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  2. Week #03 - Concept Art - Zoile

    Now that you mention it, I can see why you ask There are similarities with the head, but they are two different strange species for sure ! Glad you like it. Keep an eye for more eye candy coming soon.
  3. Yesterday
  4. DX12 Descriptor Resource Sets

    I think your terminology is a bit off -- a descriptor heap is a huge area of memory where descriptors can be allocated. You can only have a single combined SRV/CBV/UAV-type descriptor heap bound to the device at a time, and changing this binding is expensive, so you're encouraged to only ever have a single one bound. You can create extra ones as staging areas where you can pre-create SRV's which can later be copied into your main/bound heap. Within a heap, you create descriptor-tables, which get bound to the root signature. The resource binding model in our engine has 8 "resource list" slots, which each contain an array of SRV's. In D3D11, each "resource list" is mapped to a contiguous range of t# registers in the shader. e.g. If a shader has ResList#0 with 4 textures and ResList#1 with 2 textures, the binding system is configured to copy ResList#0 into SRV slots [0,3] and ResList#1 into SRV slots [4,5]. In D3D12, each "resource list" is mapped to a root-descriptor-table parameter. Each shader generates a root-signature where param#0 is a table of CBV's, and param #1,2... are the res-list SRV tables. When submitting a draw-call, we determine if any res-list slots have changed since the previous draw-call (or if the previous draw-call used a different root signature). If so, a descriptor table is allocated for each new res-list within a ring-buffer, the SRV's for that root signature are copied into that new allocation from a non-shader-visible (staging) descriptor heap, and these new tables are set as root parameters. When creating a texture, it's SRV is pre-created in the non-shader-visible descriptor heap, while the shader-visble descriptor heap is just a ring-buffer of these transient tables.
  5. Hey guys,Anthony here from Atwo Studios bringing you some new updates for the new year!In this video I go over our game ROY, the new games and some general updates to the company!If you have not checked out ROY feel free to give it a try! Many people have said they enjoyed the game thus far!ROY: https://goo.gl/o6JJ5P
  6. I don't think it's really my place to reply in this thread, as 1. my answer just barely touches the subject and 2. I can do the same thing over and over for such a long time that I have psychologists lining up at the door to redefine madness. However, I've played my fair share of open world games, including No Man's Sky, and the ones I've played the longest had this one thing in common: I could make them about me. Minecraft didn't hold my interest for long as I was a square fellow, apparently named Steve and not much else (for me at least, I can see why the game is so popular). No Man's Sky tricked me into the hype, but while I could rename everything (if you come across a galaxy themed around latin terms for intercourse... sorry, I was running out of bands), it just stung that I couldn't rename my ship. Then Rebel Galaxy let me rename my ship and nothing else and it still did better for me. Now, the reason I've clocked about five years on GTA is that my online character is me. Even though I am not a gun toting ginger with a seven figure bank account. But "me" enjoyed hanging in empty sessions collecting muscle cars, being a CEO, weapons dealer, collecting more muscle cars. Up to the point that I was explaining to friends I played with that doing a particular thing wasn't something "me" would do. And if anything was a repetition of moves it was GTA Online. I know Los Santos isn't exactly and endless open universe, but it is an open world and I believe it also holds up for an open universe. Personal interest. I don't know if I added to the conversation with this, or just enjoyed talking about myself, but that's my idea on it.
  7. Hey guys! First post here So like the post title reads, I'm looking for some feedback on a few electronic tracks as well as some advice on where to begin with networking (specifically, contacting indie devs about getting some music placed without coming off as a lame solicitor). I've seen a few "work" sections on this site and other similar ones, but none of them really seem to have anything remotely helpful in terms of music - or maybe I just suck at using the search tool? I've also taken to twitter and acquired a fair amount of followers, but I'm not getting the results I want, mainly being conversations with people who are working on games (even minimal budget indie games) about scoring. Any helpful advice would be greatly appreciated! And lastly, here are three tracks I'd really appreciate some feedback on! Mostly about mix and composition. I know the master levels are a little low, and I prefer to keep it that way and retain full dynamic range. Thank goodness the loudness wars are over haha. Tension track: https://soundcloud.com/spacepengu/farewell-sleep Guitar & synth track: https://soundcloud.com/spacepengu/guitar-synth Chill / relaxing electronic track: https://soundcloud.com/spacepengu/chill-space-92816-439-am Thanks so much guys, looking forward to reading your replies!
  8. Why A.I is impossible

    I don't believe this has been proven, has it?
  9. Advice Basic RPG Class Structuring and Design

    If you haven't done this in Unity yet, here is how: https://unity3d.com/learn/tutorials/topics/scripting/inheritance The same as with any object inheritance. You will start with a base class and work down. So you would make one script for items. Then 4 script objects for Weapons, Consumables, Wearables and KeyItems. Then each will get there own subs for example: Weapons -> 1 handed, 2 handed. Just keep doing this until you are happy and then at the very end make a converter to go from Unity C# to XML. That is how I would do it. What ever I think is more important to the game. For example if each character has 2 weapon slots for there hands 1 and 2 handed weapon groups are needed. But if characters can only have one weapon and don't have a offhand slot you can just skip these. In the end it's about what makes it easy for you and what the game needs.
  10. DX12 Descriptor Resource Sets

    Hi, I know of two different methods that try to stay close to the resource slot binding model (like what is used in DX11). 1.) Replicate DX11 behaviour completely This uses two descriptor heaps (1 sampler heap + 1 resource heap[CBV,UAV,SRV]) and one root signature for the entire application. You have staging resource heaps which you update from CPU when you call PSSetShaderResources() for example. When a Draw call follows, and there has been a change to the staging heap since the last draw, you issue a copy of the full staging heap to GPU visible heap (implementing descriptor renaming). 2.) Light-weight resource binding model You have a unique root signature for each "shader-pass" or PSO. When loading shaders, you create the unique root signature to contain tightly packed descriptor tables, so they have only the resources that the shaders in the pass are using. This can be done for DX11-like shaders which declare slot bindings using shader reflection. This way, you have to ensure that when you call Draw, you have to ensure that you bind every descriptor that will be used, previous state will not be kept around. So you don't have to keep a staging descriptor heap, because you will be immediately be filling the GPU-visible heaps with the correct data. This is light-weight because you will not copy the full staging heap around each time you call Draw() and some resources have changed. But this comes with additional responsibility for the developer because now every resource have to be explicitly bound again. However, that is much less copying around than a common, "works for everything" solution like the previous one. And finally, there can be other methods which could be much better but not easy to play along with the resource slot binding model, which is using the DX12 memory model explicitly by the app. I would certainly prefer the DX12 model when designing a renderer from ground up, though most developers are still more familiar with the old approaches.
  11. 2D Terrain Tool please?cartoon style

    They liked to be called artist not tools, although many of us will admit we are just tools. There are some auto software that try to make auto terrain tiles like this but they are very bad, you could just use Gimp's filters and get a better result than those auto software. The list of software provided by @TerraSkilll is solid and the most common used software. The rest is practice. Hiring a artist is expensive but often better than buying software that you only try once and abandon, please remember that before purchasing software.
  12. Beginning with game development

    Thank you for reply I learned C++ at school, and now we changed teacher and we are doing java and with other teacher html, css and javascript But i would like to focus on C++ because it's more used on professional place I'll learn all these things for now I already had an idea for something textual so i have were to work I won't like to go right to game development, but in something game oriented
  13. Beginning with game development

    I usually post this for new C++ programmers before they start making games. Compiling, building Basic program structure (main(), header includes ...) Basic data types Composite data types Control structures (if, for, while ...) Basic functions, function signatures Function parameter passing Classes and general OOP STL - Standard Template Library Dynamic memory allocation, pointers Type casting Advanced OOP, inheritance, polymorphism Advanced program structure, header files, linking Debugging techniques This is important to be able to help yourself when the situation arises. Templates Operator overloading Namespaces Move semantics and other C++11 features Metaprogramming Once you know how to do all of the above, then I would advise actual game programming. You can still learn all the above in "game like contexts". I learned to program in C++ by making text games. You will want to stick with just one language for now. Pick up a good book, and get learning. Keep in mind, if you jump into game programming right away it will be frustration after frustration. Game programming in itself can be a very daunting task, and also takes a lot of time to master the craft. You'll do yourself a big favor by learning general programming first, then game programming.
  14. 2D Terrain Tool please?cartoon style

    What do you mean by "tool"? It can be done in almost any image editor, like Photoshop, Gimp or Krita. It's an art style, you need to understand it and try to replicate. Generally, tilesets are used, containing all objects individually, such as rocks, boxes, trees, sand floor and so on. They are combined in the engine, not outside of it. See this video for an example in Photoshop: Or this, for Krita:
  15. Advice Basic RPG Class Structuring and Design

    I cannot give you the basic run down of how Unity's engine works because I work in a game engine that I've programmed myself. What defines components of any game engine can differ, but the core is usually the same. The engine handles events, input, logic, audio, networking (sometimes), and drawing. There can be a ton more like physics, advanced AI, collision detection, animations, gui features, file input and output, ect... You will want to start simple, and get to the point where you understand the proper structure of a game loop in Unity. See the following and understand what is happening and why: https://docs.unity3d.com/Manual/ExecutionOrder.html You're going to handle the item loading usually in your setup phase which takes the data from the file and loads it into your item manager class. From there, you will just call upon that class when you need to reference an item by index. I would never recommend an RPG for a first game, however when you're dealing with importing items from a sheet you can store the information through arrays, and lists, ect... I would just make different sheets for different types of items (Armor, Weapon, Misc), then in your setup phase, import each sheet into their appropriate class. I cannot really answer the rest because I haven't ran into issues. I've made item lists that important into Tool Kits, and RPG engines that I've developed just fine. As long as you have a way to import the items, and get the data you're good to go. Usually I have an item class that has a private container that holds the type 'item' based on my structure, and I have public functions that will get attributes from the container either by keyword, or id number reference. Your item class will hold everything about your item: Type, Cost, Damage, or whatever else. You can also make a new item structure that is just for potion usage as well, which wouldn't benefit from having "Damage" as an attribute. Your Item Manager class will hold the container which has the type 'item', and in your Item Manager Class you can program functions that pull details such as 'costAmount("key")' which will then return the value. This function would pass the key to your container, then you can pull data through the item functions. ie: itemList["hat"].costAmount() Assuming you're in a shop buying items, and you've clicked a sword. The following could happen: if (player1.getGold() < itemManager.weapon.costAmount("sword")) { // display not enough gold } else { // buy item } If you bought the item, you would just add it to the player inventory. If you're using different classes to separate Armor, Weapons, and Potions you can store 2 IDs per slot, one that references 1 = armor, 2 = weapon, 3 = potion, and the other id asks as the key. There are many many ways to do all of this. player1.inventory.addItem(2, "sword"); Then if you need to equip a weapon item, you'll know to check if your inventory item object which is stored in a container as well meets the following requirement: if (player1.inventory.atSlot(1).classType() == 2 && player1.equipSlot.weapon.isEmpty()) { player1.equipSlot.weapon.equipItem("sword"); } I still do not recommend programming an RPG as your first project, but you're free to do so. I hope this helps.
  16. Beginning with game development

    For now i know the syntax, classes, object ecc I can programm something but i would like to program something visual, even if not a game
  17. Beginning with game development

    Sounds like you're very new to programming. Just learn how to program anything for now, not necessarily games. Do the core learning of the language until you have learnt all the syntax, writing classes, creating objects and calling methods on them etc.. Once you are getting more competent in a language like c# or java, then think about making a simple game. Good luck
  18. Why A.I is impossible

    @conquestor3 what you talking about is automation, not AI. AI is a component of automation, certainly, but that isn't really what this discussion is about.
  19. Intro Text Scene Trailer

    We've uploaded a video to our Dailymotion account that is a full length recording of the intro text scene we've been working on for the game. This was interesting to do because we've never done animations that are timed and sequenced. The intro quickly details the lore a bit, who you are (good), who's the bad guy, and some history behind your powers and training. This is one of the first things we've made for the game that is actually a playable part (not a test level, or rigging to get controls right). Follow for more updates on the game, hope to show the tutorial section of the game quite soon. Crystal Dissention Intro Text Trailer - Dailymotion video
  20. Beginning with game development

    Thank you for reply, i know something about object in java, in c++ i never used one But i'll check the thread, thank you a lot
  21. C++ buffer or vector issue

    That isn't relevant here, as every time he erases an iterator from within the loop, he breaks out of the loop. I think the issue was the erase() being done too early, while he was still trying to use the iterator after the erase() call
  22. Beginning with game development

    If you know c++ pretty well then go with that, else pick an easier language is what I recommend. c# or java are easier and will also teach you object-oriented style programing. There was a thread just a few threads down from yours with a similar type of 'where do I start programming games type question' I suggest reading that for starters.
  23. Hello!im looking for a tool wich paint terrain with grass,land,mud,etc..in 2D with cartoon style and Top view.Anyone know something like that?Thanks in advance P.D. something like this image
  24. What I outlined was a general method on how to avoid the feeling of repetitiveness. It was meant for anyone to put their own spin on the method using one's own ideas, genre or mechanics.
  25. We regularly post updates and announcements on the Discord Community Server, as well at sneak peeks concerning audio tracks, 2D and 3D art, animations and a lot of other development material! You can also get your Alpha Access guaranteed if you get there in time; and maybe you'll win a skin or two too?
  26. I wanted to see how others are currently handling descriptor heap updates and management. I've read a few articles and there tends to be three major strategies : 1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc) 2) You have one descriptor heap for an entire pipeline 3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc) The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient. The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.
  27. Like always, it comes down to what your ultimate goals are. But in general I'd say yes. Refactoring code is usually a good learning experience, especially when you're doing so with the goal of making it more cross-platform compatible or you're factoring out engine components to use later. You will end up with a set of tools that you can reuse, and you'll understand better what the different parts are and how they relate to each other.
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