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Welcome to the For Beginners Group! Where you are new to game development looking for some help navigating the many choices and challenges of the field or if you are a seasoned pro looking to pass on some of your wisdom to the next generation - this is the place for you. Check out the For Beginners forum in the tab. We'll be adding more beginner resources to the group soon!

  1. What's new in this group
  2. I have been doing research into optimising 3d models in 3ds max. There seems to be so many different ways to optimise 3d models. I am unsure which method is the best and have been trying different tools such as the pro optimizer tool in 3ds max. Does anyone know the best way to optimise 3d models in 3ds max? I am trying to reduce the file size whilst maintain a high quality model. So produce a low polygon model which looks like a high polygon model.
  3. Rutin

    Best way to optimise 3d models

    There are a lot of ways to optimize 3D models for games, and this applies to any 3D software. I currently use Blender, these practices are very universal. Normally the approach I take is to manually retopologize the models into a lower poly version, then I would bake my high poly model onto my low poly model to retain the quality without having all of the polys. When you're getting into retopologizing, you'll find that there are many methods to do this and techniques. Some people will use free hand tools that allow you to draw edges to form faces above your high poly model and create the new topology on the surface, while others will create vertices, extrude out edges, ect... on the surface and make clean quads. Keep in mind how your topology is set up because of animation. There are best practices for things like faces, ect... Some software packages have auto tools that do this for you, and I frankly will only use this on stuff that I don't have to animate, or it's an object that I can get away regardless of how the topology is setup. When you do it manually you have more control. YouTube will have a lot of videos for 3DS Max, so check them out: No matter what tool or method you use, your main objective is to lower your poly count to (x) range, and retain good topology to assist with better animation and UV unwrapping.
  4. So help a noob... i'm getting closer and closer to finishing my first project i have maybe a month or so left at the rate i'm going. But ive run into 2 snags atm, one being pretty major the other being minor but something I would like to fix. So first problem, I'm using the free speedtree pack from the asset store and adding it into unity using the tree paint tool. Well in doing so the trees arent reacting to forces (atleast that I can tell) have a small white outline around each one of them, as well as they are basically cut in half. imagine a tree top with foliage floating and the roots showing but no in between. But as I get closer they become physical but still retain the white outline. When I add them directly from the prefab just drag and drop they have no issues.... any thoughts?The small issue is, im using playmaker and i made collider boxes for playing sound as the player walks around the area. The code goes something like Start -> Trigger Collider -> Play Audio -> Exit Collider -> Stop Audio -> Enter Collider -> Play Audio (this play to stop being a loop so when the player reenters the trigger it begins playing all over again. The script works without a flaw. However... Im wanting to make it to where the audio increases to full volume (that i set, I believe that most of them I have closer to like .5 volume) and fade to a stop instead of just abruptly starting and stopping..... any thoughts?
  5. frob

    wait loop

    Modern graphics don't work with "erasing" like that. The view is obliterated every frame and a new image is drawn fresh from scratch. An enormous number of graphics algorithms break if you try to draw a new frame on top of an existing frame. There is no concept of "erase". What you have there will add another polygon, nothing is ever removed. The API doesn't support the operation. Instead, wait for the next frame either by the next pass through the loop or by invalidating the scene for a new redraw. Remove the item from the things that need to be rendered. Then render the next graphics update. This is part of what is meant when describing how to decouple rendering from gameplay.
  6. phil67rpg

    wait loop

    void collision(int v) { collision_bug_one(0.0f, 10.0f); glutPostRedisplay(); glutTimerFunc(1000, collision, 0); } void coll_sprite() { if (board[0][0] == 1) { collision(0); flag[0][0] = 1; } } void erase_sprite() { if (flag[0][0] == 1) { glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(0.0f, 10.0f, 0.0f); glVertex3f(0.0f, 9.0f, 0.0f); glVertex3f(1.0f, 9.0f, 0.0f); glVertex3f(1.0f, 10.0f, 0.0f); glEnd(); } } I am using glutTimerFunc to wait a small amount of time to display a collision sprite before I black out the sprite. unfortunately my code only blacks out the said sprite without drawing the collision sprite, I have done a great deal of research on the glutTimerFunc and animation.
  7. jbadams

    Promoting a new game!

    Welcome, and congratulations on finishing a game! As a first thing, you could think about creating a Project page for it here at GDNet, and maybe blogging a bit. It's unlikely to get you lots of players (maybe a couple) but feedback from other developers can be valuable. Other than that, have you done any marketing? Do you have social media accounts for the game, have you done any press releases, tried to contact streamers, etc? Try Pixel Prospector's Marketing Guide for Game Developers for some ideas.
  8. Hello everyone! First time posting in the forum. I've just completed my first game ever ( C++ / SDL ), and I am feeling utterly proud. It is a small game resembling Missile Command. The code is a mess, but it is my mess! In the process of making the game, I developed my own little game engine. My question is, where would be a good place to spread the news to at least get some people to try the game?
  9. phil67rpg

    wait loop

    void collision(int value) { board[0][0] = 1; glutPostRedisplay(); } void coll_bug_one() { float x = -0.5f + scroll; float y = -8.0f + up; float oWidth = 0.5f; float oHeight = 0.5f; float xTwo = 0.0f; float yTwo = 9.0f; float oTwoWidth = 0.5f; float oTwoHeight = 0.5f; if (checkCollide(x, y, oWidth, oHeight, xTwo, yTwo, oTwoWidth, oTwoHeight) == 1) { glutTimerFunc(1000, collision, 5); } } void coll_sprite() { if (board[0][0] == 1) { collision_bug_one(0.0f, 10.0f); glutTimerFunc(1000, collision, 5); // flag[0][0] = 1; } } void erase_sprite() { if (flag[0][0] == 1) { glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(0.0f, 10.0f, 0.0f); glVertex3f(0.0f, 9.0f, 0.0f); glVertex3f(1.0f, 9.0f, 0.0f); glVertex3f(1.0f, 10.0f, 0.0f); glEnd(); } } I have made some progress, thanks rutin, I can draw a bug then hit it with a bullet and then it draws a collision sprite but I want it be drawn for a second and then I want it to be erased. I am close to solving my problem.
  10. Hey everyone, I just have a question about how programmers take notes / learn new skills. I'm currently learning how to make shaders in Unity but I was just wondering what kind of notes I should be making. I'm not good at some of these algorithms being used (ex creating a vertices for a mesh... etc) but I was wondering if I should take notes on these as well as notes on shaders. in my personal experience, I have trouble learning new things (Practice makes perfect!) but I was wondering if it would be more efficient to spend less time making detailed notes and more time creating content. As of now, I'm working on tutorials / making a game during my free time.
  11. Rutin

    Learning How to be Better

    There is nothing wrong with making flashy projects for your portfolio, but when you're applying for a programming job the person reviewing your resume and portfolio should be reviewing you for your code, not visuals because it's not important as a programmer; you're not applying as an artist. EDIT: I should also add, you're not a "game designer" either, so keep that in mind. What is important is your ability to code.
  12. MintyLyton

    Learning How to be Better

    I was told to make my games visually appealing in my Game Programming College. That idea might have just stuck with me for awhile actually. What I wanted to do was create a list of youtube tutorials for content that might seem appealing to people. One of the ideas I initially had was a complex inventory system which could use custom items, filter through, organize and delete items based on identifier tags.
  13. Rutin

    Learning How to be Better

    In my 18+ years I don't recall taking many notes. I'm more about "doing", not reading and writing notes. I like to create projects as soon as I learn a new concept. In all the fields I'm involved I rarely write notes, but I retain information like a sponge though... Depending on how you learn, I would suggest that you find something you're passionate about and use that as a way to justify creating projects. For example, if I'm very interested in space, I would tie in my learning by creating space based programs and games, I wouldn't spend that time making boring bookkeeping examples like you see in many of the older programming books, ect... Unless you're into that sort of thing. If you're struggling to create content you have two options. Find a game or program you really like, and make a clone of it. Your other option would be to check out the hobbyist section on GameDev and join a project. When you're creating a portfolio as a "programmer" it's not meant to be a visual showcase. Your object is to show how you code, put projects together, and solve problems. Showing that you made a fire ball shoot out of a hand visually means nothing, but showing the code behind it does.
  14. MintyLyton

    Learning How to be Better

    Thanks for the insight. Most of the time I spend making notes is with the intention of retaining information or looking back if I need them in the future. I just don't want to mistake that with spending too much time spending on note taking rather than learning. I think my new question might be now is where to prioritize learning as a programmer while still looking for a job. As it is now, I'm looking for hobby projects to work on since I like creating content to learn / practice skills. Also I'm bad at thinking of content to make to showcase in my portfolio
  15. MikhailGorobets

    Geometry shader error

    error X3502: 'main': input parameter 'input' missing semantics #include "Common.hlsli" struct PSInput { float4 Position; float2 Texcoord; }; PSInput OffsetNProjected(PSInput data, float2 offset, float2 texcoord) { data.Position.xy += offset; data.Position = mul(data.Position, Project); data.Texcoord = texcoord; return data; } [maxvertexcount(4)] void main(point PSInput input[1], inout TriangleStream<PSInput> stream) { PSInput output = input[0]; const float size = 0.1f; stream.Append(OffsetNProjected(output, float2(-1, -1) * size, float2(0, 0))); stream.Append(OffsetNProjected(output, float2(-1, -1) * size, float2(0, 1))); stream.Append(OffsetNProjected(output, float2(1, -1) * size, float2(1, 0))); stream.Append(OffsetNProjected(output, float2(1, 1) * size, float2(1, 1))); stream.RestartStrip(); }
  16. MikhailGorobets

    Geometry shader error

    No. I don't set Position:SV_Position, Texcoord : TEXCOORD
  17. Lactose

    Geometry shader error

    I would guess this should be something else, e.g. "inout PSInput input[1]".
  18. Does anybody have an idea for good game engines that have a focus on simulation? I am currently at that stage in my game design document and I am searching and I honestly don't even know where or how to look for an engine. I'm stuck between UE4 and CryEngine right now of course. Except, my project is in the same category as the sims, yet not really a competitor. I would love any ideas regarding where to truly look for game engines for my game. Please be aware that I am relatively new to the business side of the game industry, although I've been a loyal gamer for years.
  19. Scouting Ninja

    On the fence with game engines

    Yes, mostly it's bad design. However it also has a huge list of bugs and problems. Resorting to legacy, more stable, tools often creates a snowball effect; where you have to make workaround for your workarounds. Yes. If you had a team of good team of veteran developers that could code around the problems. Even a solo developer willing to spend a year or so focusing on learning only the engine, then starting there game should be able to make one. At the moment there is very little CryEngine has that Unreal doesn't. So it is a huge struggle for very little gain. I really wanted to try and explain it but can't, you will have to try it to see what I mean. It is big to download but if you are testing it you can skip the 3rd party tools.
  20. deathwingA

    DirecX9 Clipping Planes

    Thanks,mate. After a bit of snooping around I manage to do it.
  21. deathwingA

    DirecX9 Clipping Planes

    I am able to do this with DirectX11 with SV_ClipDistance[n] semantics, from RasterTek DX11 Tutorial but since my current project uses DirectX9 (can't run shaders_4_0 )is there any way I can do this by shader like in DX11? I need these for my water reflection and refraction
  22. 0r0d

    On the fence with game engines

    Ok, so it's just a general problem with complexity and lack of good design rather than something fundamentally broken in the engine? Those are different things. Presumably if someone gets to know the engine and the idiosyncrasies, then they can still make a working game with it?
  23. Scouting Ninja

    On the fence with game engines

    Over engineered but no focus on usability. So the only people who can actually make games with it is the developers who made it and the insane ones studying it. Nothing is where you expect it to be, the user interface is badly designed and the code is a nightmare. It's also not a minor thing that can be patched, if you try using it, it feels like you are stuck in a web and fighting to find even the smallest thing. Lumberyard was suppose to be the more user friendly one, except that they decided to add even more advanced stuff on top and then forgot to plug stuff in and even added conflicting libraries to the system. It is a better now, but after that awful launch, combined with how buggy the engine still is, very few developers use it. Together CryEngine and Lumberyard only have less than 25 finished indie games since 2016 when CryEngine went free. Compared to the hundreds that Unreal 4 has or the thousands that Unity has, it shows how few people have been able to use it successfully. Unreal has also been "inspired" (Like "Fortnight" is inspired by PUBG) by a lot of the CryEngine stuff and has since then made better versions of it for Unreal. At this point if you want to make games easily, Unity is the engine of choice (Godot is actually starting to rival Unity). If you want all the latest tools and all the power Unreal is the go to engine.
  24. 0r0d

    On the fence with game engines

    What's the problem with CryEngine?
  25. VildNinja

    On the fence with game engines

    No they changed that some years ago, Unity is free (and full featured) as long as your company makes a turnaround on less than 100k USD a year. They do require you to show their logo on a splash screen, but you are allowed to only show a small logo under your own. Regarding the topic, I think both engines are well suited for most common game types. Unity is also working on a new system (ECS) that would be optimal for making a simulation with thousands of actors. But for a The Sims like game, you should probably consider what algorithms you want to run the simulation. Unreal has some build in Behaviour Trees, but they are very limited, so you would still need to implement a lot yourself. Maybe check the Unity asset store for tools that could help you. If we knew exactly what type of game/simulation you wanted to make, and what your skill level is, it would be easier to help. Some methods that might be of interest to you could be: Utility functions, Behaviour Trees, Goal Action Planners or Hierarchical Task Networks (the last two might be a bit harder to implement).
  26. Hodgman

    DirecX9 Clipping Planes

    D3D 9 has custom clipping planes as part of the fixed function state: https://msdn.microsoft.com/en-us/library/windows/desktop/bb174426(v=vs.85).aspx
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