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 09/08/19 in all areas

  1. 2 points
    I see the playing field populating and players taking their turns... Special thanks for this particular challenge opportunity. Full disclosure, I've actually never played Doom. Which made this first week a research exercise. Sorry JohnC and crew, but wow...I'm put back in anticipation of what may be to come from the quantity of declared participants. So tally-ho, everyone in on the ride. I'm going the raycaster route to stay more in key, with an old wolfenstein clone framework from an early gameinstitute.com, Perlin Noise and AI Seminar offerings by Author : JohnDeGoes(12-15 years ago). One of the graphics items Doom brought to the table were textures on the ceiling and floor. A concept my chosen framework is unaware. This go, I'd like to do a proper AI agent type or two. Also on the todo list is a simple sprite animation atlas tool that is feed from targeted screen grab so I can render the art instead of doing pixel art or photo persuasion, but mostly hand packing image sequences is such a chore. I'd like to open this project up to others. Right now I'm thinking heavy guitar loops for game play. It would be nice to have a sound guy of the programmer persuasion and an ai guy. Lets talk. ...but after kicking the can for more than a while, the flame piddled out. I've had this project collecting dust for a decade and thought it would be a good idea to start from wolfenstein to transition to doom. Then I was umm...whatever, I've done enough 2D...moving onward. Here I'm showing the abandoning and rebirth starting with a nice modular wall asset gem from the unity store and a first stab at some licks. Makes me happy.
  2. 2 points
    Thanks for the thorough response! I'll check out these 3D modeling styles then, and learn it as I go I'm trying not to burn out while having ideas too far out of reach, I'm trying to stay realistic lol. With a part-time job now, I can only focus on this while I have free time. Can you recommend tutorials that cover these topics, or are YouTube Blender tutorials suffice?
  3. 1 point
    oh I know that one dude...I'm in scattered pieces over here. My easy(ish) idea was poo-poo'ed as a already made approach I'm suspecting, the Unity idea is real pretty and even easier path. A couple days ago, I had the itch to play with ogl and was reminiscing with opengl-tutorial.org. One of my favorites and kicking around a couple of ideas. (of sort) I've never actually implemented bsp sorter, so...
  4. 1 point
    Hello all, My question is about creating the art/character design of a 3D game. Now, what if you absolutely s*ck at drawing? Do you need to know how to draw to make good-looking games? I mean, imagine that the whole level and the terrain and every stuff in your imagined game is in your head, but you just can't draw it out even if you wanted to, because you don't have the hand skills to do that. In that case, do you outsource it to a game artist? But then again, that person probably doesn't know what exactly are you trying to accomplish, and the end result will look nothing like what it should look, so that's likely a moot point as well. And I don't know how common it is to buy and/or re-use art assets, either in Unity or Unreal, but I hear that's pretty costly lol. So if you aren't naturally good at drawing, should you first learn to draw better, or is it a bit easier when you use a 3D graphics program, like Blender? Does that make it easier, or is it just ridiculously hard for people without art talent? Thanks for reading, and I appreciate every feedback I get!
  5. 1 point
    I do still wonder about the normalization, but I'd have to know more about the rest of the code to guess at what effect it might have, so I'll move on from that. Something else that might be worth mentioning is that the slab test can be vulnerable to error if one or more direction components is zero or has very small magnitude. So we'd be talking about division by zero or numbers with small magnitude in this statement: const XMFLOAT3 dirfrac{ 1.0f / rayDirection.m128_f32[0], 1.0f / rayDirection.m128_f32[1], 1.0f / rayDirection.m128_f32[2] }; You may be relying on language- or environment-specific behavior here, but I just thought I'd mention it in case you hadn't thought about it. What I'm more curious about though is this. Here: bool TestOBBIntersection(ModelClass* model, XMFLOAT3 origin, XMFLOAT3 dir, XMFLOAT3 lb, XMFLOAT3 rt, float & dist) For 'dir', what are you passing in? The inverted (and normalized) direction vector? The original unmodified direction vector? Or something else?
  6. 1 point
    Here are some things I noticed looking over your code: I don't know what all your variable names mean, and I haven't tried to fully analyze the functions for correctness, but are you sure your ray vs axis-aligned box test is implemented correctly? Have you tested it with a variety of input parameters? The math you're doing and the name 'dirfrac' seem to suggest that TestAABBIntersection() expects some 'prepared' data related to the direction vector, but in TestOBBIntersection() you just seem to be passing in the direction vector without any such preparation. You appear to be applying an Euler-angle rotation. If the Euler-angle conventions you're using in this code don't match the conventions used elsewhere, you could get erroneous results. I don't see you addressing the model's position anywhere in your code. Maybe something there will be helpful.
  7. 1 point
    Most of them deal with large binary files pretty well... except for the DVCS systems like Git. Git doesn't cope with large files because every client stores the entire history, and because LFS (the hack to fix that issue) is build around an irreparably slow architecture on Windows. My company has a single SVN repo containing every asset (mostly PNG and DAE files) and every built EXE file since 2012 -- about 20GB when the current version checked out on a client computer (plus 60GB for the .svn folder, WTF?!), but amazingly disk usage on the server is only about 26GB to store the full history because it apparently does manage to compress diffs of these files pretty well In my experience in the industry, Git, SVN and Perforce at the most common that I've seen. @linus_e are you just looking for a Git alternative, or that plus a service provider that hosts repositories for you on the internet?
  8. 1 point
    If you added large binary files (e.g. game assets like models, textures, sounds etc.) to your repository, all VCSs (like git, Mercurial, CVS, Subversion) will become slow, because they were made for source code, i.e. text files. These systems normally just store the difference to the previous state, which keeps the repositories small. But this only works with text files. When you change a binary file the whole file is stored, which bloats the repository and makes it slow. I didn't solve this problem yet, I just don't add binary assets to the source repository at all. I have a Seafile instance running, which synchronizes my assets folder with a server.
  9. 1 point
    What happens when a knight and his kitty gear up? #screenshotsaturday Game Site: http://tvm.exisgames.com Twitter: https://lnkd.in/e-B4hcF Facebook: https://lnkd.in/ecdySyv Youtube:https://lnkd.in/e2uvEmc
  10. 1 point
    I talk about Vulkan here, but i assume it's the same for DX12... Yes. I have used 3 queues to test async compute, and all 3 of them process in parallel. I've tested this only with compute shaders (no rendering) and with AMD GPU. It seems while one queue is stalled when processing a memory barrier, the others keep working as expected. Also if the workloads are small, this is a good way to keep the GPU saturated. Downside is the need to do expensive sync across queues, and splitting to multiple command lists so all queues can be fed with work. Both have a recognizable cost. Keep in mind the case of 'automatic async compute', which happens even with a single queue if you have multiple dispatches but no barriers (so dependencies) in between. This is the preferred way, if possible (but it also gives confusing profiling results!). Be sure to check performance differencies across queues! (On AMD the graphics queue has best compute performance, the compute queues are likely thought for async stuff and for me they were two times slower. Not sure if that's similar in DX too.) No, but it depends on the hardware. I think Intel recommends to use only one queue at all and NV is traditionally limited with async compute too, but i don't know details. I'd be curious how RTX cards behave here. (If anyone knows...?) In any case you have to do manual sync across the queues to handle dependencies.
  • Advertisement
  • Advertisement
  • Popular Contributors

  • Member Statistics

    • Total Members
    • Most Online

    Newest Member
    Indrajit patel
  • 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!