I have never quite been a master of the d3d9 blend modes.. I know the basic stuff, but have been trying for a while to get a multiply/add blending mode... the best I can figure out is mult2x by setting:
//this isn't quite what I want.. basically I wonder if there is a way to like multiply by any color darker than 0.5 and add by any color lighter than that..? I don't know, maybe this system is too limited...
I include the source code from what I am playing with. It's an exercise from Frank Luna's DirectX 12 book about rendering a skull from a text file. I get a stack overflow error and the program quits. I don't know where I went wrong it's messy programming on the parts I added but maybe one of you masterminds can tell me where I went wrong.
So I am building a turn based rogue-like (think CDDA). The game is going to have a very large map (up to 1000's x 1000's) however to alleviate most of that I obviously can't render everything so there will just be render a certain radius around the player and just load in and out data as the player moves.
The next major system I am prototyping is making interactive tiles destructible and pretty much everything will be destructible besides basic landscape (cars, doors, windows, structures, etc. will be destructible)
While I am only rendering a certain amount of tiles around the player, I want to keep the amount of colliders active at one time to be as small as possible for performance and currently the tilemap tool I use automatically merges colliders together.
So instead of creating a separate colliders for each of these tiles and having the destructible behavior tied to that object (which my tilemap tool would allow me to do) I was thinking that I would store an array of all the X and Y locations for the interactive tilemap layer and let the tilemap manage the colliders.
Then when I hit a collider on the interactive tilemap layer, instead of of getting the behavior for how to deal with the destruction for that tile from that game object, I would pull it from the array I mentioned earlier based on the tile I attempt to interact with which I already have.
Does this sound like a good approach? Any other recommendations would be welcomed.
F.OB: Forward Operating Base is a military themed base building and resource management game.
I am currently about 6 weeks into development. still implementing core game mechanics. The game is playable in a basic sense right now but there are no objectives or missions or anything motivating really lol.
I have been inspired by games such as prison architect and rimworld. both in visual style and general gameplay ideas. Here is a quick 2 minute video i put together that hopefully communicates the general feel of the game and what gameplay is like. Any feedback or criticism is welcome
I have been keeping a development diary on my youtube channel and i hope to have more developments on this project very soon.
I've been trying to implement simple virtual globe rendering system using "3D Engine Design for Virtual Globes" book as a reference. What I do is I use 6 planes to form a cube, send it to GPU and use vertex shader to form a sphere and add random noise to simulate surface of the planet. The problem is how do I do CPU work on the vertex data from now on - how do I get world space coordinates of a terrain patch to perform LOD techniques, how do I do camera-terrain collision detection etc. ?