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  2. fleabay

    Hill Data is Strange to me

    That's not correct. The top right diagonal and bottom left diagonal would need to be flipped for that result.
  3. RoKabium Games


    Images & screenshots from "Something Ate My Alien" game by RoKabium Games.
  4. Is it possible to implement bitwise OR blending between colors using a custom BlendState? This, of course, implies that writing to a render target that is then sampled to perform the calculations in the pixel shader is out of the question. In my case each RGB component is a bit field and I only need to set one bit at a time. Alpha can be whatever. So for example, if I want to set bit 3 (2^3) of red component in back buffer I would return this in the pixel shader: return float4(8, 0, 0, 1); The expected behaviour is that if bit 3 in red component is already 1 then nothing will change, but if it is 0 then it will be set to 1.
  5. WhiteBoxGaming


    This is a cross platform game. Your data is stored in our cloud so you can switch between devices and never loose progress. We support: PC, Mac, Linux and Droid. The desktop versions are still in development, finishing up the IAP for paypal but Android version is live in the Google Play Store. We hope to make enough from cosmetic sales to purchase a IOS license and port to IOS as well. Google Play: https://play.google.com/store/apps/details?id=com.WhiteBoxGaming.Bugology Video: https://youtu.be/QEzrI9lQyjs Welcome any feedback
  6. Today
  7. Yes, my main point was mostly that what you see as "often" may not be so often from a computer point of view, running at a few GHz. Before considering more complicated schemes like pre-construction or object pooling, I'd first try the simplest approach. If that works, you're done. If it doesn't work, measure where your performance problem is, and fix it. In about 9999 of the 10000 times, our guess of where a problem is, is just dead wrong. Avoid wasting time on solving problems that don't even exist.
  8. nemanjab17

    Motion builder global rotations

    Thank you @Fulcrum.013! It's as i was thinking. Thank you for the clarification, it makes perfect sence.
  9. Hello everybody, thanks for all your answers and sorry for the late reply, i've been very busy lately. I was able to clean the code and simplify the pixel shader, the problem is still there (new screenshot) and i still can't find a solution. I'll keep you updated with any progress, i attached a zip file with the source just in case thanks again! D3D11_MD5_MODEL_LOADER.zip
  10. WrenchCrowbar

    'Neuronica' Space shooter: asking for your feedback.

    Heya Lorenzo, First of all, thank you for continued testing of our new builds and helping us with your feedback. Your efforts are greatly appreciated. I made a little stream about build 22 with some comments: As to your comments that the ship is slow and unresponsive: Please take into consideration there will be more powerful engines (and weapons) available as upgrades within the game so you will not start with the best option for now. Kind regards, Wrench
  11. AlphaDogWare

    Flip It Games

    Free flip cup game expanded with more objects to flip and an engaging epic story mode and augmented reality.
  12. I'd say (Dislaimer: I am not a lawyer. This is not legal advice.), the pixel art you are linking to is mostly 'legally distinct' from the original. But it's probably better to change the letter on the hat and the color. Especially colors are a tricky thing. Choose something similar but never the original color. But you should ask a lawyer about that. There are probably different laws in nearly every country.
  13. No, any reference without licensing is not allowed. Even when it's remotely recognizable like the pipes and art in flappy bird were too much mario inspired. Nintendo jumped on it as soon as it picked up by a larger amount of people and caught enough attention.
  14. Say that I am making a game where you can wear hats, is it allowed to have hats and masks etc in the game that refers to other products? Such as a mario and luigi hat (red hat with a m on it etc) and a helmet from bubba fett from star wars etc? I have noticed that Dino Run have these for example: https://dinorun.fandom.com/wiki/Hats I am unsure what the legal procedure is around this though if any? I doubt that Dino Run developers have sought rights from nintendo and lucas arts?
  15. I'd like to share my HTN planner written in C#, and based around the builder pattern. For now it's code-only, but I plan on building a toolset for it with serialization. https://github.com/ptrefall/fluid-hierarchical-task-network It's based primarily on Troy Humphrey's work, but I also used HTN planning professionally when working on Rust's tactical combative AI in the past. Fluid HTN is a newly written library based on everything I learned using HTN in practice. My implementation supports partial plans and domain splicing, and is very easy to extend with new decomposition rules, like Random Select or Utility Select. Hopefully someone can find it useful. Any criticism or input for improvement is appreciated. - Pål
  16. I know that framebuffer objects can attach multiple render targets for rendering at once, but when do we need multiple fbos?
  17. Thanks @SyncViews for your input. Very good points. I think you nailed it with "Probably practically two games code wise." Like two systems: A dynamic one (Combat and other Live-Interactions) that needs updates/a connection in realtime and a more "static" one that isn't (time-)critical to other players perception of the gameworld.
  18. 8Observer8

    bug invaders

    Maybe my flowchart will be useful here. https://drakonhub.com/ide/doc/8observer8/14
  19. AticAtac

    Godot or not?

    "Issue #1" was also for me the reason to go away from Unity to Godot. I like the simplicity of Godot (just 1 file and no internet connection or other overheads needed). Until now (i am porting my game from MadeWithMarmalade) everything goes fine in Godot and I hadn't any showstopper.
  20. GoliathForge

    bug invaders

    What I think is good here, to keep using the words to the best of our ability. When we hear the right thing over and over, maybe we start to think these on our own. One day.
  21. intenscia

    Unity Mod Browser & Manager Video Tutorial

    We've added a video showing how easy it is to get mods installing in a Unity game using mod.io. Watch it on Youtube: Available on the Unity Asset Store. Test API Key: 2f5a33fc9c1786d231ff60e2227fad03 Test Game ID: 171 Any questions join us on Discord.
  22. wurstbrot

    Hill Data is Strange to me

    As long as you don't do some sort of height interpolation/smoothing, no.
  23. Gnollrunner

    Hill Data is Strange to me

    Yeah I was kind of thinking that too, but then I thought maybe there are other vertexes that are supposed to be higher also.
  24. wurstbrot

    Hill Data is Strange to me

    What exactly looks strange to you? Assuming that the thick point in the center is the only point with elevation, the result looks perfectly correct and according to the diagram to me.
  25. Tape_Worm

    Editor v3

    So, the radio silence is now over, at least for this post. I’ve been toiling away on creating an editor for Gorgon so people can edit sprites, and images (somewhat). A little about the editor The editor is similar to the one in v2 in that it is completely plug in driven. That is, almost all functionality is based on plug ins, and without any plug ins the editor is nothing more than a file manager. The advantage of this is that end users can write their own plug ins for their own content. For example, if you’re making a game that uses a tile map, you’ll likely want a tile map editor. Instead of writing your own full fledged editor, and trying to make it work with the Gorgon file system, you could write a plug in for the Gorgon editor that allows you to create tile maps. All file system manipulation is taken care of, and with default plug ins, even sprite creation and image handling is all in the same place as your tile editor. Where this version differs from 2.0 is … well, pretty much everything else. The previous incarnation opened up a packed file and copied the contents to a temp folder, and when you worked on the content, it’d alter the file in the temp directory. When you saved the project, it’d repack the file with the updated content. This has proven to be less than performant. The new editor works more like Unity now, in that you pick a folder on your hard drive and you use that for editing your content. The folder is no longer temporary, so you can use it directly in your applications, or, should you want a packed file, you can export it as a packed file using the Gorgon packed file format (a plug in, a developer could create one that writes zip files if they so choose). You can also import packed files using the default plug ins for the Gorgon packed file format, or zip files. Plug ins Obviously, the editor is useless without plug ins. So, Gorgon (as of this writing) comes with 2 plug ins out of the box. The image editor, and the sprite editor. As time and energy allow, more will be added as development continues. Image Editor The image editor, with a volume texture loaded. It even has a volume rendering preview.The image editor is a bit of a misnomer. You don’t actually paint on the image/texture like you would in Paint.Net or Photoshop. It’s mostly a viewer, but there is some editing functionality like changing the image type, image format, updating array slices, mip levels and, if you have a 3D (volume) texture: depth slices. As you can see in the screenshot above, there’s a volume texture loaded with Perlin noise (and some alterations done by me – that’s the black line) with a nifty volume rendering preview to show how the texture will look. I’ve yet to see any image editor handle volume textures, so this is particularly handy. Adding array index data, mip data, and depth data is easily done by dragging an image into the image area on the screen. You can drag from the file explorer on the right hand side, or you can drag from Windows Explorer. If you have a texture cube, it will even change the view to the typical cross format and you can drop an image into each face, and it will also support multiple image cubes in the same texture (by having an array count that is a multiple of 6). If you want to edit the image data (i.e. paint some pixels), then Gorgon will take the current array index/mip level/depth slice and export it as a PNG file and load it into the editor associated with PNG files. When you are done editing, the image will automatically update in the editor. When images are imported into the editor, they are converted to DDS format. Why? Well: DDS is a ubiquitous format and has been around forever and designed for textures exclusively. It supports every texel format. It supports DXt compression – This is very useful when you have a lot of image data to load into the GPU. And it’s just easier to deal with one file format instead of trying to guess which format should be used when loading/saving image data. Now, with that said, images imported into the editor will be converted from their native format into DDS. So you can import any image file format supported by Gorgon, and, of course, by any image codec plug in you supply (this is supported, but no image codec plug in management is available in the editor yet – soon). Sprite Editor The sprite editor.The sprite editor allows you to clip out sprites from image/texture files and save those clipping coordinates, and other metadata into a file that can be read back and used. This saves a lot of grief if you’re trying to build up a bunch of sprites by not having to copy them out by hand. Sprites can be clipped in the usual way by dragging and resizing a rectangle around on the screen. And if you need pixel level accuracy, you can bring up the Manual Input window and enter the coordinates in by hand. You can also clip sprites by using a fixed size selection rectangle. But, you’re not limited to just drawing a rectangle to get at your sprite data. You can also use the sprite picker to click on a sprite in the image, and the sprite editor will do its best to determine the bounds for that sprite and surround it with a tight fitting rectangle. Or, if you want some spacing, you can also pad the rectangle by a specified number of pixels. The picker works by using a masking color/alpha value as means to locate the boundaries. When you click on the sprite it starts sampling the image in multiple directions and if it hits the masking color/alpha value, it stops and takes that as a minimum/maximum bound area. It then continues this process until the full extents are found (it’s basically a dumb flood fill). This masking color/alpha value can be modified by the user. Sprites can also have their corners (vertices) moved independently to allow skewing of the sprite using a corner offset editor. Other functions like altering the sprite color (or individual sprite corner/vertex color), and anchor point editing are also available. And the texture wrapping functionality changes the view to show what each wrapping mode along the X and Y axes would look like, and allows you to apply wrapping to the sprite (be aware though, that if you’re using a texture atlas, then the results will differ from the editor view). Sprites can also be imported into the editor like images, and by using plug ins, external formats can be loaded and converted into the Gorgon sprite file format. Currently this import process supports Gorgon v1, v2 and v3 sprite files. What’s next Well, there’s a few things that need to go in. Such as plug in management support for sprites and images so users can bring in other formats not supported natively by Gorgon. Also, a tool to clip multiple sprites from a texture atlas using a grid, and a sprite atlas creation utility. Ideally, I’d like to have a Font editor and Animation editor in there. But those will take some time to get off the ground. And the Animation editor is higher priority for me, so that one would be tackled first. Anyway, that’s it. The most current commits on the v3.0 branch on Github have the updated editor code, so feel free to check it out. And report any bugs you find on the Github issues page. View the full article
  26. Gnollrunner

    Hill Data is Strange to me

    Can you just put it in wire frame?
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