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    1. Past hour
    2. Hello everyone! Recently I have been beating my head against the wall trying implement and learn more about client-side prediction with rigidbodies in Godot and I have a few concerns on how I should be approaching this. Is client side prediction impossible if physics is non-deterministic? I assume this to be true if we cannot predict the SAME exact outcome from every action. Are rigid bodies in engines such as Godot and Unity something to avoid when trying to synchronize games over the network? I did some research on this and found some older posts from the past 5 years or so recommending against using Unity's built-in physics due to it not being deterministic, I am wondering if it is the same with Godot or not. Regardless of the above, at this point I would assume coding the physics myself would be a lot easier and provide a lot more certainty when troubleshooting synchronization problems over the network. I feel like I have made a fundamental error in using rigidbodies and would really appreciate any feedback on this. Thanks a bunch in advance!
    3. Today
    4. We do not want to sell a single game. We designed a system for intensely interactive multiplayer territorial games. We would like to sell/license the system to a large game publisher who could use it to produce an entirely new class of games, perhaps partly by porting their existing properties into the new interactive style (without cannibalizing their current market). [Sorry, I know this paragraph is hard to understand without knowing more about the system - further details on its nature provided below.] This system is unlike anything else in the market, allowing a new category of multiplayer games. Examples of companies which might leverage this technology include SuperCell (currently successful with player owned territories that engage in battle with each other but do not have hundreds on the same game map), and Firaxis (many strategic/tactical game ideas which might benefit from a new highly interactive system {i.e. hundreds or thousands of simultaneous players, entering and leaving at will} We are happy to present this system in detail to prospective buyers without concern for endangering our intellectual property. *** Our question - what is the best means of doing this without scaring these companies who may wish to avoid a potential intellectual property scam (i.e. fearing that we are presenting an idea to them only to sue them later because of similarity with a product they release.)? In addition to specific solutions to our problem, we are also quite interested in suggestions for experienced consultants who can help with this challenge. {We are aware that some companies simply don’t wish to consider ideas “not invented here”, and others (quite naturally) don’t want to waste their time looking at a bunch of stupid/half baked ideas created by amateurs.} ___________________________________________ Background of our system provided below: Allows players to create and own their own territorial empires, and the ability to enter/leave at will (with their empires) from a large ongoing territorial game having hundreds or even thousands of players empires, without harsh disruption of the relations of those already in the game. [Yes, this is still unclear.] As a concrete example, imagine a large multiplayer game similar to Risk (™), in which each player controls one or more land masses with his units, and can engage in combat or trade with (up to) hundreds of other players. Using our system, a player can enter an ongoing game (with his empire as it was when he left), engage with others for as long as wishes, and then leave, with his empire intact to return when he chooses. Specific benefits include: Easy entry/exit to an ongoing territorial game (preserving player empires) Accurate player ratings using an Elo (chess style) rating scheme, which works (in our system) even when several players are simultaneously engaged in combat. Accurate player ratings → allow player stratification, so minnows can avoid the sharks. Rapid engagement with other players Maximal player/player interaction (the nature of the system provides players significant benefits from interacting → the winning strategy typically requires close cooperation.) Enhanced freedom of association Players create their own game maps through their play. {For any who are interested in more detail, a partially truncated design document is attached as a PDF.} FluidMosaicTerrainDesign.pdf
    5. Long story short, the 600+ variables required to make Battle Gem Ponies work have been put into a new usable form that'll make what's coming next possible. With all the ingredients finally here it's time to whip up a fresh and playable version of the game! See the full Patreon Exclusive post here! Otherwise come get a glimpse of the game's upcoming development tasks on the Yotes Blog.
    6. Edgar Reynaldo

      Hex based territory game

      Hello all, just looking for some ideas on what kinds of things to include in my new game. It's just a prototype of a hex based territory game with mechanics based on income and points. Currently 3 players (red, green, and blue) take turns placing a tile to claim part of a new territory. Each round consists of one turn, at the end of which score is calculated based on income. A tile that is owned gives you 4 points income. An owned tile next to another owned tile grants you 2 bonus points income. For each border territory you influence you gain 1 additional point. The idea is to place your tiles so that you get the most points and your enemies get the least. Hover and LMB tile placement are all you need to play this game. As an aside, I've looked at the freeware game Hex War and it's got combat. I was going to include something of the sort, based on your influence being the number of dice you can roll when attacking a neighboring territory. Top row is score, bottom row is income per round. Fully static win32 exe can be found here : https://github.com/EdgarReynaldo/EagleGUI/blob/master/distro/hex.7z What are some ideas for developing this game further? Source can be found under Hex.cpp and hexsrc\ here : https://github.com/EdgarReynaldo/EagleGUI/tree/master/EagleTest To build you need Eagle and Allegro5, CMake, and right now the Hex game builds with a CB project. Will change to cmake soon. I just found a couple minor scoring bugs, so keep tuned for an update. Happy programming trails! Edgar
    7. Wrong form of IP. Darth Vader is a trademarked character. No. Read FAQ 61.
    8. You'll need to apply to game companies where you live. You can use gamedevmap.com to start your search. That may be a problem, depending on where you live. That's a good start for your portfolio.
    9. phil67rpg

      rpg game

      I am working on jumping, I am stubbing out some code.
    10. Yesterday
    11. Hi all! We're very pleased to share with you our work in progress/labor of love, a little visual novel called Uncle Merton & Baby Virgle. Check it out (free) if it's something you think might be interesting, every bit of feedback is very much appreciated. You can download it (Windows, Mac, Linux and Android) here:
    12. Still looking for a C++ programmer. Stop by today to hear more about the business!
    13. LoLVesparum

      Uncle Merton & Baby Virgle

      The year 1991 Aliens are here Megacorporations reign Religion is science Magick is real Cyberspace is the place Conspiracies are true Life is good -------------------------------------- You are Merton Jones, a regular office drone working at Blande & Blande Generic Consulting Services. Do not worry: everything is under control and this will be a day just like any other. Every day will be alike, until death brings you sweet release. Please wash your hands, remain calm and do your job as usual. Interacting with your soulcrushing corporate environment is easy: Left Click/Tap to advance/select options and Right Click/Two Finger Tap to call out the game menu. SOUNDTRACK 公子夢 『トワイライト』 MemorabiliaFutura by Dystopian Chic / https://soundcloud.com/funk-noir / CC-BY-3.0 Intructions Just unzip and take a gander at an alternate 1991. You must enable the option to allow installation from unknown sources for the Android version. Note: If you are using a Nintendo Switch controller, please disconnect it or shut down Steam before playing, as it interferes with the game. The issue may also occur with other console controllers, but we have been unable to test it.
    14. LoLVesparum

      Chapter One Released

      Excited to announce that the first chapter of our free visual novel, Uncle Merton & Baby Virgle is out! Check it out, feedback appreciated!
    15. GoliathForge

      rpg game

      all right. If your animated sprites are walking now, you could look at jumping and falling. If your animated sprites are flyers or top down view, you might skip ahead to pursue and evade behavior from an enemy. Both could use more thought into how you feed and care for your collision system.
    16. I have added a diagram to the paper. bezier_escape.pdf
    17. DerTroll

      Reflectance model question

      Depends on your game. If you want to simulate different kinds of surfaces on different objects and it can't be handled by a single model, then you might need multiple models... if that's what you are asking for. Branches (if-else, switch) usually have a big impact on shader performance. Read the first answer from this link if you want to know why. So you should either use multiple shaders or you can try using OpenGL subroutines. In any case, it is advisable to sort your data accordingly to avoid multiple state changes. Greetings ... Got ninja'd by @MJP
    18. Using a dynamic branch is generally not a great idea for this unless you're not concerned about performance. Compilers will usually generate sub-optimal code for what you described, since it won't be able to optimize well across the boundary of your branch and also because you'll end up with the register usage of your worst-case shader model. You may also end up sampling more maps and/or using more constants than you need, since different shading models may require more or less parameters. The shading model is definitely the sort of thing you would normally split off different shader permutations for in normal game scenarios. As for whether you need multiple models...that completely depends on what you're aiming for and also the art style of your game.
    19. I know c# very well js and php comes easy, I'd like to work within the gaming fireld, wondering where to find some income helping a dev team or similar group with coding, id work on basically anything related. I tried online job sites but most are work at site or have a many school and a batch of other requirements. I have no school in the field though have released a few windows apps freeware and worked on a custom online rpg mud/ winform app project for a couple years while teaching self then scratched project. thanks
    20. DerTroll

      rpg game

      Why do you want to create an (RPG) game, if you have no clue what you want it to contain?
    21. Zakwayda

      fill fixed byte with values

      I don't know the answer, as I'm not up to date with Unity and am not sure what features are available there. I did find a couple threads that might (or might not) be relevant (the information may be out of date though - the threads are a few years old): 1 2 Also, it sounds like you've already figured out how to serialize integers (which I assume doesn't mean only bytes). How are you doing that? It seems like the solution for other types (e.g. floats) could be related.
    22. Thank you really much! But another question is: Does it help if we want to make this game free to play? And is it enough to call our character too similar? (Right one is our, left one is original) Greetings!
    23. Hey Jukashi! I'm no expert in this field; but it looks like you (may) run into problems if the Danganronpa team takes notice of your game once it's live. From what I've read through articles, documentation is huge factor in the legal side keeping things legitimate. This also is very similar with film/and writing. You are definitely eligible to replicate a game for personal uses. Once you make a profit of said game beware you don't infringe on any rights. Such as, if the game has copyrights on stories, characters, assets, names, music...especially on specifics. For instance: You can make a Darth Vador villain for personal uses, but once you start to make a profit from it. That's when you need to make sure your ducks are in order and your not using Darth Vador anymore, as he would be a copyright infringement. Lets say you make the super villain name: "Varth Dador"....but he looks identical to Darth Vador. This I'm pretty sure would raise flags, (I'm no expert), but if there are super close similarities involved your going to be infringing upon a copyright. (If it happens to be under a copyright) (These are definite issues if the game team put them under a copyright) •Storylines (if similar) •character (if similar) •music (if similiar) •Abilities shouldn't be, but if you so many similarities revolving around it, this would be some battle ground against you....if you were brought to court for the game. Also, just to keep in mind as you search for answers. Nintendo was brought to court for supposedly a making some type of a knock off with Donkey Kong based upon King Kong. I'm not sure what the reason they were brought court was. But Nintendo won it. Documentation is pretty key. To officially release a game, I would think you'd want to put it under a copyright. Just for a couple reasons. Getting coverage away from backstabbing, making sure no one decides to use your game name or characters and make a copyright infringing your game assets or whatever to get royalties. You never known, play it safe! These are my thoughts anyway, I hope it was helpful. Don't take me for granted, as I said before, I'm no expert haha!
    24. Q1: Does such a need arise at all? Or should the reflectance model be used globally for the entire scene? Q2: If it is necessary to implement in the shader switching between reflectance models (OrenNayar, Lambert etc), how to do it better? Create a separate shader for each reflectance model? Or use something like // fragment shader uniform float reflectanceModel; ... switch (reflectanceModel) { case 0.0: diffuse = lambert(...); break; case 1.0: diffuse = orenNayar(...); break; case 2.0: ... break; } I will be grateful for your advice
    25. DavinCreed

      Doomish - About 70% Done

      Thanks, it's fun work. I haven't spent much time with the UE4 level editor, and I've learned that there is still a lot for me to learn to use it more effectively/efficiently.
    26. GoliathForge

      graphical user interface

      That other thread is going get closed...How's it going in here. Were you able to build FlatUI.
    27. Rutin

      My Graphics Bin

      I'll occasionally share my "unpolished" and "polished" 2D and 3D art in this album.
    28. As per usual I'm coming in to the challenge later than I expected! I'm extremely busy with many other projects but I'm putting in some time to get this done! Yesterday I did a sketch, block-out, model and texture of the main gun for the game. This mesh is also game ready. Basic Sketch Block-out Model Texture (Rendered out) Real-time rendering The game itself will consist of a main level for now and if I have time I will add more. The basic idea for the map: There will be the following items: - Armor Suit - Health Packs - Laser Gun Charges (variety of ammo types) The enemies will be a mix of robots and cyborgs. This is still in the "to do" part and since I've just spent a day only and I have a ton of work to do, but throughout my off time I have planned a lot in my head already. You will also be trying to escape the planet Mars through the teleporter in the final boss room. I'm also considering have different glows for the energy cells on the laser pistol to do different damage types and different enemies will require you to use the right ammo type to kill them. In part 2 I will showcase the level prototype once I have the textures made. I have a few assets to make as well and will show them off in part 2 most likely as well.
    29. NekrosArts

      Victorian Horror Project

      1849, Great Britain ~ After a malevolent cult enjoyed a continueing growth of popularity, it became a threat to all people who did not share their philosophy. In 1845, the cult had taken control by force over several city districts or even whole villages throughout Great Britain. Now, a priest is declared to sneak into one of those reprobated cities to finish a task, that multiple people had failed accomplishing before. That´s were our story begins... Learn more: Devlogs, Gameplay, Level Design --> https://www.youtube.com/channel/UCBgS6cpA7PEqWh3GxT4zwSg Victorian Horror Project is a first-person adventure horror game. You´ll be send into a city which is under control of a malicious satanic cult. The supporter of this cult summoned a creature of darkness that terrorizes the remaining population. It will be your task to saint the wayside crosses of the city with three phials of holy water. Those phials can be refilled, but you´ll need to find the spots where those phials can be recharged. And in the darkness something is waiting for you...
    30. Rutin

      Doomish - About 70% Done

      This is amazing work! I'm honestly very impressed with what you've put out!
    31. Im doing some tests with new Unity3d networking APi and Im moving from sending integers to sending more complex stuff, like coordinates (3 floats). The problem is that Im forced to use fixed byte as the data container for my packets (byte[] doesnt works, must be unmanaged and blittable) and I havent found a way to put my values (floats, strings, etc) into that array of bytes and also get them back. How can I do this?
    32. SapphireG

      Books on renderer architecture?

      Although not a book, I would suggest taking a look at The Cherno's videos , especially the OpenGL and Game Engine series. He talks about (and implements) abstractions etc for the kind of things you're looking for. Besides, he seems to be working for EA, which in my opinion adds a bit of validity and quality to his stuff.
    33. Tracker10

      Need a Gantt Chart

      Hi everyone, I've been out of game development for quite some time now and I'd like to get back in. I am starting by refreshing my project management knowledge. I would like to get a hold of some good Gantt Chart template, or a sample Gantt Chart from a real project - big or small, does not matter. Does anyone know where I could find something like that, or os anyone willing to share one with me? Thank you for your help.
    34. Hi check my game https://play.google.com/store/apps/details?id=com.aberrationgames.rambo It is isometric 2d. I swear you making 8 animations for each action for each character is a pain in the ass. Dont make the same mistake I did and MAKE IT 3D. You will avoid many troubles. If you want a free rotating character in 2D the only choice i see is doing the game in a complete top down orientation. In a isometric game i dont figure out how to do the rotating
    35. Would a diagram like this be helpful? It shows how curvature is related to dimension. Kind of reminds me of a light clock, but in reverse LOL. P.S. I suppose 2D is not reachable, so the last line in the figure is like 1.99999D
    36. Ovva Games

      Scene created with Unreal Engine

      A scene from the upcoming action/adventure game Between Realms. Made with Unreal. What are your thoughts?
    37. phil67rpg

      rpg game

      well I have got my game to draw two animated sprites and a grassy sprite at the bottom of the screen. I am unsure of what to add to my game.
    38. Danzabarr

      SPAACE

      SPAACE is a space station tower defence game in which the player must build and defend their station, held in the orbit of a hostile alien planet. Mine resources, manage logistics, research upgrades, train units, and survive against waves of enemy space aliens long enough to launch an attack on the hostile planet. Conscious influences and inspiration for SPAACE include Starcraft and other RTS classics, Factorio, Cities Skylines and other city builders. SPAACE is currently being created by a lone developer, and thus any feedback is greatly appreciated. If you're interested in collaborating on the project, please get in touch. SPAACE is made with Unity. Clips of gameplay can be seen on YouTube here: https://www.youtube.com/user/DanzaBarr1
    39. Hi there, I'm currently working on a vehicle builder game that I would like to be physics based. The idea is that a player could build a vehicle (possessing certain physics e.g. mass, moment of inertia, etc.) that would traverse a landscape. I've envisioned this game to have a top-down oblique perspective similar to Stardew Valley(example below). The primary reason for this is due to the fact that the gameplay and physics are 2D based, yet it gives the world a 3D feel. However, I'm starting to think more about how I would actually implement the rendering system for the main vehicle. It seems like most oblique perspective games use player models that are restricted to travel in finite directions. For example, a player can move in 8 directions: up, down, left, right, diagonally (x4). Thus the rendering system would only need to worry about 8 travel animations. Hence the rendering system would not need to differentiate between a character traveling in a direction of 45 degree vs 55 degrees. So this is essentially my dilemma. I want the main character of my game (a vehicle) to travel based on physics. That means the character could move in any direction and rotate to any position. However, oblique perspective rendering systems are typically limited in how many perspectives of object can be drawn (e.g. character only being able to move in 8 directions). Obviously one solution would be to render the main vehicle from a pure top-down perspective such that it can rotate and move in any direction without need to worry about side perspective rendering, however, it seems like this would clash with the rest of the art style. I'm curious if anyone has thoughts on this dilemma I'm having.
    40. Gorillafruit studio CEO

      New hobby project

      Hi there I'm looking at putting together a team to make a game in their free time, but here's the thing once the game is at a good alpha point I want to get it published as an early access game to help create a name for the studio we have started. So if anyone one is interested in this opportunity please dont hesitate to reply.The game I have in mind is a open world survival game where you have make sure you can survive the night before all the creatures wake and hunt you down, I want it to be a 1st person shooter with block building and terrain manipulation, so you can dig and build how ever freely the players want. I want it to be multi player so people can team up. Also would like it to have a story mode, single or co-op. If you are interested please message or reply, we need people from all fields of game development. That's from story righter, artist, programmer, 3d artist and terrain/world creator to audio artist/producer. Once we have a team and have had a couple of meetings through Skype or what ever is easier for everyone and we have brain stormed ideas we will get on with making a game
    41. ouraf

      Creators wanted

      First: wrong forum: classifieds go to https://www.gamedev.net/forums/forum/29-hobby-project-classifieds/ Either that's a troll post or a recipe for disaster: You're putting all the risks on the shoulders of the people that's already working for free. You're also asking for high profile features (multiplayer, terrain manipulation, day-night cycle, etc.) and a pretty big team. this kind of skillset doesn't come cheap, let alone for free and even more to fullfill someone else's dreams and wishes Even worse you have nothing to show other than ideas. no engine, no assets, no documentation, no demo, no vertical slice, nothing. And the base ideas show nothing that wasn't been made before for bigger studios with an actuall business plan. And you alrady failed to amass funds for a smaller project. That gives you zero assurance you'll get the funding for an even more ambitious project -- I'll give you the best kind of contribuition you can get from this thread based on what you wrote: advice With what you have and what you want to do, even if you get a hundred of dreamers willing to sacrifice their free time for your vision, it'll end up a convoluted disaster. So you have two roads to follow: 1 - Keep doing small games with whatever funds and assets you have. NEVER ask for free work. Build your name in small indie communities like itch.io or gamejolt. study as much as you can and specialize in something tangible ("having ideas" is in low demand in industry. having something to show you yourself did with these ideas is another matter entirely). Once you get enough reputation, try to get a job in a real studio. If you excel at your tasks and the studio prosper, you'll get a director role down the line and then you can pitch your idea and will probably have support from the studio and publisher. 2 - Study like a maniac for years and years. Participate in other people's projects for free to learn from their work. Make sure the people you're associating with have a real portifolio and every project is decently documented. NEVER associate yourself with someone that has only "an idea" and wants to leech other people's skills for free without contributing with anything worthwhile. Also offer your best skills as a freelance to amass funds of your own. While acquiring the necessary skills, document every single detail of your big idea. At some point you need to have every stage, every scene, every character documented drawn and schematized. If the document ends with hundreds of pages, so be it. When you have you game design document ready and the skills to make at least part of it a reality, create a prototype and polish it up as good as you can. Use the prototype and your well documented design plan to find a publisher willing to fund your idea. The publisher will probably retain rights over the IP, but that can be negotiated. If you fail to get a publisher, you'll have to self fund your idea. Use your own money to comission assets you can't make and do the rest yourself on your free time. It worked for the five nights at freddy's and undertale folks, should work for you.
    42. Ok sorry, guess i misunderstood your question... Hm, how would I apply that coordinates you mentioned? The triangle is defined as: var data = new float[] { 0, 0, 0, 1, 0, 0, 0, 1, 0 }; isn't that exactly what you wrote?
    43. Not really. I see a small dot, conditions are the same for the eye position, no matter if zNear is positiv or negativ.
    44. private void OnResize(object sender, EventArgs e) { var clientArea = _gameWindow.ClientRectangle; GL.Viewport(0, 0, clientArea.Width, clientArea.Height); _projectionMatrix = Matrix4.CreateOrthographic(clientArea.Width, clientArea.Height, -1, 1); } private void OnLoad(object sender, EventArgs e) { //_projectionMatrix = Matrix4.CreateOrthographic(3, 3, 0.001f, 50); // remove me . . . // scale vertex array to be in pixel space what about passing the actual screen size values to CreateOrthographic...does that change anything? (1pixel::1unit)
    45. Julito

      Creators wanted

      Hi mr CEO of gorilafruit Like you dont have funds and want to develop your dream AAA game... you decide to hire a team for FREE and you are not kidding!!! Ha ha ha The game you describe is very complex. You'll need to hire experienced devs. It's not doable with beginers with much illusion. Fact 1. No experienced dev will work with you for free, only beginers with much illusion Fact 2. If someone works for free is because he believes in the project and want to share revenues equally and get rich, nobody wants to get fully employed at gorillafruit. Fact 3. Forget you CEO title. If you dont pay you are not the owner of the work.
    46. No I am not... sorry if i said something wrong... See my next post for complete code (just was working on that...) using System; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; namespace OGL420_Matrices { // OpenTK version 3.1.0 internal class Program { public static void Main(string[] args) { var program = new Program(); program.Run(); } private GameWindow _gameWindow; private Matrix4 _projectionMatrix; private Matrix4 _viewMatrix; private Matrix4 _viewProjectionMatrix; private Matrix4 _modelMatrix; private int _vbaId, _programId, _viewProjectionUniformId, _modelMatrixUniformId; private void Run() { // 4, 2 is OpenGL 4.2 using (_gameWindow = new GameWindow(800, 600, GraphicsMode.Default, "", GameWindowFlags.Default, DisplayDevice.Default, 4, 2, GraphicsContextFlags.Default)) { _gameWindow.Load += OnLoad; _gameWindow.Resize += OnResize; _gameWindow.RenderFrame += OnRenderFrame; _gameWindow.Run(); } } private void OnResize(object sender, EventArgs e) { var clientArea = _gameWindow.ClientRectangle; GL.Viewport(0, 0, clientArea.Width, clientArea.Height); } private void OnLoad(object sender, EventArgs e) { _projectionMatrix = Matrix4.CreateOrthographic(3, 3, 0.001f, 50); // change -1 to -2.1f you dont see anything // change -1 to 2f you still see the same // change -1 to >= 0 you dont see anything; of course 0 doesn't make sense but 1 would _viewMatrix = Matrix4.LookAt( new Vector3(0, 0, -1f), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); _modelMatrix = Matrix4.Identity; var data = new float[] { 0, 0, 0, 1, 0, 0, 0, 1, 0 }; var vboId = GL.GenBuffer(); GL.BindBuffer(BufferTarget.ArrayBuffer, vboId); GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint.StaticDraw); _vbaId = GL.GenVertexArray(); GL.BindVertexArray(_vbaId); GL.BindBuffer(BufferTarget.ArrayBuffer, vboId); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0); var vertexShaderId = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderId, @"#version 420 layout(location = 0) in vec3 position; uniform mat4 viewProjection; uniform mat4 model; out vec3 outColor; void main() { gl_Position = viewProjection * model * vec4(position, 1); outColor = vec3(1,1,1); }"); GL.CompileShader(vertexShaderId); GL.GetShader(vertexShaderId, ShaderParameter.CompileStatus, out var result); if (result != 1) throw new Exception("compilation error: " + GL.GetShaderInfoLog(vertexShaderId)); var fragShaderId = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragShaderId, @"#version 420 in vec3 outColor; out vec4 fragmentColor; void main() { fragmentColor = vec4(outColor, 1); }"); GL.CompileShader(fragShaderId); GL.GetShader(fragShaderId, ShaderParameter.CompileStatus, out result); if (result != 1) throw new Exception("compilation error: " + GL.GetShaderInfoLog(fragShaderId)); _programId = GL.CreateProgram(); GL.AttachShader(_programId, vertexShaderId); GL.AttachShader(_programId, fragShaderId); GL.LinkProgram(_programId); GL.GetProgram(_programId, GetProgramParameterName.LinkStatus, out var linkStatus); if (linkStatus != 1) // 1 for true throw new Exception("Shader program compilation error: " + GL.GetProgramInfoLog(_programId)); GL.DeleteShader(vertexShaderId); GL.DeleteShader(fragShaderId); _viewProjectionUniformId = GL.GetUniformLocation(_programId, "viewProjection"); _modelMatrixUniformId = GL.GetUniformLocation(_programId, "model"); } private void OnRenderFrame(object sender, FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); _viewProjectionMatrix = _projectionMatrix * _viewMatrix; GL.UniformMatrix4(_viewProjectionUniformId, false, ref _viewProjectionMatrix); GL.UniformMatrix4(_modelMatrixUniformId, false, ref _modelMatrix); GL.UseProgram(_programId); GL.BindVertexArray(_vbaId); GL.DrawArrays(PrimitiveType.Triangles, 0, 3); _gameWindow.SwapBuffers(); } } }
    47. Does anyone recommend any good books on renderer architecture? One of the hardest things I face when writing renderers is making it not look like a big procedure. I have shadows, SSAO, PBR and I have tons of shaders and my renderer loop is huge. I'm hardcoding all the inputs and outputs. I never needed a scene graph or ECS because I'm working on simple and small games, but I wonder how one would organize the renderer in larger projects? Or even making the renderer more abstract so I can stop copying/pasting and tweaking stuff for every new game I make.
    48. You need to assign the Rigidbody in the inspector go to your script in the inspector and drag and drop the Rigidbody in the right slot
    49. gsimo999

      Creators wanted

      Hello, I'd be interested in helping you out. I do have some experience in Unity, i have made some project on Android and Iphone, i also have experience using Git, Slack and Discord. Send me a PM if you want to know more about me.
    50. You're messing with me. Good luck solving the problem.
    51. value is just the matrix you set (depends); this is a method of an uniform encapsulation: Id = GL.GetUniformLocation(programId, name); public void Set(ref Matrix4 value) { GL.UniformMatrix4(Id, false, ref value); } this is inside a class; it is instanciated for each uniform in the shader. So yes Id is the location of the corresponding uniform.
    52. If you mean 'should' in the sense of - with the aim to invest in efficiency and reduce error, then I think everyone agrees humans should be replaced by robots wherever possible. If you mean 'should' in the sense of - with the aim to make available meaningful roles to humans, such that they don't sink into existential crisis and depression, then I think the question is more complicated. In the end, people flourish when there are opportunities to do with your life something that both benefits the individual, and benefits at least some others, mentally and physically. Do you think that after AI has replaced humans in every way possible, there will still be enough of those roles around? Perhaps humans will have to take on roles that are at least fulfilling, if not useful. Perhaps we already do that.
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