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• By drcrack

It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

This time with no grinding and no pay to win features.

We're still looking for:
1) 3D Character Artist
2) 3D Environment Artist
3) Animator
4) Sound Designer
5) VFX Artist

Discord https://discord.gg/zXpY29V or drcrack#4575

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
• By GytisDev
Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.

Unity SSE weird problems ...

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I've been having weird SSE implementation problems, that made to shut it out for a long time, now that I need to use it in my engine, and problems still arise and I'm really confused about this. I would be really glad if someone could help and give me a hint or something on this. first of all I'm using the MSVC2008(9.0)-SP1 compiler and the CPU is intel dual core 5200 check out my previous post on this topic, it describes the whole problem : http://www.gamedev.net/community/forums/topic.asp?topic_id=464043 the weird thing about this, is the memory exception is triggered randomly, most of the times in my MFC editor app, and sometimes in my win32 test bed app. I guess it has to do something with the memory alignment, because when I change the 'movaps' instruction to 'movups', I get no errors ... but how can be random ? I tried using __declspec(align(16)) in every way for the matrix and vector member vars, and it didn't change anything. another thing ... here is the following code that calls the matrix multiplication and the error arises :
	_cam->setProjSize( (float)getRttWidth(), (float)getRttHeight() );
const hmrMatrix44& projMat = _cam->getProjMat();
const hmrMatrix44& viewMat = _cam->getViewMat();

hmrMatrix44::mul( viewMat, projMat, viewProjMat );  // <-- bang, 'movaps' exception
frustum->calculatePlanes( viewProjMat );


when I change the code to this ....
	_cam->setProjSize( (float)getRttWidth(), (float)getRttHeight() );
hmrMatrix44 projMat = _cam->getProjMat();
hmrMatrix44 viewMat = _cam->getViewMat();

hmrMatrix44::mul( viewMat, projMat, viewProjMat );  // <-- no exception
frustum->calculatePlanes( viewProjMat );


the problem is gone, even when I multiply some other matrices, it's ok . here is the mul function definition :
	static void mul( const hmrMatrix44& m1, const hmrMatrix44& m2, hmrMatrix44& r );


the funny thing is, if this piece runs ok, I get some other (same) problem somewhere else, this time with vector operations . the code is also open source, you can download the whole math library here and test it for yourself. It has gone really frustrating for me, and can't figure it out, do I have to change some compiling options or something ? what's the problem ? thanks

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how are you allocating the hmrMatrix44 which is being returned from the camera?

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Quote:
 how are you allocating the hmrMatrix44 which is being returned from the camera?

sorry, but what did you mean by that ?
the matrices returned by getViewMat, getProjMat functions are members of camera class.
actually the problem is not with that, like I said, the problem arises in some app, where it's ok in another one, with the exact same code and library.

I even got the exception on my win32 test app, rebuild the app again and the problem was gone. but In one of my mfc apps, I always get the same problem.

even when I skip this matrix*matrix part, I get some other SIMD memory exception for vector operations in some other part of the code.

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Then how do you allocate the camera instance - on the stack, or the heap? If on the heap, do you use a 16 byte aligned memory allocator? Or, if the camera class is allocated as part of a enclosing parent class, how is the instance of that class allocated?

Although the vector/matrix class will be padded to be 16 byte aligned relative to the camera class, you still have to ensure that the camera class is then allocated with 16 byte alignment if you are using dynamic allocations.

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Quote:
 Although the vector/matrix class will be padded to be 16 byte aligned relative to the camera class, you still have to ensure that the camera class is then allocated with 16 byte alignment if you are using dynamic allocations.

wow, man that was really helpful, I didn't knew that

here is the class structure related to the camera ...
object->entity->camera

the camera has these hmrMatrix44 members which are 16byte aligned (viewMat, projMat) and I create the camera dynamically by the 'new' operator

as you said I overrided new operator on the camera class :
class hmrCamera : public hmrEntity {   //... blah blah  	void* operator new( size_t s )	{		return _aligned_malloc( s, 16 );	}	void operator delete( void* p )	{		_aligned_free( p );	}protected:        hmrMatrix44 _viewMat;        hmrMatrix44 _projMat;}

... and the exception is gone ! you were right !
but let me get this straight for myself, do I have to override every class' allocation operators that has vector/matrix members, for 16byte alignment to ensure the byte padding ?

thank you very much