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  3. I'm very interested in the snow physics in Red Dead Redemption 2. Here is a demo video from YouTube. Does anyone know the techniques behind this snow physics? For example, What is the shading model of the snow? How do they create snow deformation?
  4. Gnollrunner

    Newtonian physics & spacecraft control

    Yeah I'm getting the idea that this is pretty good advice. Thanks.
  5. Zakwayda

    which should i select first

    I agree with 1024 that more info might be useful (for example what platforms you want to target). But, I'll go ahead and say that of the options you listed, I think option 2 (JS) may have the lowest barrier to entry. That's subjective of course, and others may disagree. But, I do think in-browser development using JS can be a reasonable starting point, and you can always branch out to other libraries/platforms/languages as you progress.
  6. babaliaris

    AMD ATI atioglxx.dll access violation (Bug???)

    Obviously I don't know anything about image formats and what a channel is. Do you know a good place to learn more about that? Does this relates to what you said about the channels (stb_load last parameter).
  7. Yes, the width, height and format (RGB is 3 byes, RGBA is 4 bytes). Your code might be incorrect if you load a greyscale image -- it would load one byte per pixel, and then GL would try to read 3 or 4 bytes per pixel. The final parameter of stbi_load (0 in your code) tells it how many channels that you want the loaded data to have -- you should probably be using something like "trans ? 4 : 3" instead of "0" there.
  8. ArcanaDragon

    New Hero Added 12-11-2018

    New hero added: Classic Sylv MC Game Link: Click here
  9. babaliaris

    AMD ATI atioglxx.dll access violation (Bug???)

    Texture::Texture(std::string path, bool trans, int unit) { //Reverse the pixels. stbi_set_flip_vertically_on_load(1); //Try to load the image. unsigned char *data = stbi_load(path.c_str(), &m_width, &m_height, &m_channels, 0); //Image loaded successfully. if (data) { //Generate the texture and bind it. GLCall(glGenTextures(1, &m_id)); GLCall(glActiveTexture(GL_TEXTURE0 + unit)); GLCall(glBindTexture(GL_TEXTURE_2D, m_id)); //Not Transparent texture. if (!trans) { GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, data)); } //Transparent texture. else { GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)); } //Texture Filters. GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)); GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)); GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)); GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); //Generate mipmaps. GLCall(glGenerateMipmap(GL_TEXTURE_2D)); } //Loading Failed. else throw VampEngine::EngineError("The was an error loading image: " + path); //Unbind the texture. GLCall(glBindTexture(GL_TEXTURE_2D, 0)); //Free the image data. stbi_image_free(data); } The thing is that never happened before using the above code. Can it be the fault of the image file? Maybe some corrupted bytes? Now that you mentioned that, GlTexImage2D() takes the data pointer, the width and the height of the image. How does this function know how many bytes to read from the data buffer? Can it calculate it using the width and the height? GlTexImage2D Doc
  10. I'm sorry I can not find that... All I see is a LINK icon near the quotes that only takes text and a button at the bottom of the post box "insert other media" and it only has two options.. neither of which is "display as link"... can you please try explaining again for me? - EDIT - Oh if I paste the image url directly into the edit window this comes up... but clicking it sets it to a text url link instead of seeing the image. Solution To be clear I want to see the image.. but when they click on it I want them to load a Link... (edited OP for clarity) Worked it out.. pasting directly into the post body was the trick... Paste your image URL directly into the post body. There is a small popup, click the X to dismiss. Double click on the image. This has now loaded a new window, different from the manual insert image window, that allows you to set URLs for linking.
  11. You should get the option under the input box after posting an image link... "Your link has been automatically embedded. Display as a link instead"
  12. Hi there.... I can make links on my GameDev.net Blogs... I can insert an image into the blog using a offsite URL BUT...Is there a way to insert an image but have it as a clickable link? So you see the image and if you click on it, it loads a link. Solution Worked it out.. pasting directly into the post body was the trick... Paste your image URL directly into the post body. There is a small popup, click the X to dismiss. Double click on the image. This has now loaded a new window, different from the manual insert image window, that allows you to set URLs for linking. (thanks to : fleabay)
  13. Hello!! I like blogging and generally assuming people are listening to me... but I also like things to look cool. I wanted a quick and easy way to make Banner Images for my new GameDev.Net Blog... so I created a PSD Template for that. Basically there are two safe frames... One is for Thumbnail and the other is for Banner. Just make sure your final image looks good with both those layers turned on and you are fine!. There is also a hidden layer called "copy". This is just a simple way to save a selection set. Ctrl+Click on it to select the actual area you need to save an upload. Load up PSD Paste in your Art under the BANNER SAFE and THUMBNAIL SAFE layer.... then scale and arrange it to look cool Turn on the THUMBNAIL SAFE layer to see how it looks as a thumbnail. Turn off the THUMBNAIL SAFE layer Hold Ctrl+Click on the COPY layer tp set the correct selection. CTRL+SHIFT+C (copy all) CTRL+N (New Document) CTRL+S (Save) Hope you like it! --A4L Download the PDF from my Google Drive
  14. Septopus

    Hello Unity + WebGL + Kongregate, goodbye sanity.

    Hmm, guess I just needed to sleep on it.. First change I made and I'm now saving and loading race courses on Kongregate!! WOOOO!! okay.. now.. Lots of tweaks still need to happen before I give out the link to anybody.. This is going to be awesome!! Their system already has a rating system and social sharing for all of the shared content. Perfect!
  15. xic777

    first game ever made

    thanks alot man means a ton, i hope not to make the same mistakes for the next one and add in the flavour i was missing in there cuz if i don't i'll be making the same repetive mistake
  16. NikitaSadkov

    I hate dialogue systems

    Check out https://en.wikipedia.org/wiki/Façade_(video_game) That is an unique game, in that it uses natural language processing, so player can refer to any object in the scene. Although in many cases it fails: for example when player types "watermelon", game characters treat that as reference to boobs and get insulted.
  17. I don't think so... That being said, I'm not really well versed on anything but day-to-day practical c#.. so, maybe I'm wrong.? In order for this to work it would have to be a HUGE feature of the compiler. The only circumstance that I know of where object names are altered is in the compile stage when Obfuscation is used to hide the names/purposes of the code to make de-compilation harder..
  18. Septopus

    Hello Unity + WebGL + Kongregate, goodbye sanity.

    I'm incredibly surprised so far, after killing the dynamic lighting and reducing the numbers of objects in the scene(trick glitter, excessive numbers of course barriers), which I needed to do for PC anyhow, I'm hitting 30+fps. I have it capped there to save cpu/etc.. so I dunno how fast it will go, but no issues.. It plays at least as well as it does compiled for win32, in a browser tab... haha. Same performance running locally vs. on Kongregate too, fwiw.(not considering load times that is).. Hoping I can figure out the JavaScript API bits I'm struggling with and get it published for y'all to check out sometime tonight. With how well it's performing so far, I'm thinking that instead of releasing several platforms at once, I'm just going to focus on getting WebGL going with the Kongregate API, then I'll be able to focus more on a solid social gaming experience with one platform and see how successful I can make it. Then when I get MY server up and running I can update it with some full client/server goodness that I can make work across all platforms seamlessly.
  19. If you get a crash inside a dll with a name like "nv something gl something dll" or "amd something gl something dll", then yeah, that's inside your GL driver. 99% of the time, it's your bug that's caused the crash, not theirs. For example, if you've passed a pointer to a buffer into the driver (e.g. to tell it to copy some pixel data out of that buffer), but the pointer isn't actually valid to read from, then the driver will crash when it tries to read from it. The crash occurs in the driver, but the bug is in your code (passing invalid pointers to the driver). Seeing this is to do with texture loading, I would guess that you've somehow asked the driver to read more pixel than actually exist within your memory allocation.
  20. Yesterday
  21. Is it possible to use variables strings to change member calls in your code? For example... say you have a few members in your class called RunSomthing_Start() RunSomthing_Process() RunSomthing_End() is there a way to call them with somthing like this in code elsewhere in your project? action = "_Start"; classObject.RunSomething+action(); action = "_Process"; classObject.RunSomething+action(); action = "_End"; classObject.RunSomething+action(); I know you can use parameters.. like action = "_Start"; classObject.RunSomething(action); action = "_Process"; classObject.RunSomething(action); action = "_End"; classObject.RunSomething(action); This is more just a curiosity question... like can you use string functions like you have in Console.Write(); to append stuff onto the name of Functions and Variables? int object_+getObjectID() = someValue. So the actual variable has a unique name based on the object.. not just the value in the variable.
  22. Vesnican

    Heroes of Flatlandia

    Want to play an epic turned based strategy inspired by games like Heroes of might and magic or Age of Wonders? Enter a fantasy world of Heroes of Flatlandia, where you lead your kingdom of noble elves or dreadful undeads as one of several powerful heroes. Raise mighty armies and crash your enemies in detailed tactical battles. Use variety of spells and abilities to gain advantage, explore the world, and conquer your enemies. The game contains plenty of maps and allow you to play either against computer AI or against your friends in hot-seat multiplayer.Game Features• Fantasy turned based strategy• Detailed tactical battles• Two distinct races of elves and undeads• 14 different units and 4 playable heroes• Cunning AI to outsmart• Hot-seat multiplayer• Tens of spells and special abilities• Stunning fairy tale graphics• No microtransactions Trailer Google Playdemo version - https://play.google.com/store/apps/details?id=com.HighlandStudio.HeroesOfFlatlandiafull version - https://play.google.com/store/apps/details?id=com.HighlandStudio.HeroesOfFlatlandia1App Store(only full version) https://itunes.apple.com/us/app/heroes-of-flatlandia/id1445838121?ls=1&mt=8
  23. Rutin

    Hello Unity + WebGL + Kongregate, goodbye sanity.

    I never tried Unity WebGL, let me know how the performance is.
  24. Hello! I was trying to load some textures and I was getting this access violation atioglxx.dll access violation stb image which i'm using to load the png file into the memory, was not reporting any errors. I found this on the internet explaining that it is a bug from AMD. I fixed that problem by changing the image file which i was using. The image that was causing this issue was generated by this online converter from gif to pngs. Does anyone know more about it? Thank you.
  25. Vesnican

    Heroes of Flatlandia

    Want to play an epic turned based strategy inspired by games like Heroes of might and magic or Age of Wonders? Enter a fantasy world of Heroes of Flatlandia, where you lead your kingdom of noble elves or dreadful undeads as one of several powerful heroes. Raise mighty armies and crash your enemies in detailed tactical battles. Use variety of spells and abilities to gain advantage, explore the world, and conquer your enemies. The game contains plenty of maps and allow you to play either against computer AI or against your friends in hot-seat multiplayer.Game Features• Fantasy turned based strategy• Detailed tactical battles• Two distinct races of elves and undeads• 14 different units and 4 playable heroes• Cunning AI to outsmart• Hot-seat multiplayer• Tens of spells and special abilities• Stunning fairy tale graphics• No microtransactions
  26. Septopus

    Inspiration for citybuilder game

    What if you treated the "inside city walls" and "outside city walls" as separate game simulations unless the walls get torn down or damaged. Then you could more or less allow the player to decide which game-play they feel like participating in at the moment. If they want to fight and gather resources then they can go outside the city. Of they want to focus on building, stay inside. Then you could have breaches and wall damage act like natural disasters in SIM games. Forcing the player to respond at random times. Just some ideas.
  27. Gilles Meiresonne

    Inspiration for citybuilder game

    Kind of. I was thinking to do something like Clash of Clans, or like They are Billions. But need to find a right way of implemening it to keep a balance between defence and general city simulating.
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