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  2. Magogan

    Did I really remake Minecraft?

    How would I be able to receive money if not through a payment processing provider? There are hundreds of Minecraft texturepacks. The textures I use do not look like the default Minecraft textures. Comparing it to community-created content does not make much sense. There are no crystal or tentacle biomes because I cannot create them currently due to a lack of time and a lack of skill to make the textures. And mushroom biomes are very rare in Minecraft (thus not typically associated with Minecraft) and look completely different.
  3. No, you are totally right. I was wondering about that too. Only thing I could imagine is that the vector elements are a custom type with operator=(bool) overload. Otherwise, the compiler should reject it for the reasons you mentioned. Thatswhy I told him to check what happens in this line. Greetings
  4. Vilem Otte

    Status of DXR

    So it's been some time and I haven't touched DXR that much yet due to one main reason - its support. The official GitHub states: NV 397.31+ drivers do not properly support compute Fallback Layer on Nvidia Volta. Samples have artifacts and/or scenes miss altogether. Use the recommended DXR / driver based raytracing mode of samples on this configuration instead. AMD: current/v1.5 revision of the Fallback Layer is not supported on AMD cards and will fail to run. Temporarily, you can use previous v1.2 source code snapshot with v1.1 SDK overlay binary snapshot which work on AMD: Which is as of now quite disappointing, and I remember this note being present for quite some time. This literally requires one to use v1.2 with v1.1 overlay binary - otherwise I'm cutting off support from quite large amount of devices (additionally when you're running on AMDs this is a problem). Shouldn't the Fallback layer be actually part of the driver?
  5. Green_Baron

    For loop error in Display Function

    Looking at it more closely I am astounded that this compiles. If cube.coordinates is an array of vectors (.x and .y components hint to that) the vector must have an overload for oporator==( bool ) or there must be an explicit conversion between bool and vector or cube.coordinates isn't an array of vectors with two components x and y. Or am i wrong ?
  6. You started to be negative, impolite and arrogant as reaction to a harmless and informative post. This is why you get these reactions. There is no answer to this, what is best depends on the development team, budget and time. Of course you get different answers; every Programmer is different and has different experiences. Nobody here has a clue what your game really is like and without reading your concept and asking 1000 questions nobody can judge the scope and requirements of your project. Yet alone if you are willing to spend 10k or 500k. You need someone that has experience and a track record of shipped titles, ideally similar to your project. The more you are willing to spend the higher the chances are that it will work out well. But to find that one is up to you, it can be like roulette. I know you don't want to read it but having "0 experience" is the #1 reason projects like yours will fail. It is not about if it is theoretically possible to achieve a complex project with a few people or if the concept is actually good. Projects fail because the lack of experience in handling them. If you have never completed a project the chances are high that you make wrong decisions. Communication is a big issue which is often underestimated. Bringing your ideas into the heads of your team can be harder than you might think. Also Programmers need to tell you what works and what doesn't within the budget and time frame and when you start being that aggressive to "nay sayers", which good programmers tend to be, it will be disastrous for your project. So my real advice, as someone who has seen many projects failing is: get small games done, maybe work with different people on them. Once you find a team that works well get on to the big dreams. Every step towards finishing a project is a potential pitfall for someone unexperienced and you better fall low.
  7. tyree

    run attack

    katty attack 4 https://youtu.be/YdeOZeNcFe0
  8. Hey Joe! Your offer sounds really interesting, but unfortunately we have to reject it at the moment, because we'd like to keep the team size low to facilitate communication and organization. It may be, that this will change with time, and we'll be glad comming back to you in that case.
  9. @VoxycDev and everyone else reading this; as this is already going a little offtopic, I try to keep this short: A universal engine might be a good point, it won't ever be standardized unless everybody is willing to follow certain standard. Take a look at the C++ "standard", in real there is no standard! Anything that the standard says is how is code compiled and what is inside the STL, it doesn't point to coding style (that is horrible and royally 90's in my opinion) and even dosen't offer platform independent OS features like .NET does for example. Code is written re-written every day (as I mentioned in this topic, humans (including me) tend to think they can make stuff better) so there will always be someone getting to that standard engine and try to customize it to his/her current needs or start writing an own one. Don't get me wrong, I really like the idea of an open, clean and modular game engine and this is the reason because I started to make my own one (and already partially published some parts of it on GitHub). What I did was thinking in packages, for code, for tools, for everything and getting to a highly modular code base (after 6 iterations), so it might already count as flexible/ reusable as you described above but with the exception that Water.cpp is a Water Package/ Module. The problem is that it isn't reusable as long as the API it is build on top isn't standardized in naming and functionality; you'll otherwise end up using #ifdef's not just for platforms but also for different APIs. I got to at least 6 but 8 basic packages that are necessary to build a game/ an engine from Common; C++ platform abstraction and common used classes like Memory, basic Types, Delegate, Stream and some more Math; general math abstraction like Random but also 3D math, hashing and crypto math Storage; general file I/O and file system operations Threading; since 2005 we have access to multiple cores so why not use them, synchronization structs, threads and a task/job system Input; for not being pinned to OS messages, this abstracts the HID drivers on PC and Mobile/ standard input features on Console platforms Graphics; might be something GL, Vulkan or DirectX but I prefer GL/Vulkan, covers API functions and utilities like Window/ Surface creation/ management Text; working with strings and text assets should be optional so this goes here Network; not every game is a network game but this covers TCP/UDP capabilities and IOCP for PC and Mobile platforms The package solution also requires some kind of custom building/ package management tool to setup a project correctly so this has to be standarddized too. TL;DR it is very difficult to establish such a standard because everyone expects something different from those standards and depending on experience, has a different priority and implementation culture for it. Feel free to send a PM or Discord message if anyone wants to talk further at this topic
  10. Today
  11. for (int temp = 0; temp < cube.coordinates.size(); temp++) { cout<< "temp" << temp << endl; if ((cube.coordinates[temp] == true)) { sDirection = true; if (Count <= 90) {... In the first line, you loop over all cubes. In the third line, you compare an array member to true. Not sure what your intention is. If your coordinates array would store pointers, this would be a check for a nullptr but since you used cube.coordinates[temp].x I guess it does not store pointers. Don't know how your class/struct that is stored in coordinates compares to true, but from the output, you described, it always yields true. Then finally you compare to the count which yields always the same result for each loop iteration. So if the first branch is intended to check if a ball should start rotating, the reason why all are rotating at the same time must be that (cube.coordinates[temp] == true) always yields true. Find out why. if (Count <= 90) { ... } else if (Count > 90) { ... } else { sDirection = false; } Maybe I am suffering from a low caffeine level, but the last else statement can never be executed. The first else is only executed if Count is not less or equal than 90. In other words, if Count is greater than 90. In this case, your second if can only take the true direction since no value that would lead to the else condition passes the first branch. So you never set sDirectionton to false. The else statement for your keypress event is therefore also never called, once sDirection is set to true. This still does not explain why the switch always takes the path as if 'r' was pressed. I guess you messed up the whole event handling system of glut. The best way to fix that is to set a breakpoint at some key locations and check the call stacks. Place them somewhere in the display function and also in the key callback. Check which function is calling them. For the display function, I guess that it is called directly after window creation and therefore the for loop is executed without any key being pressed. The question is, who calls the SpecialKey function and why is the 'r' key path always taken to increase the angle even if no key was pressed. Check this and post the results. Greetings
  12. Acharis

    Did I really remake Minecraft?

    It does look like Minecraft (textures). Also things like "An exotic planet with mushroom biomes" do not help (why do you insist on mushroom biomes when mushroom biome is one of the unique Minecraft biomes? Why not, I don't know, tentacle biome or crystal biome?) BTW, I would also reconsider if you need a payment processor in the first place.
  13. If all of our engines were put into a single repo, the merging process would look something like this: all code is custom code (1) at first, then we identify pieces that are compatible or interchangeable and slowly migrate them into general code (2). I'm willing to start the sorting process, I just need everyone's Github repos.
  14. Hi Is there any way to determine function type based on what is available from ID3D12FunctionReflection ? (I mean D3D12_FUNCTION_DESC probably) I want to automatically extract [shader("miss")], [shader("closesthit")] etc. from passed library (that is not known at compile time) and do not depend on the mangled names of functions to determine what they are, is there any way to know their type (or at least to annotate them with some custom string that is available during reflection ?)
  15. VoxycDev

    First Person Catcher!

    Meet the whole trio of positive vibe-exuding NPC's. The Proto-Kitten: The Proto-Pony: The Proto-Bunny:
  16. ADDMX

    How to create IDxcBlob ?

    OK, fine for me, I'v asked because the old compiler api has D3DCreateBlob, so I thought there will be something similar in new API Thanks!
  17. FishingCactus

    The Sunken Caves: New biome revealed!

    Thank you! We are working hard on it! These are concepts for POI so it's shiny and all. The real challenge will be to have a cave that doesn't look boring.
  18. Kossori_aka_Jordan

    City Builder Mobile

    Hello, my name is Jordan and I am looking to assemble a small team to create a mobile game that is similar to Dragon City, Dragonvale, Tiny Monsters, etc. Basically a city builder, Monster breeding/collecting game where you can create a beautiful village of many uniquely designed creatures and feed them to make them evolve from a baby to an adult. I am in need of: Script writing/coders, visual Artists/animators & Concept creators. If you fall into one of the above mentioned criteria and are interested in joining my team, please message me at (512)-733-4798 PS: This is not a paid job, this is meant to be a volunteered team effort and a way for us all to make good friends with similar interests all while making a fantastic video game!
  19. Hodgman

    Where to find freelancers

    https://www.google.com/search?q=igda+meetups+yourcity
  20. Tom Sloper

    Where to find freelancers

    https://www.gamedev.net/contractors/ https://gamasutra.com/contractors/contractor_display.php https://en.wikipedia.org/wiki/List_of_video_game_developers
  21. I want to try. I'm not a professional, I'm not a beginner
  22. Hello PantherNZ: I am a pixel artist as a second title but a programmer first and foremost. I want to work with an experienced programmer to gain better practices. If I contribute art will you allocate programming work to me as well? If the answer is yes I can only contribute my resources for a month. All I desire is to become a better programmer. If I must craft art to convince you, I shall. For my experience, I worked on Sonic Advance Revamped SAGE 2018 Demo as a pixel artist. I made the Blaze the cat sprite sheet used in it. I know you do not want pixel art but I may be able to apply my pixel skills to a different form of art.
  23. I have a vector saving 5 cube coordinates in oxy plan. Task: 1st cube roll 90 degrees, then disappear then 2nd cube roll 90 dg … until the last cube in the vector. Problem: whenever the program runs, all the cube will appear and roll the same time. Q: How can I solve this problem? I checked the value in for loop (temp), and value of (count) as below: angle 1 count 1 temp0 temp1 temp2 temp3 temp4 temp5 temp6 temp7 angle 2 count 2 temp0 temp1 temp2 temp3 temp4 temp5 temp6 temp7 => I do not know why the for loop does not wait for for the “presskey” action to increase the angle value before move to the next temp value. int Count(0); void Display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); SetLight(); glPushMatrix(); ConclusiveAxis(); DrawGrid(); for (int temp = 0; temp < cube.coordinates.size(); temp++) { cout<< "temp" << temp << endl; if ((cube.coordinates[temp] == true)) { sDirection = true; if (Count <= 90) { glPushMatrix(); glTranslatef(cube.coordinates[temp].x - 0.5, cube.coordinates[temp].y - 0.5, 0.0); glRotatef(angle, 0, 1, 0); glTranslatef(-0.5, 0.5, 0.5); glColor3f(0.5, 1.5, 1.0); glutSolidCube(1); glPopMatrix(); } else if (Count > 90) { angle = 0; Count = 0; } else { sDirection = false; } } else { } } glPopMatrix(); glutSwapBuffers(); } void SpecialKey(unsigned char key, int x, int y) { switch (key) { case 'r': //condition for next check if (sDirection == true) { angle++; glutPostRedisplay(); Count++; cout << "angle " << angle << " count " << Count << endl; } else { glutPostRedisplay(NULL); } break; } } void OpenGLCallBackAnimation(void) { GLSettings0.PickObject = PickObject0; OpenGLInitialize(0, GLSettings0, 300, 150, 1000, 650, "window"); glutDisplayFunc(Display); glutMouseFunc(MouseButton); glutMotionFunc(OnMouseMotion); glutPassiveMotionFunc(PassiveMotion); glutKeyboardFunc(SpecialKey); //keyboard call glutMouseWheelFunc(OpenGLMouseWheel0); glutReshapeFunc(OpenGLReshape0); //glutTimerFunc(0, time_callback, 0); OpenGLPostprocessor(GLSettings0); }
  24. jbadams

    First Person Catcher!

    Interesting concept, it's always good to see someone trying to provide players with an experience that uses some different verbs than usual.
  25. So. Can you get the coordinates in world space ? Are these coordinates right ? Then you have most probably a matrix that can transform from the so-called model space to world space. If that's it, simply multiple your coordinates in world space by the invert of your matrix and that's it. From your first post it might be that you are tying to do something like this. And as such, try to use a math library (glm is well known for example, but there are many others). This will be simpler than asking to debug this invert matrix, which looks to be a copy / paste of some any licensed soft (not to name it).
  26. In my mind, code in an engine can be separated into two categories: 1. Custom code closely related to the game: the editor, level loading, saving, scene graph. People will keep re-writing these parts to make them fit their particular project, maybe forever. And let them do it. 2. General code that could easily be the same in every game: rendering, skeletal animation, lighting, physics, input, audio, model/texture loading. So what I propose is this: make things modular in such a way that everyone can have their own custom code (1), but have an easily plug-able code base of general code (2) to pick and choose from. What do y'all think?
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