Jump to content
  • Advertisement


The search index is currently processing. Leaderboard results may not be complete.

Popular Content

Showing content with the highest reputation on 06/11/19 in Posts

  1. 1 point
    The nCine source code and related projects have been released on GitHub under the MIT license at https://github.com/ncine just some days ago. Website: https://ncine.github.io Twitter: https://twitter.com/nCine2D Dev Updates: https://encelo.github.io/tags/#nCine nCine is a multi-platform 2D game engine written in C++11 that runs on Linux, Windows, macOS and Android. The work started eight years ago, in June 2011, and has continued since. It is not intended, of course, as a replacement for big engines like Unity and Unreal but more like a lightweight alternative to LibGDX and Cocos2d-x or to frameworks like LÖVE, SFML and LWJGL. It features a fast sprite blitter with automatic batching (that can also render particles, animated sprites or mesh based ones), music streaming and sound effects, Lua scripting, integration with ImGui, RenderDoc and Tracy, high-performance custom made templated containers, bitmap font rendering with kerning, joystick support with gamepad mappings, multi level logger and more. You can have a look at the gallery or read more about its features on the website. Dependency libraries for PC and Android can be easily compiled from sources with a set of custom CMake scripts. Some of them are libogg, libvorbis and OpenAL-soft for sound, SDL2 and GLFW for window and input, libpng and WebP for images (but many GPU compressed formats are supported too) plus OpenGL 3.3 and OpenGL ES 3.0 for rendering. The development takes place mainly on Qt Creator and ArchLinux with the help of a whole set of additional open source tools like CMake, cppcheck, Valgrind, Doxygen, GraphViz, clang-format, Google Test, gcovr and Google Benchmark. Additional developing tools are RenderDoc, apitrace and Tracy. On GitHub you will find the engine, a Pong example project, a particle editor, the CMake scripts for compiling the dependencies, the data sets, the Jekyll website and the continuous integration artifacts.
  2. 1 point
    I'ver never done such intersting things so i can't help much, but because BSP partitions space with planes, anything that keep the relations between those planes intact should work, e.g. translation, rotation, nonuniform sacle, mirroring - any kind of linear transformation and combination of this. What won't work would be curvy distortions like bend or curl because separating planes would start to intersect. Thinking of it, you're likely right with making each sector its own BSP. The BSPs stay seperate because they are static, and the protals only create the illusion they would be connected. If the player goes through a portel he gets teleported from one place to another but he does not realize the trick. Overlaps would be no problem here. That's how i would do it, but my imagination is limited to things like this: This was a nice project. (Physics work by having two instances of a body that goes through the portal. A Joint connects them to make tham act like a single body, and in the contact callback contacts behind the portal plane get rejected to virtually cut the objects. Rendering worked with render to texture which looked a bit glitchy when i tried the demo. Quake did better with its portals.) I'm unsure if this can do 'Noneuclidean Space' like you want, but making a room inside larger than the house is from the outside should work using scale for example. I'm also unsure if you really need BSP for that. It seems all the magic happens at the portals and the transformation they do?
  3. 1 point
    I'm a UE4 fan myself. UE4 comes with Blueprints, which is a visual node based scripting language designed for non-programmers. You can build full fledged, high performance, AAA quality games using only the blueprint system. Not a single line of C++ needs to be written if you don't want to (I have some talented friends who work almost exclusively in blueprints). It's easy enough that non-programmers can use it to contribute to the game logic, so one person doesn't necessarily have to make everything happen (which is good! spread the workload, grow team talents, and lower risk!)
  4. 1 point
    The bottom formula can be expanded as C + sigma_0 a_0 A_0 + sigma_1 a_1 A_1 + sigma_2 a_2 A_2. They tell you that |sigma_i| = 1, which means that each of the sigma_i values can be -1 or +1. There are 8 ways to make those choices, and that's how to get your 8 vertices.
  5. 1 point
    Shouldn't this be: (power + 2.0f)/(4.0f*PI*( 2.0f-exp2(-power / 2.0f))) ? These equations mention exp2 while you just multiply there, which has quite different effect...
  6. 1 point
    Some GPUs will have a "horizontal add" instruction, to quickly sum all elements of a vec4, others won't... HLSL (and GLSL AFAIK) don't have any way to express this operation directly though... Besides repeated addition or the "dot with 1.0" trick. You just have to hope that the graphics drivers recognise this sequence of HLSL bytecode instructions and can compile it into the appropriate GPU-specific instructions (such as a horizontal add, it it exists...). AMD actually have some tools where you can provide compiled HLSL code as input, and it will display actual AMD GCN assembly as output, showing what their drivers will do when you load shaders at runtime. I usually wouldn't bother putting in that level of effort unless you're desperate for microseconds though 😉
  7. 1 point
    There are big game development industries in Montreal, Toronto, and Calgary too. The biggest centres for game development are Toronto and Montreal but Vancouver does have those mountains. You will need to check visa requirements before making a decision. You wouldn't be allowed to work with a student visa, and you can't go to school or work with a tourist visa. Do your research at the government of Canada website well in advance to avoid problems. To get a work visa, you would need a job offer and your employer would need to sponsor you. Being in the same city is a good way to start that process. A good portfolio is a valuable asset, too. Unpaid internships are illegal in Canada because they are immoral and unethical. If someone offers you one, it is a scam. Good luck.
  8. 1 point
    If you know a little of C++ and C#, why not try them both out and see which you like the most? Both are very competent solutions, and have different approaches. One may resonate with you and you might use it and think "ah ha, yes, i understand and enjoy this". You may find you like both equally as much, and then you've gained a ton of knowledge. You can't really go wrong though, there is no bad choice here - both will be suitable for creating a first game.
  9. 1 point
    When you say beginner just how much of a beginner? Can you program? Which languages? If you're comfortable with C#, you'll find unity a breeze, whereas if you are comfortable with C++ and are open to new ways of doing things (e.g. visual scripting) you'd probably prefer Unreal Engine. There are many other engines out there such as Godot, most will assume a good level of familarity with a particular programming language to make some progress. My specs are similar to what you posted, and it's kind of needed for me, i tend to have lots of things open at once. By the time you've got blender, UE4, gimp, visual studio, discord, audacity and a bunch of other stuff all open at once, you'll soon fill that 16gb of ram and be wondering when you can afford to go to 32gb. Right now my game's project takes about 6.5gb of ram just to open and edit, and here's what task manager looks like for me: Also, with C++ projects, you'll find that having a solid state drive really does help (and put your project on it as well as your OS!) with build times, as despite what others say, i find that the visual C++ compiler spends a lot of time I/O bound when building large executables and libraries. Good luck and enjoy!
  10. 1 point
    I think that you should be fine with Unity or UE4. Unity is a bit easier on new developers, but I prefer UE4 personally. With both, you can make the games for free without paying anything. There are even some free game assets in their market places that you can get. There are other good engines, but I have no or limited experience with them.
  • Advertisement
  • Advertisement
  • Popular Contributors

  • Member Statistics

    • Total Members
    • Most Online

    Newest Member
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!