Jump to content
  • Advertisement
Sign in to follow this  

Capricorn 7, Future cop

Capricorn 7, Future cop
OzzyArt
Album created by
OzzyArt
  • 5
  • 0
  • 0
3rd action tactical shooter, MOBA with logic and strategic features.
Follow us on:
Website: http://capricorn7.com
Fb: facebook.com/capricorn7videogame
Twitter: http://twitter.com/Capricorn_7
G+: http://google.com/+Capricorn7
IDB: http://indiedb.com/games/capricorn-7-

0 Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
  • Advertisement
  • Advertisement
  • Image Comments

    • Feels nice to have this functionality now. The code is ugly. Maybe even a do over. I see what you mean about line picking. Even with the thickened back buffer line size, It's a little wonky.  Forgive my stubborn  Thank you for the interaction. I can see now how zone management would feel better.
    • I do read the one pixel under the cursor directly but I'm using that back buffer twice per frame. Once to render the gizmo with a much thicker line width (6.0) pick from that. Clear and render the scene and thin lines (1.0) and present that.. yeah, requires a flush...didn't see a reliable way around it. 
      I thought about ray casting or similar but for me the better path is to keep my head on the shader side. My goal is to see how far I can push it in that space...I have some post process (or I guess it's called deferred) hopes and dreams for the point lights  
      humble attempt in the current source branch.
    • @MarkK. The picking video looks nice.
      Are you directly reading color in buffer under given pixels for gizmo? Or using a different trick?
      I'm quite curious as I remember using the same, but other people who worked with engine were complaining that hitting specific pixel is too hard (I've switched to analytical model where I calculate distance against line/circle and select the correct one - and it tends to feel a bit better).
    • One of the things I seemed to have ignored in my hobby career (besides shadow) were the rest of the off screen buffer glory. Learned a bit of magic this week. We're still approaching my comfort zone,  but uncharted territory is on the horizon.
    • Wow! Looks amazing.  
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!