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  2. vinterberg

    Game engine for a 10 years old

    Yes it does, and image loading/blitting and so on - you can even use DLLs to add stuff like sound etc.. Also there's several IDEs to choose from, it's really a good beginner environment for a young mind
  3. GoliathForge

    Change Animation in OpenGL

    I have absolutely zero experience with glut. Do you have the version that has glutKeyboardUpFunc and glutKeyboardFunc? This might be a good opportunity to build a real handler before moving on to graphics. http://www.swiftless.com/tutorials/opengl/keyboard.html looks like a standard approach within glut. The next option might be GetAsyncKeyState, part of the windows api, when you experience multiple keypress restrictions.
  4. Today
  5. Are you sure about point 3. ? In your code (and in all DXR samples) the table entry is: [ShaderID of HitGroup][LocalRootSignatureData] there are no individual ShaderIDs in table, just HitGroups IDs anyway thanks for clarification about LocalRootSignatures
  6. Magogan

    Did I really remake Minecraft?

    That is a stupid reason. There is no evidence or indication that I have used copyrighted material without the necessary permissions. If that is their reason, they would need to reject every online shop because product images and descriptions could be copyrighted material that are used without the necessary permissions. And why should a payment processing provider even care about that? Investing in games has a high risk, yes. But it is much easier to find an investor for that in the US or Asia than in Germany. It is still not easy, but in Germany it is more likely to win the lottery than to find an investor for a game.
  7. tamlam

    Change Animation in OpenGL

    I see a problem that although pressing key 1 time, the displayCube(void) runs many times. So, if we use the for loop inside the the displayCube(void) function, the loop will run many times. for examples, when I press 'w' key, i variable will run from 0 to 5 many times, it means all cubes will appear. When I delete the for loop, it may work. How can we avoid it? with still using for loop inside display() function.
  8. JohnnyCode

    Questions about C#

    MFC is obsolete and it is replaced by C# forms. The difficulty for using C# in games is that any library is first exposed by C++ and you need to build CLI layer to use it inside C# modules. C# as managed language runs over unmanaged C++ libraries as for OS resources (sockets for example), and has only basic types/operations included as isolated.
  9. Daid

    Did I really remake Minecraft?

    Those are the exceptions, not the general rule. As an investment, game development is pretty high risk. And for the casual observer, your screenshots look exactly like minecraft. As investors have to shift to a lot of proposals, they need to be impressed quickly. Not be reminded of something that exists already. And there is the risk that you used copyrighted materials, which is the most likely reason for the rejection. For the non-casual observer, I see things that look like a copy-cat of minecraft, and some enhancements on the concept. But nothing that screams to me.
  10. Psychopathetica

    Specular Lighting seems Backwards

    Ok guys. I solved it!!! Now due to the fact that there are tons of Specular lighting demos out there, a lot of em are just objects in a fixed position and NOT in a First Person Shooter style camera environment where you can move around and see it in action. With that said, there's a lot of misinformation on what to use. For example, do you use a uniform camera position? Or do you use a model matrix * uniform camera position? Or do you use a model matrix * view matrix * uniform camera position? Same thing with the objects position, the normals, and the light position. What do you use? Well....after playing around with it for 3 solid weeks, I finally got the correct ones you need. Note: Model Matrix is both Local and World Matrices multiplied into one matrix Object Position Object Position = vec3(Model Matrix * vec4(v_position, 1.0)); (where v_position is the position of the vertices of the object, not necessarily the object position) Camera Position Camera Position = uniform camera position (just the position you fed into the shader) Light Position Light Position = uniform light position (again, just the position you fed into the shader) Normals Normal = normalize(vec3(transpose(inverse(Model Matrix)) * vec4(v_normal, 0.0))) With this combination, I got it working flawlessly on any round objects, tubular objects, as well as flat surfaces on the correct side. Even has a decent shine! And yes my light direction is negative where my reflect method is like in all of the other tutorials. Why this information is not available like this is beyond me. Thanks for trying though =D
  11. tamlam

    Change Animation in OpenGL

    I have another problem below: If I press "w" there are 5 cubes will appear at the same time. How can I make 5 cubes in 5 times press the 'w' key? Would you please give comments. int countcube(0); bool presskey(false); void drawBox(int i) { glPushMatrix(); glTranslatef(i+0.5, i+0.5, 0.5); glColor3f(0.5,0.0, 1.5); glutWireCube(1); glPopMatrix(); } void displayCube(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ZERO); SetLight(); glPushMatrix(); for (int i(0); i < 5; i++) { drawBox(i); } glPopMatrix(); glutSwapBuffers(); } void keyCube(unsigned char key, int x, int y) { switch (key) { case 'w': if (presskey == true) { countcube++; glutPostRedisplay(); } else { } break; } }
  12. Magogan

    Did I really remake Minecraft?

    One word: Germany. People here apparently have no idea about technology. I recently created an account on a government website and had to print and sign the confirmation page and fax it to them. I then got a physical letter stating that my account is now active. I also have been asked multiple times whether my game contains violence. Why is that a problem? That's what the age ratings (USK etc.) are for!? Also, there is no way to get funding for game development outside of private investors. And there are almost no investors who invest in games in Germany, I guess no one told them that you can make billions with a single game. There are multiple programs that supply you with money when you start a company, and they have some example use cases like a hair dresser or a car repair shop. People here are stuck in the 1980s apparently. Some in the 1930s, especially in Saxony. Anyway, so you think it's not a problem that my game looks a little bit like Minecraft? But can and should I do more to distinguish it further?
  13. Alberth

    Need pathfinding idea feedback

    You asked how to store a 3d map in a 2d plane. I just answered that question. I think the main point to take away is that what the player thinks and sees can be different from what the code is actually doing. As long as you keep the illusion complete, he/she will believe anything you say. As to why, there can be technical reasons why one form is more preferred than another form. If you have a large 1D array like my first solution, "position" becomes a single number, rather than 3 numbers, which can be an advantage in coding. You say not all tiles will be reachable. That means you're currently wasting memory space while storing the map, the 3d array does have space for the full amount of tiles even if you don't use them. Depending on how irregular your map is, such waste may become significant enough to fix.
  14. Nypyren

    Questions about C#

    C# can be used for a wide variety of things, not just Forms. You can use it with Unity to make games. You can use it with ASP.Net Core to make web pages or web services. You can make command line tools. You can port to various other operating systems (not just Windows). There are a lot more things you can do with it than I could even list. It has the same sort of of variety you have with C++ (not exactly the same, but very flexible).
  15. Julie.chan

    Game engine for a 10 years old

    Mostly because the first post is talking about what the poster wants, not what the kid wants: And the only thing mentioned that the kid wants to do is make a board game. It looks to me like the kid just wants to make a board game (or perhaps multiple board games) and the poster is using this as an opportunity to introduce him to programming.
  16. Yes,you need to specify the name of your AnyHit shader for the AnyHitShaderImport member of the hit group desc in order to add alpha-testing. Local root signatures are associated with hit groups, so you need to share the same local RS between ClosestHit and AnyHit shaders within a hit group. When you have two shaders in your hit group, then the layout of your shader record goes like this: Shader identifier for ClosestHitShader Shader identifier for AnyHitShader All local RS parameters Yes, I believe the export names all need to be unique. But I'm not 100% sure on that By the way, if you want to see an example of alpha testing working in DXR you can check out my simple path tracer. You can find the code for setting up the state object here.
  17. Sorry for being vague. I have an object on screen and as I click on one of its faces, I need to get the exact coordinates in model space of the point laying below the mouse cursor.
  18. Yesterday
  19. _Silence_

    Did I really remake Minecraft?

    It looks to have the same appearance, right. But this is weird providers refused your game to my opinion. Many games were looking like Doom. Many games were looking like Unreal (and were actually using its engine). Many games are now using the Disney lighting model. For me a look is not a game. Also there was a trend some times ago telling that most games will go Minecraft way (I'm not talking about if this is fallacious or not). So they might do it only to protect themselves.
  20. fleabay

    Game engine for a 10 years old

    I've read the thread and I can't figure out why you said this.
  21. I might have understood you badly but to my opinion this does not make sense to pick the model in local coordinates. Do you want to pick a face or a mesh of an already selected / known model / object ?
  22. Hello, I need to pick the model (local coordinates) when I click on an object on screen. I'm using the following code to get the world coordinates: glLoadIdentity(); // Resets The Matrix glGetDoublev(GL_MODELVIEW_MATRIX, mv); glGetDoublev(GL_PROJECTION_MATRIX, proj); glGetIntegerv(GL_VIEWPORT, vp); glReadPixels(xPos, viewport[3] - yPos, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &wz); gluUnProject(xPos, viewport[3] - yPos, wz, mv, proj, vp, &cx, &cy, &cz); Point P(cx, cy, cz); P does hold the correct world coordinates values. Now at this point, in order to get the model local coordinates, I thought I could simply multiply the point P by the inverse of the modelview matrix (mv), but the calculations that come out are all wrong. Is this the correct approach or am I mistaken about this last point (world to local transformation)? I am attaching also the routine used to calculate the matrix inverse... Thanks for any hint! bool GLWorld::gluInvertMatrix(const double m[16], double invOut[16]) { double inv[16], det; int i; inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10]; inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10]; inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9]; inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9]; inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10]; inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10]; inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9]; inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9]; inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6]; inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6]; inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5]; inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5]; inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6]; inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6]; inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5]; inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5]; det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]; if (det == 0) return false; det = 1.0 / det; for (i = 0; i < 16; i++) invOut[i] = inv[i] * det; return true; }
  23. pathfinding

    Need pathfinding idea feedback

    Doesn't this seem more complicated than just using three separate array indexes? int[z][x][y] = new int[3][6000][6000]; seems way more straightforward and would end up being the same amount of tiles anyway. Why not just use this instead?
  24. Hello, So I have been programming with C++ for 2.5 years now. I have been interested in checking out C# for fun. My question is pretty simple. Does C# use a form typically for their games? The simple game examples I have watched on YouTube reminds me A LOT of Visual Basic. Was this just an easy way to show you C#? Or using the form is a big part of C#? Or is it nothing more than using something like MFC and completely irrelevant to making games? Thanks
  25. UNITY PROGRAMMERWe are looking for Unity Programmers. You will be working with our programming team Lead to implement mechanics & features using C#Your Responsibilities will include:1. Attending team meetings.2. completion of implementation of assets.3. Direct contact with Project Lead and other project Leads4. Utilization of GitLabREQUIREMENTSAlso, The following requirements apply:1. Clear communication2. Ability to Successfully complete tasks3. Comfortable with working with people remotely and via GitLab & Discord4. At *least* 10 hours of availability each week.5. Experience using the Unity Game Engine.6. Experience implementing assets into the Unity Game Engine. 7. Be friendly and chillIf interested email us at data7games@gmail.com
  26. Julie.chan

    Game engine for a 10 years old

    Godot Engine is usually what I suggest for serious developers. It sounds to me like your kid isn't too terribly serious about this, so I'd recommend something simple like GDevelop. One more possibility I just thought of: Game Editor. Not the best engine in the world by a longshot, but I've used it before and it's pretty decent for a beginner.
  27. Hi, everyone is telling me that my game looks like Minecraft. It got to the point where it has real consequences, like a payment processing provider rejected me because the game looks to similar to other games (they probably meant Minecraft). I'm not kidding, that's the reason they gave me when I asked. Am I doing anything wrong? I already tried to focus my marketing efforts on the stuff that is not like Minecraft, like... well... basically everything except for the cubes. And even they are smaller. My website, if you want to have a look (not finished, most images are placeholders): https://cubeuniverse.net What else can I do? Also, can someone recommend a good payment processing provider? I'd like to have PayPal, SEPA Direct Debit, Credit Cards, Sofort (bank transfer) and Paysafecard. Cheers, Christopher
  28. Acharis

    Game engine for a 10 years old

    I see no one endorsed Godot. Is it because it's too diffucult for a 10 years old or some other reasons? LOL :) BTW, have you used it? Also, does it have some graphical capabilities (draw line, draw image, etc) as old Basics had?
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