# All Activity

1. Past hour
2. ## For loop error in Display Function

Thanks so much for great comments. Let me clarify more. In the real code, I want to roll the cube in different direction within x_axis and y_axis. //cube.cubeCenter[0] = (x0, y0, 0); and true for rolling aside with x_axis //cube.cubeCenter[1] = (x1, y1, 0); and true for rolling aside with x_axis //cube.cubeCenter[2] = (x2, y2, 0); and false for rolling aside with y_axis //..... for (int i = 0; i < cube.cubeCenter.size(); i++) { if(cube.cubeCenter[i]==true){ //means that it rolls along x_axis //SDirection = true; // in order to increase angle value; } } When I check boolean cube.cubeCenter, sometimes it is true, sometimes it's false due to rolling along x_axis or y_axis. I think it is the right boolean condition. You are right with the error with a condition for Count. It should be: // if (cube.cubeCenter[i] == true){ //rolling along X_axis SDirection = true; if (Count <= 90){ ...... //do X_axis rolling // in order to increase angle value }else{ angle = 0; Count = 0; } }else{ // means: cube.cubeCenter[i] == false //rolling along Y_axis SDirection = false; if (Count <= 90){ ...... //do Y_axis rolling }else{ angle = 0; Count = 0; } } This is also my misunderstanding. Whenever the program runs, the Display() will run the same time with SpecialKey function. As a result, all cubes will appear without rolling. When pressing the 'r' key, it starts to roll for all cubes. Currently, I am trying to do that. But don't know why the program does not stop in if (cube.cubeCenter == true) condition to roll the cube before moving to the next cube. When I set a breakpoint like if (cube.cubeCenter == true) => print rolling x_axis, else {print rolling y_axis}, they are right with the condition.
3. Today
4. ## [Artist & Writer needed] Story-Based 2D-Adventure (New Project)

Hey guys, Sounds like a fun idea, I could actually fill in both of those positions, I'm looking for a side project to do to break up work a little bit (I work as a 3D animator), and this looks like a fun project to be in! My online website (I've also attached my 2D portfolio as well) : https://www.artstation.com/insigma Unfortunately I don't really have any finished writing stuff that I can show you, they all exists within pitch documents and unfinished game productions. But I'd be more than happy to do some sort of a writing test if that suits you guys? Let me know! Contact me on: jcpunkhead@gmail.com Cheers, Jackie Jackie_Cai_Portfolio_2019.pdf
5. ## Looking for all skills for my on-going MMORPG project

Hi! I am sound designer and foley artist, currently on BSc in Audio and Recording Tech. If you are looking for and audio person I would love to help you with the project. The link to my portfolio is in my profile / signature
6. ## Self managed object, bad practice in C++?

To me, language has very little to do with this but rather this sort of hierarchy becomes a facet of the single responsibility principle. The keyframe should do what its name implies - store information about some properties. It is owned by the track, whose responsibility is to store some duration and a number of keyframes. Hence the track should remove or add keyframes. Copying keyframes from one track to another should be done by whatever structure you have that manages the tracks. If your keyframe has access to/knowledge of the track, the two become interdependent, which unnecessarily complicates the entire architecture.
7. ## Game initialization.

Correct me if i am wrong because i am not an expert, but this is only the case if they where actually constructed in a specific run, right ? I mean, it may be the case that a piece of code declaring a static variable (edit: outside of main) might not be executed because it was never reached. But if it was executed, then the static stuff will live until the program terminates. Correct ?
8. ## Game initialization.

Um, yes it does. In C++, static variables guaranteed to survive past the end of main. That is how the language works, and there's nothing you can do about it. You might be thinking about cases where you set the static variable to some harmless dummy value, such as nullptr for pointers, at the end of main. You can of course do that, but that doesn't change the essential fact that the variable itself has a lifetime that extends beyond main. It also requires knowing where all of your static variables are, which can break encapsulation and/or require writing extra boiler-plate code, especially for function-static variables.

10. ## Best places to "market" my VR game

Marketing question. Moving to Business forum. See some of the other marketing threads on this forum.
11. ## Story writer for a mind bending VR puzzle game.

Seeking a game writer for a VR game. Need free work during the initial demo phase for a publisher or Kick Starter presentation to seek funding. The position will become paid, post funding. Will need to sign NDA for final plot characteristics. We will only build the game if there is funding to support that. Applicants Please should include A short story Links/references to previously completed writings or training. Any other abilities that will help/support a game dev team. Send it to Game.Dev@Live.com Short story parameters: Someone is solving a puzzle box. Why? How did it start? 500-1000 words DO NOT FINISH the story, leave it a mystery. Make me wish I had the rest of the story. 1st person perspective, can use narrator to provide outsider knowledge. Something about the puzzle box disobeys known physics. Could be magic, or sci-fi, but you don't need to explain it. NOT HORROR. Exceptions of Cerebral Horror. The game is intended to be a mind bender. NO CONCEPT ART, NO PLOT POINTS. There are key elements behind the NDA that will undoubtedly change these. TEAM: Dan Violet Sagmiller - Industry Vet, published author on Unity/AI, MVP, advanced speaker Nick A. - Senior Programmer ????? - Writer Xtrodinaire ????? - Modeller/Artist ????? - Audio Designer ????? - Level/Puzzle Designer (3D) ????? - Lighting/Effects Engineer.
12. ## Quaternion to Euler very imprecise

I'll repeat myself and say that I'm skeptical that Euler-angle conversions are handedness-aware. I just mention this in case you're somehow confusing handedness with axis order (which would be easy to do, since both of these conventions can vary from source to source). As an exercise, it might be interesting to try writing left- and right-handed versions of the same conversion function and see how they differ. That might provide some insight as to whether handedness is actually a factor.
13. ## Quaternion to Euler very imprecise

I finally got the left handed version working: void Quaternion::ToEulerAngles(float* X, float* Y, float* Z) const { const float SingularityTest = (x * w) - (y * z); if (SingularityTest > 0.4999995f) { *Y = 2.0f * atan2(y, x); *X = CMath::HALF_PI; *Z = 0.0f; } else if (SingularityTest < -0.4999995f) { *Y = -2.0f * atan2(y, x); *X = -CMath::HALF_PI; *Z = 0.0f; } else { *Y = atan2(2.0f * w * y + 2.0f * x * z, 1.0f - 2.0f * (x * x + y * y)); *X = asin(2.0f * SingularityTest); *Z = atan2(2.0f * w * z + 2.0f * x * y, 1.0f - 2.0f * (x * x + z * z)); } }
14. ## Quaternion to Euler very imprecise

Just out of curiosity, what leads you to believe it's due to handedness and not (as you originally surmised) axis order? (I ask because, as far as I know at least, Euler-angle conversions are usually agnostic with respect to handedness, whereas axis order does in fact matter.)
15. Yesterday
16. ## Best places to "market" my VR game

I just published my Oculus Rift game recently. I announced it on this forum to get some developer based feedback. I would now like to find some good places to gain some traction with "normal" VR consumers. ( People who are not gamedevs ) I was wondering if someone is aware of some nice places to gain some users for my game. PS: This is not a commercial project. I'm just looking to enlarge my user base.
17. ## Free music and sound design for your projects.

Hello! It is still difficult for me to call myself a sound designer since for the time being there are only tracks in the portfolio) Me with my partner write tracks for games and do it for free, and then we put them under the CC license so that others can use them calmly. I would really like to hear at least a couple of words of interaction from you gamedev and I would be very happy if someone our creative work is useful. Naturally, our goal is to fully sound the games, and maybe something else. So if you have any suggestions for cooperation, welcome!) Here is our website for now if someone is interested to listen. Rage-zone I hope you do not think for advertising. Our goal is not the same.
18. ## What are the requirements for creating a original game

This is exactly what I needed I appreciate all the advice from everyone who commented. I'm sorry I couldn't respond as soon as possible about the specifics of my question.
19. ## Professional Game Developer Looking To Build Up Team For Cool Game Idea

Hi, i am composer and sound designer. Intrested in your progect. My portfolio in profile. Lets start)
20. ## Quaternion to Euler very imprecise

Looks like in reality it's an handedness problem, I'm in left handed, my FromEuler is in left handed and the ToEuler is in right handed. The calculation from this website is in right handed.
21. ## C# constructor explanation

Oh! Ok! Thanks! I've seen this before in Java where you have to insert certain variables into the "super" of a class. Okay, I completely understand now. Thank you. I guess because I've never looked at the Plugin class before for DarkRift that, I never saw that. Definitely want to take a look at that now just so I can see how Plugin's really work and what that parameter is for.
22. ## C# constructor explanation

When one class derives from another, the derived class's constructors are required to call one of the base class's constructors (unless there is a parameterless constructor, in which case that will be called implicitly if you don't specify a base constructor to call). The ' : base(parameters) ' is calling the base class' constructor. Other languages have this as well. All OOP languages I've used have slightly different syntax to do this. Java has "super". C++ has initializer lists which can both initialize members and call base class constructors.
23. ## C# constructor explanation

Okay, so I know what Object Parent to Child Inheritance is but, can someone explain to me what's going on in this constructor of this class? using System; using DarkRift.Server; public class PluginExample : Plugin { public override bool ThreadSafe => false; public override Version Version => new Version(1, 0, 0); public PluginExample(PluginLoadData pluginLoadData) : base(pluginLoadData) { } } This is an example plugin I created with DarkRift Networking. I know that the class is extending the Plugin class (Meaning that the PluginExample class is a child of the Plugin class and that Plugin class is the parent class.) but, what I was trying to figure out was, what's going on with the constructor for the class? public PluginExample(PluginLoadData pluginLoadData) : base(pluginLoadData) { } I've never seen a constructor like this with other languages so I was wondering if this was a C# thing. I still got my code to work however, I was wondering what this may be exactly so perhaps I can use it to my advantage. It may be something that's only with DarkRift? Any explanation?
24. ## Quaternion to Euler very imprecise

Apparently the issue was the FromEuler function, using the Quaternion From Euler from the same website all works good: https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm I think the order was an issue from the two functions yes, a conflict of convention in the maths.
25. ## What framework or engine should I choose?

Thank you! I will try it.
26. ## Game initialization.

Using static variables doesn't imply that they must have a lifetime longer than main.
27. ## Texture/Material issue in Unity

Try removing the old 3D model and then re-importing it. Also, try exporting your 3D model as an .fbx file.

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