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  2. I'm neither a lawyer nor an "expert". But yes, you can use pretty much any "open source" licensed code in your own projects regardless if they are commercial or not. Generally the licenses are about limiting liability of the author for the use of the code as well as making provisions for how the code itself in "code form" is redistributed. It's more about protecting the authors license to that specific version of their code. Once you have changed it significantly and/or compiled it into a program, it becomes something else.. That license you get to pick. Again, I'm not a lawyer, and there are probably a few circumstances where this might not be totally true, but those probably aren't going to have a major open source license type associated with them either.
  3. Yesterday
  4. GuerrillaAndroid

    Avoiding overpowering the MC

    I've been working on a game for a while and think that my fights might be too easy, as a general rule, would it be better to nerf the MC or to buff the enemies?
  5. I always thought "Opensource" meant you could do what you liked but recently I started reading GLP and Apache licenses and found them super confusing. Is there any simple "for dummies" information I can get on how these licenses work? Apache License, Version 2.0 and GNU General Public License for example? There are a number of coding tasks I want to pay with, but I have found "opensource" versions of these that are probably much more robust and better than anything I could do on my own. They all have these licenses but am I simply allowed to install the libraries and use them in my code, then if I created a game with them, sell those games?
  6. Got time for a new project! Here a few tracks: Orchestral: https://soundcloud.com/nice-noise-on/lento https://soundcloud.com/nice-noise-on/atg_demo https://soundcloud.com/nice-noise-on/endgame https://soundcloud.com/nice-noise-on/the-journey-begins https://soundcloud.com/nice-noise-on/yag_id1 https://soundcloud.com/nice-noise-on/bta https://soundcloud.com/nice-noise-on/we-shall-rise-again https://soundcloud.com/nice-noise-on/pirates https://soundcloud.com/nice-noise-on/through-the-mystical-forest Ambient/Soundscape: https://soundcloud.com/nice-noise-on/city-beneath-the-ice https://soundcloud.com/nice-noise-on/ikalla-demo https://soundcloud.com/nice-noise-on/gathering_data https://soundcloud.com/nice-noise-on/tbp-12 Electro /Chiptune: https://soundcloud.com/nice-noise-on/world-map https://soundcloud.com/nice-noise-on/lighthouse https://soundcloud.com/nice-noise-on/elswidemo https://soundcloud.com/nice-noise-on/driver https://soundcloud.com/nice-noise-on/noga-suub2 https://soundcloud.com/nice-noise-on/street-lethal-actionjr-game https://soundcloud.com/nice-noise-on/chiptune https://soundcloud.com/nice-noise-on/fighter-theme Other: https://soundcloud.com/nice-noise-on/mut_demo https://soundcloud.com/nice-noise-on/ees-12 https://soundcloud.com/nice-noise-on/hts_tot https://soundcloud.com/nice-noise-on/living-puppets https://soundcloud.com/nice-noise-on/cartoon-animation https://soundcloud.com/nice-noise-on/leaves-dream-pop-shoegaze-instrumental https://soundcloud.com/nice-noise-on/ti-r13-1 Exp. with adaptive music (Audiomiddleware WWise, FMod), Unity & program. basics Looking forward hearing from you Cheers!
  7. Sven T

    Pixel Art Christmas Sale

    Hello gamedev Community!Merry christmas! My name is Sven and It's now a two years anniversary since I created my first pixel art asset! To celebrate, I have a -50% christmas sale on ALL pixel art characters I have created. Feel free to check it out! <3 The Pixel Xmas Collection
  8. Qunary

    Astroworks Devlog #4

    Devlog #4 - The Garage 18th of December 2018 Really A Studio - Follow us on Twitter! - Subscribe to our Youtube channel for upcoming devlog videos! - Join our Discord server! - Consider supporting the team on Patreon! - Interested in contributing to the project? Fill out our application form or contact a Producer on the Discord server! Who are we Really A Studio (RAS) is an independent game development team. RAS was founded on the 30th of October 2018 as a bootstrap startup with the goal of creating innovative, quality video games. Our incredible team consists of passionate designers, artists, 3D technologists, sound engineers, and content producers from all around the globe working together to create great games. Our first and current project is Astroworks, a singleplayer sci-fi action game set to release in 2019Q1. Astroworks Concept Astroworks is a story-driven 3d arcade space combat action game. Fight against a galactic megacorporation turned evil with multiple spaceship choices, heaps of weapons and abilities, featuring tons of explosions! Embark on challenging missions which include fighting against swarms of enemy battle drones, blowing up enemy capital ships, sabotaging factories, spaceship races and more! Today's topics: Playable Spaceships – The Tagger; The Ripper; The Defiance Tagger Basic spaceship used by The Azure Ghosts members. Originally a mining model adapted for combat purposes the Tagger is small and easy to control. Its size and maneuverability makes advanced Tagger pilots quite the challenge to hit and damaged by any enemies. Ripper Advanced spaceship model used by The Azure Ghosts. Unlike the Tagger model, the Ripper is adapted for combat, especially for the “hit and run” strategy used by TAG during raids. Its armor and mobility makes it very useful for fast and quick combat, but it has problems when fighting for extended periods of time. Defiance Highly armored and resistant spaceship stolen from the Astroworks corporation and adapted for TAG use. Thanks to its heavy armor, the Defiance can sustain large amounts of damage and it is almost unaffected if it collides with other spaceships or asteroids. But what the Defiance has in resistance, it lacks in mobility. The defiance will have trouble from sustained attacks from fast enemy spaceships that can outmaneuver it. (WIP) Previous Devlog: #3 – Supercharge!: Thank you for your attention! Tune in next time as well and don't forget to follow our activity on these sites: Really A Studio - Follow us on Twitter! - Subscribe to our Youtube channel for upcoming devlog videos! - Join our Discord server! - Consider supporting the team on Patreon! - Interested in contributing to the project? Fill out our application form or contact a Producer on the Discord server!
  9. Unity has a sale for assets that might be of interest to GameDev Challenge participants:
  10. UnshavenBastard

    UDP reception - CPU load and packet loss

    Hey, thanks for the reply! 50% CPU, now that you're asking, I didn't pay attention to that detail, lol! I stared at the top of "htop", perhaps it was only 1 core. It was shown with my process at the top, eating most of it, though. I have to look into "time", and kernel level profilers sounds interesting, too, but probably quite involved to set up? Cache coherency or rather its lack... there rings a bell, I think that problem is there. While it does seem very plausible that my CPU just hasn't got enough horse power, I still wonder what iperf is doing better (if not exactly impressively), and why that one day, it seemed consistent zero packet loss after I set 8 MB buffers (4MB was barely not enough, there seemed to be a roughly proportionate effect). I will try out what happens with only one system call!
  11. Unity is offering a number of Asset Store bundles at discount until the end of the year. Best of 2018 Bundle Save 33% on ten of the very best assets of 2018, combined in this limited time bundle. Pay only for the assets you don't yet own. This deal expires January 6, 2019 at 23:59:59 PST. 55% off Bundles Save 55% when you purchase the below bundles before December 31 at midnight PST: Procedural Worlds Library Get all the tools from Procedural Worlds, publishers of Gaia and many other popular assets. Polygon Library Get the entire library of POLYGON assets from Synty Studios, one of the top publishers in the 3D model category. Heroic Fantasy Characters 90 characters and creatures, rigged, animated, and ready to drop in your project. Save over $550.
  12. Unity is offering a number of Asset Store bundles at discount until the end of the year. Best of 2018 Bundle Save 33% on ten of the very best assets of 2018, combined in this limited time bundle. Pay only for the assets you don't yet own. This deal expires January 6, 2019 at 23:59:59 PST. 55% off Bundles Save 55% when you purchase the below bundles before December 31 at midnight PST: Procedural Worlds Library Get all the tools from Procedural Worlds, publishers of Gaia and many other popular assets. Polygon Library Get the entire library of POLYGON assets from Synty Studios, one of the top publishers in the 3D model category. Heroic Fantasy Characters 90 characters and creatures, rigged, animated, and ready to drop in your project. Save over $550. View full story
  13. Max Whitehead

    3D Rigidbody Dynamics - Collision Response Problem

    Hi isu_diss, Your impulse computation looks correct to me, but I am suspicious of the way you are applying it. The equations you are using compute an impulse, which is a change in momentum. Momentum = mass * velocity. To apply impulse, you do: newVelocity = velocity + impulse * inverseMass You are using functions labeled AddForce and AddTorque. If you are actually adding force, you would be modifying acceleration instead of velocity. This is not correct when using an impulse to resolve collision. I am not sure if you mixed up terminology and correctly implemented the impulse application, or are accidentally using it like a force. If you are using it like a force (modifying acceleration), try using it like I described above, and hopefully it will resolve your issue. This would definitely result in impulses having less impact than expected. Max
  14. MannyMoe

    Project file in Code:Blocks

    Alberth: Thanks for your reply. I have taken your advice and signed up on the Code:Blocks forum. I hope they can help me. Thanks again! Have a great day!
  15. Lactose

    Exploration vs exploitation problem

    Is this homework? Job interview?
  16. Hello, I am trying to run official Getting Started Example on Playground https://plnkr.co/edit/ with OrbitControls. The first problem was that official OrbitControls is not friendly with TypeScript and I took: https://github.com/nicolaspanel/three-orbitcontrols-ts But this module does not use AMD by default and I recompiled it to AMD for usage with RequireJS library because I have a few files: Program.ts and Scene.ts and I can run my example on Playground only with AMD compilation. Recompilation requires going in node_modules folder for recompiling module - it is not a common way. I created libs folder in my project and copied content of dist to libs/three-orbitcontrols-ts/ it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground I put all files in one directory for usage in Plunker and it works localy: https://github.com/8Observer8/usage-orbitcontrols-in-typescript-on-playground-one-directory But when I upload the files on Plunker it does not work: https://plnkr.co/edit/yICv96E7lTK8xu7DohJB?p=preview You will see the error in a console: Please, help me to solve this problem.
  17. Chug Buster

    I hate dialogue systems

    I'm using gamemaker studio. There really isn't much else to the project, I just wanted to figure out how to do dialogue systems so I could in the future if I really needed to for a game
  18. There's no such thing as the compiler choosing an overload based on whether or not it compiles; at that point, the best overload has already been chosen and compilation errors are what they are. SFINAE applies specifically to substitution errors, while the compiler has to determine the actual types for template arguments so it can create the candidate set for overload resolution. Take a look at this example which does what you need: http://cpp.sh/4c7h The reason this works is because std::enable_if will only have a member typedef 'type' if the condition is true. So in the cases where the condition is false, "std::enable_if<false,T>::type" will be considered a substitution failure because the compiler can't find 'type' and perform the argument substitution. However, you intentionally provide two overloads such that one will always succeed and the other will always fails (based on the return type), so the compiler will always be able to generate a candidate set with at least one method (depending on what other overloads it finds).
  19. Here's one way to do it, at least for return types, with the help of std::result_of. template <typename T, typename = std::enable_if_t<!std::is_same<typename std::result_of<T()>::type, void>::value>> auto call(T lambda) -> decltype(lambda()) { auto result = lambda(); static_assert(!std::is_same<decltype(lambda()), void>::value, "This overload can return a value of any type"); return lambda(); } template <typename T, typename = std::enable_if_t<std::is_same<typename std::result_of<T()>::type, void>::value>> void call(T lambda) { static_assert(std::is_same<decltype(lambda()), void>::value, "This overload returns void"); lambda(); } int main(int argc, char** argv) { call([] {}); call([] {return 1;}); } Try it online: https://godbolt.org/z/kGwoi7
  20. cozzie

    Missing pixels in mesh seams

    Thanks @Hodgman. I think I understand, will try to play around with it. The only thing I don’t understand, is what happens with the camera rotations, which is no longer “included” in the view matrix
  21. hplus0603

    UDP reception - CPU load and packet loss

    First, two system calls per packet is never great. You should instead either block on recvfrom(), or you should use a non-blocking socket and deal with the case when there is no packet. If you need a timeout, perhaps do that on another thread? It's worth changing to a single blocking recvfrom() in a simple receive loop just to measure how much the system call overhead is. Second, high packet loss is almost certainly because of system overload on the receiver side in the setup you describe. Third, is the 50% "percent of one CPU" or "percent of all CPUs?" And is it "total time" or just "your process user-space time?" From what you say, it sounds quite likely that your system is CPU bound, possibly on a single core. For example, most ARM linux-es vector all interrupt to one core, which means that with a high interrupt rate, CPU usage will be high on that core. If the driver for the network chip is not highly optimized, or if the chipset logic of your integrated board doesn't support all the fancy offload/DMA methods of a PC system, or if your CPU core needs to flush cache to be coherent with DMA, then you almost certainly are CPU bound on that load. You can check what the system is doing overall with other tools, such as "top" and "time" and so forth. There are also kernel-level / sampling profilers that will give you a better overall view of where the CPU is spending its time. It's almost certain, though, that your problems are all because of "embedded systems performance woes" rather than "software level woes." Assuming you're on an i.MX6Dual of some sort, that runs at 1 GHz, with anemic caches, and an old implementation architecture (compared to the x86-style speculative pipelines) on top of a 64-bit RAM interface at 533 MHz (compared to 256bit-plus at 2000+ MHz of most PCs.)
  22. I have the following question and wanted to know if my answer is more or less correct (makes sense): My answer: Does this answer make sense? If not, what needs to be added or changed?
  23. Tutorial Series about how to make your own simple 2D game engine in modern OpenGL 3+ and SDL: Advanced C++/Graphics Tutorials Book: Build your own 2D Game Engine Source code for the book: https://github.com/apress/build-your-own-2d-game-engine You can translate WebGL examples to OpenGL 3+
  24. Thank you all very much. I appreciate all of your help to make me step forward and make progress. Few questions to understand the rest: 1- Is OpenGL mainly for creating games? 3D games for both Windows and smartphones platforms? 2- Aren't there any tutorial videos you have watched previously and know they're good for beginners, but in C++.
  25. Hi, I'll quickly just tell you a little bit about myself so you understand the situation. I'm currently studying Games Computing Bsc at the University of Lincoln, I'm in second year and just started C++ programming. I've just finished one of my modules which included creating a game and really got motivated to try and do something myself, I wanted to try and push myself and see what I could learn. This will help me build up my portfolio and help me understand the different aspects of C++ that I might no learn here at university. So the plan is to create a mobile strategy game. Not 100% sure of the type of game its going to be as I haven't done the design stuff yet, all I know is I want it to be a classic mobile strategy game. Some games that are similar to the ones I'm wanting to create is Sid Meier's Civilization games, Tribal Wars, Rise of Civilizations and other games in that area. I know online stuff will be tricky but I'm not entirely sure its going to be online. Basically I need to know which engine will be best for this. I'm used to UE4 and Unity. Are any of these the best way to go? Thank in advance.
  26. Howdy, I have an ARM Cortex A9 CPU, the NXP iMX6, dual core, on which runs a bare bones Linux (kernel 4.1.44). I'm trying to receive data over its Gigabit ethernet interface. goal throughput is ~ 40 MByte/s (320 Mbit/s) my default UDP payload is ~ 1350 bytes, I've experimented with sizes from 300 to 16k Bytes the ARM board is connected, via one Gigabit switch, to my PC nothing else on the switch on the PC runs the UDP client, sending data continuously the ARM runs the server which binds a socket to a port and then basically only does while(true) { poll( socket, ...); recv( socket, ...); } there is some other stuff going on like loop time jitter histogram and crude data integrity check, but commenting that out yields no difference in the problematic behavior I.e. I'm using the socket library as available on Linux. Now, according to what I've read, poll(..) blocks (in a non-busy manner) until there is data. I use it because it has timeout functionality. So from that, I should not be seeing the near maxing out of the CPU (90..99 % for my process) that I unfortunately do. Unless that throughput really is too much for that ARM CPU. But I doubt that, as iperf (2.0.5) eats "only" 50..56% CPU at ~ 40MB/s datarate. I'm not sure what exactly it does, though, looked briefly at the code and saw some fiddling with raw sockets, not sure I want to go that route... I have hardly any experience with network stuff. Also, there was this strange effect of high packet loss, despite this short connection, while a second PC as UDP receiver has no packet loss. I'd get it if the CPU were at 100% all the time, but it's slightly below - and iperf much less, which still can get like 2..4% loss. I then found some Linux settings: net.core.rmem_max and net.core.rmem_default, which I set to 8 MB each via sysctl, instead of some KB it had prior. Then the packet loss went to zero (still around 90+ % CPU load). Today I tried to replicate this, put I have packet loss again. I had also put the cheap plastic switch somewhere else, now I'm suspecting that that thing may be unreliable... yet to test. Can switches be a problem source like that? Any ideas about why the CPU load is so high? Or, in other words, am I doing this totally wrong? What would a proper implementation of relatively high speed UDP reception look like? Regards, - UB
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