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Showing content with the highest reputation on 04/02/19 in all areas

  1. 3 points
    At first glance, the general logic of the filtering code seems ok to me. My first idea would be, that the gather functions return the samples in a different order, than what you expect, something that seems to be backed up by the asm versions documentation: https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4--sm5---asm-
  2. 1 point
    Day 1 of having a play with ideas for the side scrolling shooter challenge. I really have no idea what to do about the no weapons thing .. I was fully intending to make a space shooter but now I'm not quite sure what to do... Anyway I made a quick mockup last night with no physics (which is perhaps more arcadey) but then had a change of heart today and decided that as physics is free in godot there are a lot of benefits (realistic collisions etc) so I'd try and change the parameters to make it more arcade like. Or maybe I'll have a kinematic body for the player, not sure yet. I've been originally thinking of a side scrolling horizontal space shooter like defender or ground attack, however not sure what to do with the no weapons.
  3. 1 point
    Hello, newcomer here. I am very happy to have found this place - there's so much to learn! Recently I have started making music for my own enjoyment. I've long been in love with Japanese anime/video games (fantasy genre in particular) and my dream is to compose soundtracks for similar works or even produce my own games someday... though I am not currently studying anything related to music or programming at uni. But still, I feel extremely fortunate to be able to !finally! squeeze out some spare time for expressing myself through the soul-touching magic of music. So here are my latest works... I did not want to share my music to people I know. I thought I would rather seek opinions in a professional place like this >_<;. I have not received formal music education, so all I know is stitching together melodies and sounds that make me feel satisfactory and heart-warming. I sincerely apologise if there's anything that hurts your ears. Please kindly advise me on how to improve! As of now, what I care most about when approaching music composition is - there has to be some sort of 'meaning' in my songs. I want my instruments/SFX ornaments to convey thoughts and feelings in a story-like style, as if they take up vivid roles of 'changing colours', 'personalities', 'wishes and blessings' etc., not just emotions or images alone. If someone comes to me and tells me that my music conjure up 'descriptive and varying experiences', real or ethereal, in his/her mind, it would be the most wonderful thing I could hope for. Sorry if this is too metaphoric but I find it difficult to put it in a better way... And thus, I named my composing project 'Twining Tales'. ( There two more songs on my YouTube Channel at the moment, timidly hoping for listeners... https://www.youtube.com/channel/UCIW6MSTqofpSGnvVJ3gowVQ/about ) I would also be very grateful if anyone could provide me with generous insights on the following, too: - When I write music, I nearly always go with 'do as I think', following whatever ideas that suddenly flow and appear without planning any kind of structures beforehand. This sometimes makes me agonisingly stuck at certain turning points of my songs, especially before climax, often resulting in a piece of work which seems inconsistent or disconnected at some places. Is it because I am only a beginner that is not skilled enough to take control of my mental processes, or does planning really has a significant impact on how I do? If the latter is true, I'd like to learn some ways to properly construct my songs! - How would you know if you are ready to take up real composing opportunities? I understand that music creation has boundless freedom, but there should be, in a general sense of standards, a borderline between 'yes you can write for games/anime/films now' and 'no your works sound too noobish', shouldn't it? When will you realise you can really do something and how can you reach out to people who need you...? Thank you for reading my post! ♪ヽ( ´▽)ノ May your never-ending journeys of music be blessed with light.
  4. 1 point
    Seems to work for depth-only though, so no stencil. But it gets worse. I liked the idea about using CopySubresourceRegion as a workaround, though it doesn't allow arbitrary regions for ... wait for it ... depth textures (see final not in the remarks). Yeah, if all fails, blitting quads it is. :P
  5. 1 point
    It sound pretty interesting and you will of course learn a lot of stuff. It's not always necessary to learn EXACTLY what you're aiming at, because there's lots of different things to learn anyway, also a game engine can be a quite complex thing. Assuming that there won't be an "AAA 3D game engine" job just around the corner, and even if, they might look for a more experienced coder there, I would suggest you to take this job and see what you learn from it.
  6. 1 point
    When do we get to see your chess pieces? Or how about a teaser?
  7. 1 point
  8. 1 point
    I highly recommend using a simple integer to keep track of the number of seconds since the epoch of your game, like the UNIX timestamp. All you need to do is to increment/decrement this number by however you want. Only do the conversion to actual year/month/day when you need to display them to players. gameTime = 0; // the beginning of time in your game gameTime += 10000; // fast forward 10000 seconds later gameTime -= 10000; // travel backward 10000 seconds before
  9. 1 point
    One way is to set depth and color write mask to false and set up a manual screen space quad to render with desired stencil write mask and to always depth/stencil pass.
  10. 1 point
    A standard pattern in code if you ask for something is that it either gives you the thing you ask for or it returns a null indicating that your request failed. You daisy-chain requests, like "SceneManager.GetActiveScene().buildIndex" by just appending ".NextName..."-like calls. Here you start with SceneManager, where you query ".GetActiveScene()". From the result of that call you query ".buildindex". In the general case, SceneManager may not exist (read: be null), and you cannot query anything from the scene manager in that case. If scene manager does exist, you can perform "SceneManager.GetActiveScene()", but there may not be an active scene, so this would return null, and then you cannot ask the ".buildindex" from it. tldr: After each step in the daisy-chain, check if the result of the call is not null, and only after verifying, perform the next step in the daisy-chain. The only exception to this rule is if the documentation of a call states that the call will never fail. The above line would become something like // Completely made up the return types, but I hope the general idea is more clear. // First check that it is safe to jump before you try. if (SceneManager == null) { // no scene manager! panic } else { Scene scene = SceneManager.GetActiveScene(); if scene == null) { // no scene! panic } else { int index = scene.buildIndex; // do something with the index. } }
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