good reason. But you need to ask yourself: What do I need to implement that isn't provided by another engine? Can I implement it using the other engine (FYI: the answer is yes more often than not)? How do you know you can't do what you need in the other engine without having tried it? It's all well and good to want to learn, and write a bunch of stuff, but you also have to set realistic expectations and mixing things up like this is likely going to end in frustration. If all you want to do is plop a few sprites on the screen and have them pew-pew at each other, then you can do that in any number of engines without much work. If you insist on writing code to build up your game/engine/whatever, then pick a single language that you're comfortable with, pick up an API (MonoGame for C#, SDL for C++, etc...) and play with it until you see some results. The benefit with both MonoGame and SDL is that they're open source, and as you get more comfortable with using them, you can crack them open and see what makes them tick, and then you can think about writing an engine or whatever.
    47. IF you had an actual malware (and not some weird clean-up-your-pc-now-because-9999-problems-were-found scanner) then it might be real but I doubt it, especially the part about infecting a newly made exe, that's too targeted/advanced (unless you have thousands of customers and someone knows and targeted you to infect them via your program?). This is like those stories of people targeting tax handlers to get all their clients tax details for fraud and such, not like a random malware. But IF you had a real virus you should of course be less skeptical of most AVs than I am here. You should try make sure you're not doing something unusual or that someone might consider strange, like accessing the clipboard, calling some weird WinAPI functions, using libraries many viruses use (like curl maybe? its author Daniel Stenberg once said its used in many proof of concepts and viruses and when he was denied entry to USA once or twice with no reason given he was guessing that might be the reason, I'm not sure if that was cleared up), etc. Or you can try set up on another machine and see if your compiled exe (copy only the textual code you have and no binaries) triggers the AV there too. False positives happen a lot and for really silly things, e.g. some AV consider things like exe stored in a zip, UPX compressed exe, gdb files, debug enabled exes, etc. to be sketchy on their own. 8-10 years ago when I was using VS 2008 or 2010 Avast! would delete or sandbox or (over many seconds) first scan my freshly made Debug exes with reason being 'never seen before file' (although that's true AND better pop up than the idiotic 'generic trojan!!' labels some use). I've also seen a (totally innocent demo of a library) program that accesses the clipboard be flagged 'generic malware' and such. Probably because many viruses steal credentials from the clipboard. But it was a clean exe, and results around it were so silly it's hard to take many of those AV seriously: appending a single random byte to end of an exe (which changes nothing about how it works) made some new AV flag the file (and some of the AV that flagged the original file unflagged it!), putting the exe in a zip made a few of them miss it (it's really hard to trust 'heuristics' of an AV that won't even try to open/scan an ordinary non-bomb zip file or even label the zip as virus free on Virus Total because they didn't even look or something!). I even have an exe of a C program that opens your disks for direct read to get read their NTFS headers and is compiled with a niche compiler (Pelles C) - 0/69 on virus total despite these two facts. Niche compilers are fine, and to access raw disk you need to be ran as administrator and I use read-only access (to not accidentally destroy my NTFS) but still - two very unusual facts + exe that I made so no AV ever seen it before... zero tags (but the exe of a GUI program that touches the clipboard - that's the criminal, 20x 'generic trojan malware'). If I compress my C exe with UPX - instantly 2/69 because 'heuristics' or 'ML' (machine learning?).
    48. I was able to calculate the baseline with this line of code. // top of the glyph int yMax = m_face->bbox.yMax; // bottom of the glyph int yMin = m_face->bbox.yMin; m_nBaseLine = size * yMax / ( yMax - yMin ); After debugging for hours and going to MS Paint to draw it out and make sure my logic was 100% correct render wise, I figured it was probably the texture coords. that were wrong. I am now left with this. Note: the line on top of the 'g' is offsetY Not sure how precise that is but its definitely a step in the right direction! I think there is still some issues with the texture coordinates because I can see some slight clipping, but would appreciate any feedback. Thanks!
    49. My team and I would need a source control solution for a developing needs. The only thing we need it for is for sharing and merging the Unreal Engine Project. Here are my requirements: -Free -Easy to use -No server needed on own computer -Should work for about 8 people. Do you have any suggestions? Thanks
    50. Dirk Gregorius

      Determine Collision Point and Normal (3D SAT AABB-AABB)

      Here you go: //-------------------------------------------------------------------------------------------------- RnArray< RnVector3 > rnClipPolygon( const RnArray< RnVector3 >& Polygon, const RnPlane& Plane, int Edge ) { RN_ASSERT( Polygon.Size() >= 3 ); RnArray< RnVector3 > Out; RnVector3 Vertex1 = Polygon.Back(); float Distance1 = rnDistance( Plane, Vertex1 ); for ( int Index = 0; Index < Polygon.Size(); ++Index ) { RnVector3 Vertex2 = Polygon[ Index ]; float Distance2 = rnDistance( Plane, Vertex2 ); if ( Distance1 <= 0.0f && Distance2 <= 0.0f ) { // Both vertices are behind the plane - keep vertex2 Out.PushBack( Vertex2 ); } else if ( Distance1 <= 0.0f && Distance2 > 0.0f ) { // Vertex1 is behind of the plane, vertex2 is in front -> intersection point float Fraction = Distance1 / ( Distance1 - Distance2 ); RnVector3 IntersectionPoint = Vertex1.Position + Fraction * ( Vertex2.Position - Vertex1.Position ); // Keep intersection point Out.PushBack( IntersectionPoint ); } else if ( Distance2 <= 0.0f && Distance1 > 0 ) { // Vertex2 is behind of the plane, vertex1 is in front -> intersection point float Fraction = Distance1 / ( Distance1 - Distance2 ); RnVector3 IntersectionPoint = Vertex1.Position + Fraction * ( Vertex2.Position - Vertex1.Position ); // Keep intersection point Out.PushBack( IntersectionPoint ); // And also keep vertex2 Out.PushBack( Vertex2 ); } // Keep vertex2 as starting vertex for next edge Vertex1 = Vertex2; Distance1 = Distance2; } return Out; } HTH, -Dirk
    51. Liacart

      3D animation pricing

      Depends a bit on the quality of the work, since you said you're not a professional. I'm not sure how it is for France, I'm from Switzerland, which is probably more expensive. As a student I charge 200 CHF (175 Euro) per day. People I know who are fresh out of university charge roughly 400 CHF (350 Euro) per day. People who have been in the industry for a while and have experience and a lot of skill charge 800-1'000 CHF (700-875 Euro) per day. So you'll have to probably ask yourself how many days you'll need to finish this animation, and then see what your skill level is at. Also don't forget this is Swiss salaries. If we go by average income, the average salary of a French resident is roughly half of what a Swiss resident makes. Not sure what that means for pricing. In the end you have to ask yourself: How much are you worth? Be reasonable about the estimation but don't sell yourself short either. You must have some kind of expectation of how much you should make for such a job. That would be your starting point.
    52. Hi I think you misunderstand the offset for binding a buffer to memory and the offset into a buffer. I have never worked with the memory allocator from AMD but typically a large section of memory is allocated and parts of that memory are bound to different buffers. The binding to the memory takes an offset. The buffer now occupies the memory starting at this offset. If you use the buffer all offsets into the buffer start at the location in memory that the buffer is bound to. The offset in the memory is no longer needed as it is implicitly a part of the buffer. So if you want to bind an index buffer the offset that you have to give is the offset into the buffer and not into memory. In your case, this should be 0, as the indices start at offset 0 in the buffer. From the source of the VmaAllocationInfo struct: The offset in the VmaAllocationInfo is the offset into memory and not the buffer.
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