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    • By sosnol_gaming
      The massively popular memes "Bongo Cat" has been made into a smartphone game!
       
      Welcome to Bongo Cat DUELS! Wild West is waiting for you. Fight vicious enemies, upgrade cat skills and buy new guns.
       
      FEATURES:
       
      -Participate in duels;

      -Get money and experience for winning;
       
      -Open new duels;

      Google Play:
      https://play.google.com/store/apps/details?id=com.IceSky.bongo_cat_duels
      Youtube:
       
    • By Tanzan
      Hello  all,
      I just finished my first Android game and published it on Google play...
      I know its not the next red dead redemption2 but it would be nice to have some comments/feedback on it if its worth it to go on with a release 2.0. or move on to the next game? (red dead redemption 3  )
      Anyway thx for your reading time and i hope on some nice reviews!
      https://play.google.com/store/apps/details?id=com.gamlex.android.games.typomania
      Regards,
       
      Tanzan
       
       
    • By mako737
      Mário Pauko 1 Hello, when i create a project with UE4 and c++ i get this error
      LINK : fatal error LNK1181: cannot open input file 'C:\Users\Admin\Desktop\Môj Život\UE_4.20\Engine\Intermediate\Build\Win64\UE4Editor\Development\Core\UE4Editor-Core.lib' Error executing C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\bin\HostX64\x64\link.exe (tool returned code: 1181) UE4Editor-akNejdeMamPici.lib (0:02.31 at +1:27)    Creating library C:\Users\Admin\Documents\Unreal Projects\akNejdeMamPici\Intermediate\Build\Win64\UE4Editor\Development\akNejdeMamPici\UE4Editor-akNejdeMamPici.lib and object C:\Users\Admin\Documents\Unreal Projects\akNejdeMamPici\Intermediate\Build\Win64\UE4Editor\Development\akNejdeMamPici\UE4Editor-akNejdeMamPici.exp ---------------------- Done ----------------------     Rebuild All: 0 succeeded, 1 failed, 0 skipped ERROR: UBT ERROR: Failed to produce item: C:\Users\Admin\Documents\Unreal Projects\akNejdeMamPici\Binaries\Win64\UE4Editor-akNejdeMamPici.dll        (see ../Programs/UnrealBuildTool/Log.txt for full exception trace) Total build time: 118,54 seconds (XGE executor: 0,00 seconds)  
      Pls tell me every step i have to do for this problem 
       
       
    • By _Nyu
      Hello,
      I'm trying to make a PBR vulkan renderer and I wanted to implement Spherical harmonics for the irradiance part (and maybe PRT in the future but that's another story).
      the evaluation on the shader side seems okay (it look good if I hardcode the SH directly in the shader) but when I try to generate it from a .hdr map it output only gray scale.
      It's been 3 days I'm trying to debug now I just have no clue why all my colour coefficients are gray.
      Here is the generation code:
       
      SH2 ProjectOntoSH9(const glm::vec3& dir) { SH2 sh; // Band 0 sh.coef0.x = 0.282095f; // Band 1 sh.coef1.x = 0.488603f * dir.y; sh.coef2.x = 0.488603f * dir.z; sh.coef3.x = 0.488603f * dir.x; // Band 2 sh.coef4.x = 1.092548f * dir.x * dir.y; sh.coef5.x = 1.092548f * dir.y * dir.z; sh.coef6.x = 0.315392f * (3.0f * dir.z * dir.z - 1.0f); sh.coef7.x = 1.092548f * dir.x * dir.z; sh.coef8.x = 0.546274f * (dir.x * dir.x - dir.y * dir.y); return sh; } SH2 ProjectOntoSH9Color(const glm::vec3& dir, const glm::vec3& color) { SH2 sh = ProjectOntoSH9(dir); SH2 shColor; shColor.coef0 = color * sh.coef0.x; shColor.coef1 = color * sh.coef1.x; shColor.coef2 = color * sh.coef2.x; shColor.coef3 = color * sh.coef3.x; shColor.coef4 = color * sh.coef4.x; shColor.coef5 = color * sh.coef5.x; shColor.coef6 = color * sh.coef6.x; shColor.coef7 = color * sh.coef7.x; shColor.coef8 = color * sh.coef8.x; return shColor; } void SHprojectHDRImage(const float* pixels, glm::ivec3 size, SH2& out) { double pixel_area = (2.0f * M_PI / size.x) * (M_PI / size.y); glm::vec3 color; float weightSum = 0.0f; for (unsigned int t = 0; t < size.y; t++) { float theta = M_PI * (t + 0.5f) / size.y; float weight = pixel_area * sin(theta); for (unsigned int p = 0; p < size.x; p++) { float phi = 2.0 * M_PI * (p + 0.5) / size.x; color = glm::make_vec3(&pixels[t * size.x + p]); glm::vec3 dir(sin(phi) * cos(theta), sin(phi) * sin(theta), cos(theta)); out += ProjectOntoSH9Color(dir, color) * weight; weightSum += weight; } } out.print(); out *= (4.0f * M_PI) / weightSum; }  
      outside of the SHProjectHDRImage function that's pretty much the code from MJP that you can check here:
      https://github.com/TheRealMJP/LowResRendering/blob/2f5742f04ab869fef5783a7c6837c38aefe008c3/SampleFramework11/v1.01/Graphics/SH.cpp
      I'm not doing anything fancy in term of math or code but I that's my first time with those so I feel like I forgot something important.
      basically for every pixel on my equi-rectangular hdr map I generate a direction, get the colour and project it on the SH
      but strangely I endup with a SH looking like this:
      coef0: 1.42326 1.42326 1.42326
      coef1: -0.0727784 -0.0727848 -0.0727895
      coef2: -0.154357 -0.154357 -0.154356
      coef3: 0.0538229 0.0537928 0.0537615
      coef4: -0.0914876 -0.0914385 -0.0913899
      coef5: 0.0482638 0.0482385 0.0482151
      coef6: 0.0531449 0.0531443 0.0531443
      coef7: -0.134459 -0.134402 -0.134345
      coef8: -0.413949 -0.413989 -0.414021
      with the HDR map "Ditch River" from this web page http://www.hdrlabs.com/sibl/archive.html
      but I also get grayscale on the 6 other hdr maps I tried from hdr heaven, it's just different gray.
      If anyone have any clue that would be really welcome.
    • By FonzTech
      Hi! I have a doubt about making a "Room" manager. For "room", I mean a collection of game objects (in detail, I would say "a collection of subclasses of GameObject"), with their own properties (position, rotation, scale and other specific ones).
      For now, I only want to load a "room" from an external file, then instantiate and setup game objects based on its data.
      I thought about making a simple text file, containing a big structure like an array, where each entry, contains the class to be instantiated (along with their properties).
      I'm not very skilled in C++. In Java, I would load classes by their name using reflection (Take the security thing apart, for now), then set their properties (always using reflection), based on the data contained in the above text file.
      Think like a JSON, where you have a structure like this:
      [ { "type": "Player", "general": { "position": "1,2,3", "rotation": "1,2,3", "scale": "1,2,3" } "specific": { "someSubclassField": "myValue", "anotherPlayerField": "myValue2" } }, { "type": "MainMenu", "general": { "position": "0,0,0", "rotation": "0,0,0", "scale": "1,1,1" } "specific": { "isLevelEditorEnabled": true } } ] There is some mechanism I can adopt to avoid setting-up game objects at compile-time?
      I would like to avoid the myriad of if statements.
      Any advice is appreciated. Thanks in advance!
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