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  2. DX11 WARP vs UAVs in PS

    What is your uav start slot when calling OMSetRenderTargetsAndUnorderedAccessViews ? If you use u1 as a register, it is likely to be 1, but if you have no RT bound, i could imagine you set it to 0 by mistake, creating a missmatch. You lost a single day on an issue and want to cry, good luck when you will get a monthly long unresolved bug
  3. Designing Player World Interaction in Unreal Engine 4

    Thanks for the post. As a none programmer I never find the time to develop new code like this, so having someone post there work and explain it is great for me to read.
  4. Pixel Artist Looking For Experience

    Nice work, they look better small than large. You should make the images smaller so that people can see what they would really look like. Uploading animated gif images is also better for advertising. Make one. You don't need to make a large game if your just learning. Having a small game on your portfolio that you made yourself helps a lot when job hunting. Game Maker is a good engine for pixel artists. Most hobby projects don't ever reach the end, this is often a problem because the rights to your art is no longer fully yours when your making it for someone else's game based on there designs. If your dead set on working on a hobby project browse some of the posts here. Developers like it more when you go to them instead of waiting for them.
  5. First off, welcome to GameDev. A lot of your questions have super open ended answers and they all depend on how your engine works and how you designed it to work. A good read about the flow of how a modern 3D engine works is found in these blog posts about the Autodesk Stingray Engine (now discontinued I believe): http://bitsquid.blogspot.com/2017/02/stingray-renderer-walkthrough.html It's a general great blog, reading over older posts wouldn't hurt either. Another good read, though it's mostly for Direct3D 11/12 and Vulkan (but the concepts are sound and would work for OpenGL) if I recall correctly is: As this sounds like it is your first go at a multithreaded engine, you're quite likely going to make design mistakes and likely refactor or restart several times, which is fine. It's part of learning and the best way to learn is from ones own mistakes.
  6. Today
  7. Unreal Level generation in Unreal Engine 4

    Running blueprints in the editor is considered advanced, so they kept it as experimental for a long time; don't know if it still is in 4.18; I am still using 4.15. Editor Preference -> Experimental -> Editor Utility Blueprints.(Blutility). You can then either create a custom even for it or use the new class it reveals. Experimental! So why it is marked as Experimental is because of how things work in the editor isn't the same as in game. For example deleting a object. The safe way to delete a object in the editor is to select it and to press delete. Don't use the Actor Destroy function! C++ doesn't cleanup automatically and if you don't know what your doing it's going to lead to memory leaks and a whole bunch of other problems. The safe way to delete your level is to spawn all the objects as child objects of an empty object. That way you only have to find one object in the editor to delete the whole level when your not happy with the generated result. If you use C++ instead of blueprints you can directly change the editor and won't need these extra steps; unless your new to C++ then using the blueprint tool is safer. I hope this helps.
  8. Character A new mini store where you can find cool game assets

    Thank you for the nice feedback lonewolf, the store has more assets now Hello everyone, we are summoning the annual Lucky Pack! Lucky Pack contains all of our available assets: Total: $179 but the lucky pack price is $29 only!!! You saved: $150!!! Which means it's likely 2.4 dollars for each of our high quality game-ready model. This pack appears randomly once a year so you don't know when you can expect it. It can only be purchased 10 times, so only 10 persons can buy all of our high quality models with such an incredible price, after that, the pack will vanish. That's why we call it the Lucky Pack. ^^ Are you right on time or are you too late? You can try your fortune at: http://chamferbox.com/luckypack.html Some closer look: Good luck!
  9. I'm having some difficulty understanding how data would flow or get inserted into a multithreaded opengl renderer where there is a thread pool and a render thread and an update thread (possibly main). My understanding is that the threadpool will continually execute jobs, assemble these and when done send them off to be rendered where I can further sort these and achieve some cheap form of statelessness. I don't want anything overly complicated, fibers job stealing etc. My end goal is to simply have my rendereer isolated in it's own thread and only concerned with drawing. My questions are: 1. At what point in this pipeline are resources created? Say I have a class CCommandList { void SetVertexBuffer(...); void SetIndexBuffer(...); void SetVertexShader(...); void SetPixelShader(...); } borrowed from an existing post here. I would need to generate a VAO at some point and call glGenBuffers etc especially if I start with an empty scene. If my context lives on another thread, how do I call these commands if the command list is only supposed to be a collection of state and what command to use. I don't think that the render thread should do this and somehow add a task to the queue or am I wrong? Or could I do some variation where I do the loading in a thread with shared context and from there generate a command that has the handle to the resources needed. 2. How do I know all my jobs are done. I'm working with C++, is this as simple as knowing how many objects there are in the scene, for every task that gets added increment a counter and when it matches aforementioned count I signal the renderer that the command list is ready? I was thinking a condition_variable or something would suffice to alert the renderthread that work is ready. 3. Does all work come from a singular queue that the thread pool constantly cycles over? With the notion of jobs, we are basically sending the same work repeatedly right? Do all jobs need to be added to a single persistent queue to be submitted over and over again? 4. Are resources destroyed with commands? Likewise with initializing and assuming #3 is correct, removing an item from the scene would mean removing it from the job queue, no? Would I need to send a onetime command to the renderer to cleanup?
  10. Pixel Artist Looking For Experience

    I have tried all those things, I just need a game to use them for.
  11. Pixel Artist Looking For Experience

    Maybe try making some backgrounds or tiles and maybe even an animation to improve your skills, keep it up
  12. artwork

  13. DX12 Need advice on Graphics Programming

    GL vs DX has no better nor worse choice, it is all about advantages/cons ( doc / tools / platform / knowledge / drivers / features ) of each to balance with your needs. The only piece of advice, if you are not a triple A studio, do not use dx12, it is not for you, and use dx11. The later is not going to die, and the former is only when you need a breakthought in large application and you can pay the price of 10 times more complexity in development and pain to afford it for the gain it can theorically provide.
  14. DX12 Need advice on Graphics Programming

    Are you planning to develop exclusively for Windows? Then probably DirectX given it integrates well with Windows UI frameworks, but it's pretty much a wash. If you want to run on Mac/Linux as well, then OpenGL is your only (simple) option.
  15. I am looking for an opportunity to do pixel art for games. I will also PM you. Here is some work I have done:
  16. Set pHit in pevAttacker

    Hello, how I can set tr.pHit.vars on pevAttacker with if() func? can anybody help me? if(@pevAttacker is @tr.pHit) return;
  17. DX12 Need advice on Graphics Programming

    I want to work on games but my aim is to develop a gaming engine that can be outsourced. Thanks for letting me know. I will research more on this. One more question, which is better to develop a 3D viewer , opengl or DirectX?
  18. Hello, I'm trying to design a maze using a mix of procedural and manual generation. I have the maze already generated and would like to place other objects in the maze. The issue is the maze object is created on BeginPlay and so I'm unable to view it in the Editor itself while dragging the object to the Outliner. Any suggestions? I'm thinking of doing something in the Construction Script or the object Constructor but not not sure if that would be the way to go. I'm still getting familiar with the Engine code base and only have a little experience in Maya or Blender since I'm a programmer.
  19. I agree with jbadams. Start as small as possible, and then work up from there. You can make a game with 2-3 people if you do it right, and that should be what you aim for.
  20. Limited-Slip Differential and friends

    Can you have an 8-wheel drive vehicle with only 4 wheel steering? The beauty of 6 wheels is that the middle wheels can use a fixed axle...
  21. Moderator note: we prefer not to mark threads as solved on these forums. It gives others a chance to chime in with their own solutions.
  22. DX12 Need advice on Graphics Programming

    Most game developers don't write game engines, it's a fairly specialised sub-domain. Are you interested specifically in writing game engines, or do you want to work on games themselves? Waterloo's computer graphics program was highly regarded when I was in university. There are a ton of great computer science programs in Canada.
  23. Hello Everyone! My name is HyprStorm and I am looking for experience with pixel art. If you need a pixel artist for a side project or a small game, then I am your guy! (Hopefully...) I would like to work on pixel art for a small project. I don’t need any money or anything, all I’d like is to be stated as one of the Artists. I’m looking for experience in the field. PM me .
  24. Hi, I am a CAM developer working with C++ and C# for the past 5 years. I started working on DirectX from past 6 months. I developed a touch screen control viewer using Direct2D. I am working on 3D viewer currently. I am very slow with working on Direct3D. I want to be a gaming developer. As i am new to this i want to know what are the possibilities to explore in this area. How to start developing gaming engines? Is it through tutorials? I heard suggestions from my friends that going for an MS helps. I am not sure on which path to choose. Is it better to go for higher studies and start exploring? I am currently working in India. I want to go to Canada and settle there. Are there any good universities there to learn about graphics programming? Sorry if I am asking too many questions but i want to know the options to choose to get ahead.
  25. Cool, i sent over a request for you kind regards Erim Ahmet
  26. Advice Game Audio For Beginners

    The main thing I'd like to know is, what you mean precisely when you say you want to "tweak" audio. This is an important thing to know because some effects can be achieved entirely in Unity and FMOD without altering the source material at all. Other changes require edits to the source material, and they can usually be done in any DAW (although how easy it will be will vary). And the most extreme changes will require you to record or generate new source material, which goes beyond what a DAW alone can do. It is easy to be overwhelmed by the range of facilities offered by a DAW but it is no different to how hobbyists might only learn the basics of Adobe Photoshop while professionals use the same tool for much more complex work. You can learn the subset of actions and commands to achieve your specific goals without having to learn the whole software. Whether it's worthwhile or not depends a lot on what your goals are. For example, applying an effect to a file in Presonus Studio One or Reaper is mostly a case of: drag the file into a track. click the FX button (Reaper) or open the Console for that track and click the dropdown box in the Inserts box (Studio One). Add the effect you want to apply. Press Play to audition the effect and make sure it does what you want. If not, tweak the effect settings, replace it, add more, etc. Export the file, via Render (Reaper) or Export Mixdown (Studio One) Use the new file instead of the old one It's a bit fiddly the first time you do it, but becomes second nature quite quickly.
  27. That'd be awesome if we work well together.
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