# Unity HammerEngine development questions.

This topic is 2981 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hey guys. Even though I'm not very new to the comunity I still haven't had the chance to talk and share info with you guys. I'd like to change that since we're all here to make games and learn from one another. I made this topic because I've started working on my second GameEngine since the first one didn't turn out exactly as I wanted and now I have more experience. I'd like to put all my questions and stuff I figure out here so anyone can see the eventual problems and solutions. First of all my game engine is called HammerEngine but it might change (not the important right now). Next in line, I work with Visual Studio 2008 c++(for the engine programming) and I also make C# bindings. I use OpenGL for graphics. The engine uses deferred lighting. I want to split it up as Hammer3D,HammerInput,HammerPhysics,HammerAi etc. Currently only Hammer3D and HammerInput are in development. Hammer3D let's you bind the a engine to a HWND or creates a window for you and binds an engine to it. HammerInput takes a HWND and attaches a input loop to it so that you don't have to do anything but call functions like KeyDown(KEY_A) First problem: I'm not sure on how to make a window that updates automatically without me having to call a certain function. My code for the example looks like this:
#include <windows.h>
#include "..\..\..\Hammer3D\Hammer3D.h"
#include "..\..\..\HammerInput\HammerInput.h"

TEngine engine;

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
InitializeHammer3D();
InitializeHammerInput();
engine = CreateEngineWindow(800,600,32);
CreateInput(GetEngineHWND(engine));
while(!KeyDown(KEY_ESCAPE))
{
}
}

Problem is that I can't move or do anything with the window. Oh and for who might ask. HammerInput uses subclassing for getting acces to the input without calling something like Update(); Could anyone point me somewhere with this issue? Thank you. Edit: I found a way to do this but it has one problem. Using this function that is called on every function like KeyHit:
void SystemPoll(){
MSG msg;
while( PeekMessage( &msg,0,0,0,PM_REMOVE ) ){

switch( msg.message ){
case WM_KEYDOWN:case WM_KEYUP:
case WM_SYSKEYDOWN:case WM_SYSKEYUP:
switch( msg.wParam ){
case VK_SHIFT:
case VK_CONTROL:
break;
}
break;
}

TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
This way the window works well but Im not sure what happens if for example you don't use any of those functions. It's a good temporary solution but not the best i think. [Edited by - LorinAtzberger on December 25, 2009 8:20:12 AM]

##### Share on other sites
What's the problem with simply putting an update function in the main loop? Assuming that the user will call an optional function is not a good way to design a solid API. However, if you clearly state that users are required to invoke UpdateHammer3D() or a similarly named function each loop cycle, chances are most people will catch that right away.

EDIT: Another way is to start a background thread that constantly calls PeekMessage(), but if you do you will have to be careful to lock any shared data. For example, the thread that handles window messages will need to lock the keyboard state (as will KeyDown) to ascertain that the list of pressed keys will be in a consistent state.

[Edited by - Windryder on December 25, 2009 5:49:54 PM]

##### Share on other sites
Yeah but what game doesn't require any input? Even the close button of the window can be called unsing pollsystem. And even more if there are problems with this I can add it on flip function as well since that has to be called in each loop to flip the buffers.

##### Share on other sites
Quote:
 Original post by LorinAtzbergerYeah but what game doesn't require any input? Even the close button of the window can be called unsing pollsystem. And even more if there are problems with this I can add it on flip function as well since that has to be called in each loop to flip the buffers.

So call it when you flip? ;) I don't really see the problem.

##### Share on other sites
Yeap I did that. Works like a charm.
I've reached the material/texture part and I have another problem.
First of all using visual studio for the engine I have the solution and the projects.
First I have Hammer3D and HammerInput and then in Test\Cpp I have the c++ tests projects.
I want to have all my test data into HammerEngine\Debug\Data but for instance if I don't copy the Data folder to HammerEngine\Tests\CPP\Material\ it can't find the file. Although if I run it without any debug it doesn't have that problem anymore.
I've set all the output folders and intermadiate folders to Hammer\Debug and nothing seems to work. Searching on google didn't get me anywhere but maybe I'm not searching right.
Does anyone have an ideea?

• 11
• 16
• 11
• 13
• 11
• ### Similar Content

• Hi everyone! I've developed a game called The Last Dog (ZOMBIES + DOGS) and was wondering if you could give it a try in order for me to analyse your behaviour in analytics. Give it a shot! Please download it here: https://florsyl.wixsite.com/thelastdog2 and let me know if you detect any bugs. VIDEO.3gp

• Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

In Pseudo-Code:
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

I can't get my head around it. Any suggestions? Is the whole approach doomed?

Thank you in advance for any input!

• By devbyskc
Hi Everyone,
Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.

• Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?

• Good day,

I just wanted to share our casual game that is available for android.

Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.