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  2. Shaarigan

    Should an object know how to parse/populate itself?

    Objects should never now how they are taken from/placed into memory. Each object has an atomic reason for existence and should only care about that. You will usually have multilayer solution for loading/saving game data. Resource Manager checks its caches if the object already exists, otherwise starts the chain to get it You'll have a file anywhere that handles the objects prototype, Resource Manager locates that Each file format needs a protocol that tells the object manager / a loader how to get the contents out of the file. A texture for example can be BMP, JPG or PNG formatted so anyone needs to choose the correct protocoll/ file schema If plain data is in memory then you could start copying the prototype to instances as requested Same is true for saving those objects Savegame Manager (for example) collects the necessary data to make a savegame Each object is pushed through a serializer and written into a stream Here it is getting tricky: - Either you have a defined serializer for each object - or - you have a generalized serializer and some kind of RTTI system The stream is saved to disk
  3. Hello, i´m developing a little console rpg with c++. My problem: I use the following object hierarchy in my project: Parsable -> Entity -> Player/Enemy (Player and Enemy inherit from Entity, Entity inherits from Parsable) Parsable -> Item -> Weapon/Armor/Material/Consumable (Weapon/Armor/Material/Consumable inherit from Item, Item inherits from Parsable) Which part of the program should know how to parse the objects, what is a valid way to get a specific instance of an object based on a typeid and how should they get populated? My current solution(which works): Parsable specifies three methods parse(filePath), populate(vector), serialize() (to write them back into a file). Entity and Item implement them and do the work as following: 1) Open File -> Read Line by Line -> split the lines by a delimiter -> push them into a vector -> check the first token (it decidecs which type i want to instantiate) -> call a factory method to get a new instance of the specified type -> call the populate method of the specified instance and pass them the "token vector" -> let the object set its member variables -> save the object into a std::map (Key = ItemID, value = Object itself). Do you think it is valid to let the objects decide how they should populate themself? Can you give me some advice? Thank you in advance
  4. Today
  5. This example shows how to draw a text using FreeGLUT and deprecated/legacy OpenGL 1.5. And this example shows how to set up FreeGLUT in Visual Studio 2015. Text_FreeGlutOpenGL15Cpp.zip (do not forget to set "Platform Toolset" to "YourVersionOfVS" in the project settings) Libs: Libs_FreeGlutOpenGL15.zip Settings: main.cpp
  6. Game ratings are not enforced by most of countries - although when you break their laws, they will simply ban your game. Beware though here - certain topics can get you even jailed (even in Europe - like cheering and propagating national socialism (or other totalitarian regimes that killed millions), especially in Germany, will get you into problems ... on the other hand, when you are trying to make historically accurate game about that specific era, there won't be any problems). Russia, South Korea and Brazil do require each game to have rating from one of the agencies approved by their government. Taiwan requires you to self determine age rating. India has their own national rating company (they don't rate games usually, mostly movies - but they can ban your game). And so on... This being said, some distribution platforms require you to have game rated from specific organization (I believe ESRB and/or PEGI for most of them is enough). If I'm not mistaken ESRB costs were around $4000 for titles where development cost was higher that $250k and $800 for the ones that cost below. As for Steam I don't think they require PEGI or ESRB ratings, they definitely do require you to state whether your game has sexual content, or violence (among other things) - which will limit its visibility based on the age on specific Steam account (to anyone who recently released game on Steam - correct me if I'm wrong and something has changed since).
  7. First of all I want to thank everyone who is reading this and putting some though, it really means a lot. I have realized I am watching a lot of videos about geopolitics and economy, I tend to look at various statistics (numbeo.com for example) and maps, as well have tendency for history and society development. Surely this all sounds like Civilization game and that’s the one of two games I play the most, second one begins Cities Skylines. I play a lot of Minecraft too so you could say I love building stuff. So, I came to an idea of building my own game, mostly just for fun but if possible also to profit from it somehow. The whole idea is in its early stages and I would love to get some feedback on it. The game would be turn based, statistics driven strategy where you will control one randomly generated civilization in a randomly generated world. You start around first industrial revolution and finish around our time and in the meantime the goal is to create prosperous, happy society with good educational and health care system, quality of life, safe and clean cities, good welfare state and everything what makes contemporary state successful. The idea here is not to create a game with lot of micromanagement, but rather focus on stories, news or events that needs responses, or planning ahead by investing into technologies and new policies. These events would be randomly generated within constraints of your current situation, for example if there is high poverty rate except slums and high crime rates that obstruct trade route for example. Or, if you have too much liberty in your country, it might backfire and create protests about any small change you want to make. Or maybe something like Venezuela crisis for example. All of this would be driven by a huge statistical “excel” table that will contain many things that can be viewed in-game such as working class or elite salaries, property prices in different areas, beer prices, healthcare, birth rates, emigration/immigration, taxes, equality… I need to work out the mechanics behind this yet. I am not planning to make this overly complex and long game, unless you get swayed by comparing donut prices between your country and your neighbours, or looking into how many gas tanks and average salary in your country can buy J Do you think people would play this game and what platform you recommend? I was thinking to make it browser based game, or for PC. Any suggestion is welcome! Thanks! N
  8. Hello If i want to release a game - mainly on steam (not sure about retail), lets say a smaller project, PC (for starters), point and click adventure for example. My understanding, from interview i read with one dev, is that i NEED the approval of various "age rating" agencies like - ESRB, PEGI, USK (germany) and the australian one... (there are others aswell). My understanding is that although its "not written in any laws or agreements (not even on steam?)" you NEED (!) to get these ratings in order to effectivelly release the game. Meaning that if you dont get them, steam (and/or) even retailers etc. wont talk to you or will "play deaf"... so getting these ratings is a NECESSITY to release your game- which means additional cost for a smaller studio. My questions: 1) Is this really true...? Steam will not publish my game if i dont have the ratings? What about other platforms (epic store etc.) or retailers...? (we would not have any publishers BTW probably) 2) What organizations do i need to get the ratings from- which are the most essential in regards to the potential revenue from their regions/countries? ESRB for sure, PEGI for sure. These two are main and neccesary practicall for all games since they cover the majority of regions from which majority of revenue country/region wise is generated, overall for most PC games, correct? Then in additional since it would be a point and click adventure we would need to get the approval of the german USK organization? Since point and clicks sell a lot in germany. But doesnt germany accept PEGI ...? Why the heck do they need special organization only for their country? 2a) What about Russia - i read they have their own rating organization, but they accept (still?) PEGI ratings aswell so i do NOT need to pay additional cost for Russian rating only and use the PEGI one...? 2b) What about Australia... They have their own rating system but does australia generate a lot of revenue for PC games and point and clicks especially (smaller indie projects) to justify the even additional cost...? Australia doesnt accept PEGI or ESRB? 3) Im confused about trailers and maybe additional things about the game - Do i need to get approved even the trailers for the game...(!?).. What if i dont... steam again wont allow me post these trailers on their website... Do i need it even if i have a trailer normally on youtube? Thank you
  9. Thanks. With the postproductions cost you mean what...? - patches ok, but "supporting players" you mean what? Steam does customer support, correct? Im having in mind smaller indie project, i cannot think much about additional costs in regards to postproduction for a small "cheap" (small budget) indie game (not online or multiplayer)...? Thank you
  10. Way to much code in the morning (EU)... It's been a little while since I programmed a Worms clone and integrated a zoom function, but maybe I can help you find the problem. The following lines might contain errors or false assumptions since I am not a regular zoom function programmer: 2d-zooming is basically a coordinate transformation in camera space where the origin of the coordinate system is the center of the screen. Zooming issues occur if the objects are not correctly transformed into the camera space mentioned above. Possible pitfalls are, that your engines native coordinate system is some edge of the screen and not the center of the screen. The result is usually that zooming seems to approach one corner of the screen as in your case. So what should work are the following steps: - calculate the position of the screen center in your worlds coordinate system (the point you want to zoom into) - subtract that position from every object's position - multiply by your zoom factor - optional: If your engine coordinate systems origin is located at a screen corner, you have to add/subtract half the width and height of your screen. Be aware, that you must also apply the zoom factor to the screen width and height. - draw Apart from the optional step, I tested it with a fast Matlab script (inside spoiler) and it worked. So check your transformations and in which coordinate system they are done. Some general remarks regarding your code: - If you are using C++ 11 or higher: Don't use C-style casts --> (int)3.32 . Use static_casts or dynamic_casts, depending on the situation. Google will tell you why: https://www.google.com/search?client=ubuntu&channel=fs&q=why+not+use+c+style+cast&ie=utf-8&oe=utf-8 - Try to split your code into separate functions with meaningful names. Long function implementations are hard to read/understand, even for the guy who wrote it. - Add more comments so that other people understand what you are trying to do in the code section. Reading a comment is way easier than understanding code - I see a lot of new. I don't see any delete. That scares me. Don't know if you delete the objects anywhere in a function they are passed to but that would be even scarier. Look at this line: point vP = new point((graphics.PreferredBackBufferWidth/ adjustedZoomLevel), ((graphics.PreferredBackBufferHeight / adjustedZoomLevel))); Maybe I am suffering on a low caffeine level and miss something but I think what happens is the following: - You create a variable vP of type point (not pointer to a point ---> point*) - You create a new point on the heap with new and use it to initialize vP - Your point class needs a copy constructor that takes a point* as a parameter, otherwise, the compiler will complain since he can't convert a point* (which is created by new) into a point. Now the last point is problematic. Since you do not store the pointer to the point created on the heap, your constructor needs to delete that pointer. Otherwise, you get a memory leak. But what happens if you use the same constructor on a pointer which is still needed? Welcome to the land of undefined behavior. Why do you use 'new' there anyways? You can just remove it. The other new calls could probably also be removed. In general, if you are not doing really low-level stuff, there is no reason why your code should ever contain a single new call. Use STL/Boost smart pointers and containers or your program is in danger of randomly crashing after a while due to memory leaks. Greetings
  11. Hey, thank you, as soon as you're done with some concept arts make sure you send them to me on Discord or here in private message! Nope, I haven't seen this yet, I actually just made an account here to have a chance to find skillful artists lol But I might get into that group
  12. To do that I believe you have to change the device type (which is now D3DDEVTYPE_HAL).
  13. The particular Elder Scrolls series is a role-playing game produced by Bethesda Softworks, which provides won unanimous praise from the outside world because of its excellent game openness, connection and huge world view. After decades of growth, its worldwide reach a fairly advanced, players could enjoy the game moment slowly. Ancient Scrolls: In the arena, players grow their particular characters (gain experience) by simply killing monsters, and after that upgrade to a particular common. If you adored this information and you would certainly such as to obtain additional facts pertaining to Buy Elder Scrolls Online Gold kindly browse through our own webpage.Nevertheless , the Elder Scrolls 2: Dagger Rain, Typically the Elder Scrolls 3: Early morning Wind and The Parent Scrolls 4: Annihilation are usually skills-based in character growth. Players upgrade their abilities by constantly using these people, and some group of skills will be upgraded when they reach some level. Browse 5: Skyline has used a new model. The higher the level regarding a skill, the more that can help to update the character. The emphasis of the game offers shifted more from role creation to role development. In the Elder Scrolls Online game, each tale is actually a short play, along with its own start, maintain, turn and end. Zenimax really wants everyone to listen to their stories, never to listen to audio books all day. Every activity is dubbed, plus the level of task design will eventually be called typically the crown of similar games. If you loved this article and you would like to receive more info regarding Cheap ESO Gold kindly visit our web site.Through these tasks, gamers will see out something regarding Tamril throughout the former Disposition. In addition, in the event the old scroll has attracted an individual with plots and routines, then this old slip will surely make a person more anxious. Although mainline tasks remain distinctly thready, a considerable number of feeder tasks actually really encourage players to explore freely because they use scrollbars. The Elder Scrolls On-line gives a game experience that is absolutely beyond typically the wildest imagination of many players. As an on-line game, its huge globe, rich skills system plus excellent task design may make it a powerful competitor for the brand new generation of MMORPG tub. The story in the older scroll took place 1000 years ago, about 700 in years past, in the old scroll 3: Morning Blowing wind and the old scroll 4: Annihilation. Like Browse 5 and Scroll 4, the movie will begin as a possible action blockbuster, where participants wake up in Hell Prison on a Satan Airplane and join within the escape underneath the guidance of a mysterious prophet.
  14. kalle_h

    Weird lighting when translating object

    General case is not same as optimized case. Not transforming normal(but light instead) only work if you are using forward rendering and have very small amount of lights and don't sample from any cubemaps. This is very special case which is not all that common nowadays. Also this adds extra cpu usage per draw call. You also need to send this data per draw call. In otherhand couple ALU's at vertex shader is rarely bottleneck.
  15. Hello, I'm K. I'm interested in your project. My main goal is to build my portfolio as a concept artist and illustrator. I need to work on environments as well and not just characters. I'm a traditional and digital artist. I went to school at the Academy of Art University for Ilustration. Currently I work as a Graphic Designer and trying to devote myself to a project to get focused on art again. I'm working on some sketches from the description you have. 🙂✌
  16. I see so much int and even type casting. I thought int is only for indices into arrays. For loop variables. Pointers are Indizes into a byte Array. Positions are real numbers and always better stored as floats. Let the graphics library index into pixels in the frame buffer! I think OpenGL allows one to specify everything using floats (64bit). You may need to an index into a tilemap and an index into a list of sprites. Such stuff. Also time is float. I am scared by 2032 where we need more than 32 bit in the integer part. I would always use time since program start.
  17. Gnollrunner

    Fantasy MMORPG in Development

    All I care about is if gnolls are playable characters: D OK just kidding ……..My main comment is that I think you need a document with a few charts and pictures to explain things better. I’m sure it makes sense in your head, but the wall of text is a little hard to parse, at least for me. So as an example, if you play table top RPGs the rules have to be clear enough that a player can generate a character, understand how he interacts in the game, and level him up. Of course a computer game is somewhat different, but still I think you should try to aim for a document similar to that. The rules themselves seem not so far from the standard fair. That’s not really a bad thing. As I said before, I think the key thing is the implementation. Also the main thing for an MMORPG is immersion. The origjnal EverQuest had pretty basic game mechanics, but it had a great game world that you could get lost in. That’s what made the game great. WoW added a more or less seamless world which again gave a big boot to immersion. This is where I think a lot of subsequent games that came out soon after fell down. I remember playing WoW when Age of Conan came out. Before its release there was a lot of hype and a lot of people were saying it’s going to kill wow. However the world design was horrible. Everything was instanced and again it went back to hard zone boundaries which were confusing and far worse than the original EverQuest. Also the high end contents just wasn’t there, but me and my friends had figured out the game was sub-par long before we ever got that far. So I guess what I’m saying is the rules and game play while important, are not the most important thing with MMORPGs. One thing I will specially mention is I don’t like it when players can raise their starting states a lot. I’ve seen games where it seems the starting stats hardly matter because at high level, they play such a small part in your character. People are born with certain traits and while you can modify them to some extent they still have a major impact on the person. A guy who is genetically muscular will retain that trait into adulthood. Same goes for someone who is very intelligent. Of course this is only a game, but it’s just kind of my take and I think it’s one more little thing that adds to immersion. One idea I had is to even base the character model on the strength stat. In any case that’s all I have for now. I’ll give it another read and maybe I’ll post some more specifics later. I’ll probably also put a few game design entries in my blog at some point when I get the time. Good luck with your project BTW….
  18. Have you seen this section? It's a little quiet over there still but that could change.
  19. Graphy, a free plugin described as the "ultimate, easy to use, feature packed stats monitor and debugger for your project", has released a new 1.5.1 version now with a feature to hide Graphy from the Game view when disabled. Features include: FPS Memory Audio Advanced device information Debugging tools Graphy is also available as open source on Github: https://github.com/Tayx94/graphy. View full story
  20. Graphy, a free plugin described as the "ultimate, easy to use, feature packed stats monitor and debugger for your project", has released a new 1.5.1 version now with a feature to hide Graphy from the Game view when disabled. Features include: FPS Memory Audio Advanced device information Debugging tools Graphy is also available as open source on Github: https://github.com/Tayx94/graphy.
  21. Lendrigan Games

    Help on crafting a game plot and setting

    What if W1 takes place in a science-fiction/cyberpunk setting? Recreational prosthetic replacement can both spice up real-world activities and cover large portions of the gap for "manifestations of the MMO." One possible villain would be a moral elitist who's acquiring rights to various chunks of the game's code (perhaps the game is a cobbled-together pile of parts from a bunch of in-house engines). As he gets the rights to various chunks, he re-writes values within those chunks to what he thinks they ethically should be. The team (or the rest of the team if the villain is one of them) is trying to roll with the punches because they love their playerbase, but they're so busy with the work that they have trouble combating the real-world antics.
  22. One simple thing you can do is to have each pixel always use the tightest cascade that overlaps it. They describe that here on slide 27: This won't fix your cascades overlapping with each other, but it does at least make sure that you're utilizing the higher-res cascades as much as possible: I have this implemented in my shadows demo if you change the "Cascade Selection Mode" setting to "Projection"
  23. Awoken

    Link It Up! | It's Released!

    I finished the rest of it. Great little game! p.s, next time just let me know to try a little harder
  24. JTippetts

    hex grid

    Since this has veered quite off topic, and since phil has decided not to make a hex game, I'm going to lock this. phil, if you have further questions please remember what you have been told before, about how to ask your questions.
  25. Ajanis04

    Open-Source C# RPG

  26. JohnnyCode

    Weird lighting when translating object

    Games are in general case GPU bound in stead of CPU bound, so performing per vertex matrix transformation of normal instead of a single CPU transformation of light to bring it to same space is not the "General route" as you appointed?
  27. Rutin

    GC : Explosive Balls (game state)

    Wow very cool! I like how your movement adapts to the terrain changes. Great work!
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