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  2. GoliathForge

    hex grid

    Hello friends...Everyone be cool. To fight among ourselves, could quite possibly have been the secret goal. (evil master mind, never know) This I know though, is my fault. I think I had selfish reasons. Being fully aware of the history here, I assumed it would be fair game to try to better myself with these tiny puzzles. Write out some psudo logic and have a fine time. There is a different agenda here clearly than trying to stay focused in the moment. Lesson learned. Apologies. Will not happen again.
  3. fleabay

    hex grid

    And when it comes to that I have the mentality of... and I'm grateful for the help.
  4. Lactose

    hex grid

    And answer questions on forums such as these.
  5. fleabay

    hex grid

    I do acknowledge that people know more than me in a certain area ( the area we are talking about and that you quoted me as such is general programming.) Those people write books and make tutorials. You learn general programming from books and tutorials (and searching) and then if you have problems that aren't easily solved and can't figure out a solution, then by all means, seek help.
  6. Lactose

    hex grid

    I strongly disagree. Asking for help is not a shameful mindset, it's acknowledging that other people know more than you in a certain area. It's an awesome way to learn more. It's not always the best approach, but it's certainly valid in many, many situations. I ask about various programming bits and pieces all the time. I have the luxury of working in development, so I have easy access to people I can ask. Others might not be as lucky. Asking for help does not mean not doing any research on your own. I do both. As do most people, I would guess. Like I said, for me it's more the part where one ignores advice, questions or suggestions and keeps on expecting handouts to every single little problem it becomes an issue. At some point, one needs to get past that level.
  7. Today
  8. Daniel Ricci

    hex grid

    I highly doubt that taking code from the net and pasting it as a solution to your problem promotes you to an order of magnitude higher in intelligence. From what I can see you have two downvotes which hardly matters. Furthermore you are lucky that GD is not like StackOverflow because your questions and style of programming would be destroyed within a matter of minutes. On the positive side I am happy that a quick google search was able to solve your problem for you, hopefully you have learned a valuable lesson the next time you ask questions without doing your due diligence. If you work at a programming company and go run to a colleague every time you hit a road block you will not hold that job for very long. And even if you are not programming on a serious note be aware that people such as myself spend most of our time programming so we do take these things seriously. If you are going to ask us questions then be aware that we expect a certain level of professionalism and curtesy on your part or you should not be posting at all.
  9. Josheir

    Hill Data is Strange to me

    I want to say the X and Z are two units, but really I think the image would look the same with lower height, except as mentioned it appears to be rotated. Josheir
  10. fleabay

    hex grid

    It should also not be par for the course and continuously met with open arms. Also I said 'almost' shameful and refers to a mindset. Some people seem to enjoy seeking help for general programming and that is not good.
  11. Lactose

    hex grid

    Asking for help is not shameful, and should not be even hinted as being so. That said, doing a bit of research on your own, and paying attention to advice that's been given to you for almost a decade should, at some point, be viewed as a requirement.
  12. Josheir

    Hill Data is Strange to me

    Looking at this it appears to be uncentered, like it's been turned counter clockwise around the Y axis. Or said another way, it appears to have been turned because the image's base is not square to the X axis. Maybe it was turned so we can view it?
  13. fleabay

    hex grid

    You learn far more from searching for answers and solving problems yourself. The people that think they are helping you are doing you a disservice. Seeking help for general programming should be a last resort and almost regarded as a badge of shame "I HAVE FAILED TO ( LEARN THIS / FIGURE THIS OUT ) PLEASE HELP ME" and not a "hey guys I'm trying to do this, is this ok?" mentality.
  14. I think I commented on your other related thread, so I'll try chipping in here as well. First, if you haven't already, you might find it useful to watch portions of the video you posted at reduced speed, or step by step (',' and '.' keys on YouTube, as of this writing at least). By doing so I noticed a few things: - The falling of items is 'staggered', by which I mean that an item falls, and then the item above it starts falling a bit later, rather than all items falling at exactly the same time. - The items seem to fall with simple acceleration, or close to it. - When the items reach their new positions, a tight spring effect is applied, starting with a downward motion consistent with the item's previous velocity. The next part just represents my personal inclinations. Others may recommend a different approach. Because the behavior involves physics, it might be tempting to try to leverage Unity's physics system to implement item behavior. If it were my project though, I'd probably use analytic rather than numerical/iterative solutions, because the physics is (probably) simple enough to lend itself to that, and using analytic solutions may have some advantages. For example, you can easily determine in advance how long the animations will take, and you don't have to worry about any of the vagaries of iterative physics simulation (not that there would necessarily be any issues with something this simple). The falling behavior can be implemented easily with so-called SUVAT equations. The spring is a little trickier. I've done that sort of thing before - I don't remember exactly how I did it, but I think I decided that a sine-wave-based animation with steadily decreasing amplitude was close enough (the initial amplitude was based on the item's ending velocity to effect a smooth transition between the falling and spring animations). For simplicity's sake, you could start by implementing the falling behavior using analytic equations, as that part should be pretty easy, and then tackle the spring animation subsequent to that. (Another possibility would be to do the falling animation analytically and the spring animation iteratively, if that seems easier.)
  15. Yeah. A few years back I wrote an entire Real Time Strategy game in DirectX 9, which is almost my age. Thank you!
  16. 8Observer8

    bug invaders

    I solved my task that I showed in my flowchart above. You can run my solution in sandbox. I wrote it in TypeScript + Unit Tests in Jasmine. Try to rewrite it in C#. Collisions.spec.ts Collisions.ts Point.ts Rectangle.ts Shape.ts
  17. This sounds awesome and the production quality of the game itself looks real smooth. I'd love to be a part of this! I enjoy studying languages, which has given me a range of different inflections and cadences to use for gibberish; I have also taken voice in University which gives me an ability to produce different vocal textures and timbres. Let me take some characters and make them my own! I have my own small studio set up here and can even add effects if desired.
  18. phil67rpg

    bug invaders

    yes
  19. I'm a total beginner with Directx/3D programming. I need help with implementing hardware instancing on Directx 11. I'm trying to render multiple cubes on the screen, to create some sort of Minecraft-esque voxel engine. The problem is, I don't know where to start to achieve this. This is how my "render frame" function looks: void RenderFrame(void) { D3DXMATRIX matView, matProjection; D3DXMATRIX matFinal; // create a view matrix D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 9.0f, 24.0f), // the camera position &D3DXVECTOR3(0.0f, 0.0f, 0.0f), // the look-at position &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // the up direction // create a projection matrix D3DXMatrixPerspectiveFovLH(&matProjection, (FLOAT)D3DXToRadian(45), // field of view (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio 1.0f, // near view-plane 100.0f); // far view-plane // create the final transform matFinal = matView * matProjection; // clear the back buffer to a deep blue devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f)); // clear the depth buffer devcon->ClearDepthStencilView(zbuffer, D3D11_CLEAR_DEPTH, 1.0f, 0); // select which vertex buffer to display UINT stride = sizeof(VERTEX); UINT offset = 0; devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0); // select which primtive type we are using devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // draw the Hypercraft devcon->UpdateSubresource(pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(24, 0, 0); // switch the back buffer and the front buffer swapchain->Present(0, 0); } Notice that there's a single vertex buffer containing the verteces of a cube, and index buffer containing its indeces. I want to render many (5000+) cubes on the screen at once on a single draw call, without performance issues, so I know instancing is the way to go, but I don't know how to implement it in my code. What changes do I need to do to my code in order to display multiple instances of the cube? Thanks in advance!
  20. phil67rpg

    hex grid

    well thanks for all the downvotes, you guys suck I am trying to do a new game and all get is downvotes, I might stop posting because I can solve problems all by myself.
  21. oh the old rastertek turorials, I loved them as they provided a lot of basic suggestions and ideas for terrain rendering... Anyway, here's you rendering issue: srvDesc.Texture2D.MipLevels = -1; which means 4294967294 mips setted in the SRV. If you want create a SRV for a texture without mips, just put 0. And now more serious things you need to fix: _m128 (aka SIMD registry vectors) need to be 16-byte aligned. Since SIMD performance is not you first goal (at least I guess this), I strongly suggest you to not use _m128 derived types (like XMMATRIX and XMVECTOR are by default), but more simple and beginner-reliable float[] structures (you can turn off SIMD implementation in DirectXMath using _XM_NO_INTRINSICS_ macro, otherwise switch to XMFLOAT4, XMFLOAT4x4 etc..).
  22. turnera

    Tech Tycoon

    Tech Tycoon is an isometric business management game based off of my experience in the IT and Customer Service industry.Every customer that comes through the door is unique, and will require a well-suited employee to get the job done properly and maximize profit. Badges and AttributesOur Badges and Attributes system is how we make every person, whether employee or customer, in the world of Tech Tycoon feel unique.AttributesAttributes are on a scale of 1 to 10, and work in the same way stats work in RPGs. An example attribute in Tech Tycoon for an employee is 'Customer Service'. Which affects service quality, dialogue, tip amount, and more!Badges Badges are binary. Either you have it, or you don't. Currently there are 17 implemented badges, with 36 total planned badges.Like attributes, both customers and employees can have badges. Some will have no badge, some will have 3+. Some badges are good, some are bad.An example badge for a customer is 'Entitled'. Which increases the chance that a customer will leave a review. Oh yea, reviews!ReviewsReviews are generated based off of the interaction between the customer and the employee. The chances of a review being generated are increased if the interaction was extreme. Meaning, that a mediocre employee won't get as many reviews as a really good one, or a really bad one.Also, reviews affect traffic! If you want a lot of customers you better be sure to have at least a 4 star average review rating!
  23. Hello. I'm pretty new in Unity and I wonder how and what should I use in Unity to create smooth and physics-like tile moving in my match-3 game? This is example of game, where tile movements are most attractive for me
  24. swiftcoder

    Is references to other products allowed?

    Insomniac and Microsoft also have the benefit of in-house legal teams, which puts them on a somewhat different footing to an indie developer. They can have experienced IP lawyers perform a risk analysis on those references, and they have already factored a certain overhead for legal costs into their budgeting.
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