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  1. Past hour
  2. We are working on an isometric RPG set in a desert with a Middle Eastern, medieval setting and a focus on quests that explore philosophical issues. We need someone who can work in Unity to create effects for a magic spell being cast, flowing water and more. Here is an older build of our demo that captures the main events: https://www.youtube.com/watch?v=3w6xTRkfETg We have a more up to date playable version that you can request a link to if interested.
  3. Please help with ASM question

    Nice thanks for the tip. I'll give that a try.
  4. Today
  5. Wait are you blackmailer or innocent user? Sorry I always appreciate hard because who doesn't know about while loop with stream reader and passing v, vt, vn and f. PS Discords Chat GameDev.net has too many backmailers.
  6. Hi Rutin, These are great remarks ! Thanks ! I'll see what I can do about the menu and the currency converter, that's actually a good idea. You are absolutely right about the licensing agreement. Customers receive en EULA every time they purchase an album or a single sound effect, but it should definitely be easily accessible on the website. I am going to take care of that right away ! Yes, I would definitely need some legal advice or counselling if I want to proceed with other sound designers. I am working on it. Thank you so much for your time. Now, what can I do for you ? Is there an album or 2 that might interest you ? Send me your email address at olivier@ogsoundfx.com so I can create a personal coupon code for you ! All the best, Olivier
  7. Implicitly assign handle by overloading opImplConv operator

    I was using the latest stable source code which didn't work and my own source code. Now I tested with the WIP source code, compiled it and tested with the following exact code on a new project. I checked, in the debugger call stack, Line 'assert(bAssertion);' throws an exception and guess what, assertion failed. The exact same bug. (I'm using latest Visual Studio and compiling with C++17, tried C++14 too, still the same) Edit: I compiled AngelScript with 'AS_NO_THREADS' preprocessor definition, but I don't think that it's causing this. void MessageCallback(const asSMessageInfo * msg) { printf("msg: %s %i\n", msg->message, msg->row); } void Assert(bool bAssertion) { assert(bAssertion); } int main() { asIScriptEngine* engine = asCreateScriptEngine(); engine->SetMessageCallback(asFUNCTION(MessageCallback), NULL, asCALL_CDECL); RegisterStdString(engine); RegisterScriptArray(engine, true); RegisterScriptDictionary(engine); engine->RegisterGlobalFunction("void assert(bool)", asFUNCTION(Assert), asCALL_CDECL); asIScriptModule* mod = engine->GetModule("module", asGM_ALWAYS_CREATE); mod->AddScriptSection("test", "class Object {} \n"); int r = mod->Build(); if (r < 0) assert(0); r = ExecuteString(engine, R"ascode(dictionary dict = { { 'myHandle', Object() } }; Object @myHandle; @myHandle = dict['myHandle']; assert( myHandle !is null );)ascode", mod); if (r != asEXECUTION_FINISHED) assert(0); engine->ShutDownAndRelease(); return 0; }
  8. C++ FreeGLUT - Making Planets Orbit

    So as it seems it is unclear what a scene graph does I post this Scene Graph Tutorial here. A scene graph isnt used to alter velocities,speeds or whatever you thought it is for, as explained, a scene graph just simplifies parent child relations in drawing in a simple tree structure. Your map is a root object while your character walking on the map is a child of it. Your character has an armor, a weapon and some stuff on its belt attached that are themselfs childs of your character. Moving your character means altering the position of its equipment too. And this is what your current problem is, you attach your planets to the sun. Rotating the sun means rotating its childs too so the planets would always rotate at the speed of the sun. This is what matrices are for. Calculating the transformation matrix of a child means firs calculate that oneof its parent and multiply those matrices together to get the childs model matrix. Vertex (each) * Model * View (your eye position) * Projection (perspective transformation) = pixel on the screen. This is what the immediate mode matrix and transform functions are in OpenGL. glPushMatrix adds a new matrix to the stack that inherits from the parent matrix glTranslate, glRotate, glScale do all the multiplication on the top matrix of the stack glPopMatrix removes the current matrix from the stack You normally start with an identity matrix glLoadIdentity(); glPushMatrix(); //Stack-Index 0 1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1 //Stack-Index 1 1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1 that means each vertex is placed at the same position it is used to. Then you translate the matrix by 1 and get glTranslatef(x, y, z); //Stack-Index 0 1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1 //Stack-Index 1 1, 0, 0, X 0, 1, 0, Y 0, 0, 1, Z 0, 0, 0, 1 what means a vertex at position { 0, 0, 0 } is translated by { X, Y, Z }. Now you take the scene graph and we assume that your root node is at stack index 1 and has one leaf node to render glPushMatrix(); //Stack-Index 0 1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1 //Stack-Index 1 1, 0, 0, X 0, 1, 0, Y 0, 0, 1, Z 0, 0, 0, 1 //Stack-Index 2 1, 0, 0, X 0, 1, 0, Y 0, 0, 1, Z 0, 0, 0, 1 The leaf starts at its parents current transform and calling the leafs transform will result in glTranslatef(x, y, z) //Stack-Index 0 1, 0, 0, 0 0, 1, 0, 0 0, 0, 1, 0 0, 0, 0, 1 //Stack-Index 1 1, 0, 0, X 0, 1, 0, Y 0, 0, 1, Z 0, 0, 0, 1 //Stack-Index 2 1, 0, 0, X1 + X2 0, 1, 0, Y1 + Y2 0, 0, 1, Z1 + Z2 0, 0, 0, 1 Next child of this leafe node would act the same, this is what a scene graph is used for. As I wrote, in AAA Games and Engines the scene graph also does culling of objects to speedup rendering so if a leaf is disabled for rendering, its childs could be skipped to and so on. What is the sense of this? The sense is simply to simplify rendering. Otherwise you would have to iterate through the list of objects and its parents each on its own and do a lot of matrix multiplications and visibility tests that slow down your game. Related to your entry post, you have had anything attached to the sun so transforming the sun meant you changed the entire root matrix for anything that is a leaf of the sun. Then transforming any leaf was iterative transforming the whole chain in a way that did'nt lead to the result you expected. So if you want to transform each planet on its own speed, you need each planet to inherit from the identity matrix so become a root node instead of a leaf of the sund root node. This is the most simple solution I can give ya
  9. Any Android plans?
  10. If you ever wanted to experience war on the open sea in AR, you’ll soon get your chance. Immersion VR’s naval battle game The Ancients AR is now available for pre-order on the App Store! The Ancients AR is a collaborative effort between Immersion VR and renowned artist, painter and illustrator Jakub Różalski. Known for World of 1920+ (an alternate history where diesel-powered war robots are part of the interwar period), Jakub’s captivating art led to the creation of Scythe (board and computer games). He also created concept art for Hollywood productions such as Kong: Skull Island. Now, his artistry blends with augmented reality in the war-torn, fantasy world of The Ancients AR. What started as a VR game moved to mobile to take advantage of ARKit technology. It is your duty to protect the kingdoms by using a fleet of powerful ships. Summon seafaring beasts called “The Ancients” to help wage war against enemies and race towards victory. Experience the thrill of cannon fire and capsizing enemy ships in an icy, glacier-filled terrain brought to life with augmented reality — complete with beautiful graphics and gripping gameplay. If you think the the idea of Battleship with a modern twist sounds awesome, head over to the iOS App Store and pre-order The Ancients AR today! https://itunes.apple.com/us/app/the-ancients-ar/id1288064700?platform=iphone&preserveScrollPosition=true#platform/iphone
  11. Yo' Rey, "MABUHAY KA" Good luck sayo tsong ^_^y
  12. unity game developing help

    Thank you so much for your response and resources. I will keep your feedback in mind I appreciate this a lot, thank you .
  13. I fixed it! It was just a stupid mistake. I had + and - 11 and not 1 when I was trying to check the bricks to the left and the right. it works perfectly now. Thanks so much Scouting Ninja for all of your help!
  14. I'm having a really hard time following your code. I don't see anywhere where you call the GetEmptyBorder method, or maybe it just gets called automatically for being attached to the script I guess. Also, what you said about checking if there is an empty row to move the lines down. How exactly is that going to work when the bricks are stacked? Would we move one row down at a time starting from the bottom row, and then just wait till all that is done to render them?
  15. Hi, I am currently a college student studying to become a Game Developer. I need to interview current game developers for a class I'm taking. if anyone seeing this could answer just the 5 questions that I have provided below as well as your name, current position, and how many years you've been in the game industry. I'd really appreciate any responses. Name: Position: Year in the industry: What was the starting salary? How many hours do you work? What did you learn outside of school that was useful? How did you get your job and how hard was it to find it? how was this job different than you expected it to be? Thank you for your time. -Alex Daughters
  16. Yesterday
  17. Leak occurs when "shared class" exists.

    I've fixed this in revision 2490. This was a very nice catch. Memory build-up is very difficult to find as memory leak test tools don't report these as leaks. Thanks a lot for reporting it.
  18. How far are we from component detailed games?

    If you scale it yes. Instead of thousands you only use hundreds, then you will be fine. Game engines today can emulate 1 000 000 - 8 000 000 objects on screen at once if they are kept very-very simple. Unreal can for example emulate 4 000 000 bouncing balls with full physics and materials if they are instances of each other. This should mean +/- 500 000 body parts to use. If it is all you focus your resources on. To emulate a universe you need to use a universe. Voxel systems and the like uses octrees and fake emulating particles, the problem is that the smallest piece of data we can use is a byte a 0 or a 1. A byte is either a small piece of metal or a capacitor or some kind of physical object. Each of these small objects we use for bytes are actually made of trillions of atoms. To be clear, we are using a 1,000,000,000,000 : 1 scale when we try to represent atoms in games. So instead we use much larger objects to fake simulations of smaller objects: The video shows how millions of balls are used to create a water like effect. This takes the same power as most games to do. You can use bigger "atoms" so needing less per emulation and still get convincing results and games use this all the time. It's all about scale.
  19. Update One: Update

    The game is going to be a mix of three games DOOM Slender man and resident evil Story Line So Far: Your Maxwell (( the name is wip)) a 25 year old gang member who gets shot in a shoot out with the cops you wake up in a hospitle and it is empty in journy to the basement level and get it in the back of the head then you wake up in a weird looking room. that will be what happens in the first cut video thing lol if you want more just ask i am open to what ever ty all who comment
  20. Good evening everyone! I was wondering if there is something equivalent of GL_NV_blend_equation_advanced for AMD? Basically I'm trying to find more compatible version of it. Thank you!
  21. Why are you use old version? Please check github OpenT! It is really very latest but I found SharpGL's Objfileloader it looks shit I really want use only Lists with Vector2, Vector3 and float and int. I have problem with while loop with StreamReader + continue and break; if you know how does program read to wavefront file like Vt, vn, v and f But i really don't know how do i skip unusable lines like #, o and s? Thanks
  22. Depends on what you are making and what level you're trying to simulate. It also depends on what you are trying to make. I mean, if you want to build a protein-folding simulator you can build at that level, but even those aren't interactive pace. There are supercomputers that slowly churn through those data. As for theoretical limits, look at your processors. In this current era you get about 4x 4GHz, more or less. If you want to keep a solid 60 frames you get about 200 million cycles per frame if you're careful about it, or 50 million cycles per frame if you're stuck in a single thread. Then look at time you'll realistically need to spend waiting for data to load, for cache misses, and that sort of thing. In theory you can process a few hundred million data elements every graphics frame. Few programs ever hit those limits, but it can be done. I'd recommend those computed elements be the fun parts of the game, rather than the minutia of individual cells, but that's up to you.
  23. I have no idea who uses OpenTK here as I'm sure most people using C# are either on the Unity or Mono train. It took me under 15 seconds to find a lot of resources online. Why don't you try following a tutorial online such as this series: There are even more tutorials online: https://www.codeproject.com/Articles/1167212/OpenGL-with-OpenTK-in-Csharp-Part-Initialize-the-G You really need to relax, I see you've already filled out the OpenTK chat room and they already told you that you wont be spoon fed code, so make sure you understand what you're doing with OpenTK and C#, then run your debugger to find out what isn't loading right. https://gitter.im/opentk/opentk
  24. Which version of AngelScript are you using? I wasn't able to reproduce the problem in the latest WIP version. To try to reproduce the problem you mentioned I did the following. 1. Change RegisterScriptDictionary to register opImplCast instead of opCast: r = engine->RegisterObjectMethod("dictionaryValue", "void opImplCast(?&out)", asFUNCTIONPR(CScriptDictValue_opCast, (void *, int, CScriptDictValue*), void), asCALL_CDECL_OBJLAST); assert( r >= 0 ); 2. Wrote the following test case: engine = asCreateScriptEngine(); engine->SetMessageCallback(asMETHOD(COutStream, Callback), &out, asCALL_THISCALL); RegisterStdString(engine); RegisterScriptArray(engine, true); RegisterScriptDictionary(engine); engine->RegisterGlobalFunction("void assert(bool)", asFUNCTION(Assert), asCALL_GENERIC); mod = engine->GetModule("module", asGM_ALWAYS_CREATE); mod->AddScriptSection("test", "class Object {} \n"); r = mod->Build(); if (r < 0) TEST_FAILED; r = ExecuteString(engine, "dictionary dict = { { 'myHandle', Object() } }; \n" "Object @myHandle; \n" "@myHandle = dict['myHandle']; \n" "Object @myHandle2; \n" "@myHandle2 = cast<Object>(dict['myHandle']); \n" "assert( myHandle is myHandle2 ); \n" "assert( myHandle !is null ); \n", mod); if (r != asEXECUTION_FINISHED) TEST_FAILED; engine->ShutDownAndRelease(); Both the implicit cast and the explicit cast works the same way in my test.
  25. Hi! We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity. Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well. We are looking for someone to work with us pro-bono (just like we're doing) as a 3D character artist. The skills needed are creativity, a hard working attitude and an ability to make minor animations (things like idle, walk, block and very rudimentary attack animations). A perk to have would be the ability to make some VFX. If the game makes it on steam and money starts coming in, you'd obviously be compensated for your hard work, but as it stands this is a hobby project to garnish your portfolio. A bit more about the game: This game will be an online multiplayer game where each user gets to pick up to 10 characters to place on his half of the board (this would be done before even entering matchmaking. Think runes in League of Legends for example). The user can place his 10 units of choice anywhere he likes on his half board. Some units can be used more than once. So if you want 4 knights and 2 mages or even if you want 10 clerics, you can do as you please. You can then save your setups for future use. The goal of the game is to wipe out the enemy team. Each character or Hero (except premium and abyss characters) start with 1 ability and they can ascend (either by playing a certain amount of matches with the character or by forcing the ascension with real money) to gain a new ability or passive. Acquiring a new character can be done by using in-game currency that you earn from playing matches or using real money with the exception of Abyss characters which can only be acquired by winning certain rare matches. The goal is to offer a freemium game with lots of customizable elements while making sure that no user can "buy power" with real money. We want everything that a paying user can get to be available to non-paying users who play the game a lot. Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes. We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
  26. You have a good concept for a platform here. Some issues with the site I would work on are: - Adding a currency conversion option on the page so all prices will show in USD/CAD/EURO, ect... - The top menu bar drifts to the right too much on a bigger display, I would find a way to center it. The major problem I found is you have zero licensing information on the site. Anyone who is intending on using your sound and music for commercial use needs to know where they stand in terms of usage rights. Also, if you plan on getting other people to place assets on your site you need to make sure they have rights, and you have some agreement to distribute on their behalf, ect... I would strongly suggest getting a lawyer to run through all of this for you to avoid future legal issues, and disputes.
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