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Davidtse

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  1. I know the level of talk on Vulkan might not warrant it's own forum by your standards, but this combined forum is causing real issues with google results and I think that alone means we need split forums.   I've noticed that having a group forum is an issue when trying to google Vulkan specific issues with general graphics terms. OpenGL results frequently come up because this forum is now called "OpenGL and Vulkan", when you really only care about Vulkan results. This problem will only get worse as there is more content from both APIs.   I don't think it hurts to have it as a separate forum and I think the time saved for all the people trying to learn Vulkan is worth it.   Thanks,  David
  2. Ok I got a fix for the problem for any one else having the same issue. I wasn't creating a VkPipelineColorBlendAttachmentState for each attachment which you need to do. 
  3. I can't for the life of me get this to work. I have my render pass, sub pass, and framebuffer all set up with my attachments, but my shader refuses to write anything to them. I can get them to each clear to a different color, but shader only writes to first attachment. Depth works fine.   I also tried swapping the images between the primary and other attachments and still exact same results. I would post code, but I don't even know what part is the problem. If you want to see some specific code to help me track down the issue that's not an issue.   I feel like i'm missing something stupid. Do I have to explicitly put something in the pipeline or descriptor sets to be able to write to other attachments? If someone could quickly give me a high level overview on what needs to be done to write to a non primary attachment or provide any insight on why this might be happening I would really appreciate it.
  4. Thanks Hodgman, that makes sense. 
  5. Like the title says i'm curious about what's the most efficient place to store these one channel maps? Right now i'm rewriting my texture pipeline and I don't know if I should pack the roughness in the alpha channel of the diffuse and compress it with BC3 or just put the roughness into its own texture compressed with BC4 then do the diffuse with BC1. I don't have a super deep understanding of exactly how GPUs work yet so i'm not sure which one would end up being better, so If someone with some more insight could weigh in I would appreciate it.   Thanks,  David 
  6. Hey Everyone,    I'm having some really horrible performance when rendering my game in wireframe. It's becoming particularly annoying while working on terrain geometry LOD stuff. I only noticed the problem after upgrading my GPU from Nvidia GTX 670 to GTX 970. It could also be the drivers I updated to right after installing the new card, but I don't know. I should also mention I have the latest drivers(347.25) and they still have the problem. Before the GPU upgrade I had absolutely no performance change when switching between wireframe and fill. I'm using Windows 8.1 and have not tested the wireframe performance on AMD. This is most likely unrelated, but the gpu does make a high pitched wining sound that the internet says is a coil wine and it only happens when fps is really really high without v-sync on.    The issue is frame rate tanks whenever wireframe rendering is enabled and there is a bizarre spike pattern. I attached a screenshot of my performance graph. Ignore the CPU tag at the bottom of the graph its actually overall frame time, all the wireframe performance issues are coming from the GPU. You can see on the graph after wireframe is enabled the frame time more than doubles and then the spike pattern starts. I also noticed that whenever I make the camera look down the frame time goes progressively up from about 50ms to over 300ms when looking directly down the vertical axis.      I do wireframe with glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); with some stuff like final gbuffer render converting back to GL_FILL. I tried only calling glPolygonMode at wireframe enable and disable time, but that did not change the performance pattern at all. The actual tessellation of the meshes in the scene doesn't change the wireframe performance overhead at all.    I'm hoping some of you might have some more insight into what the hell is going on, maybe you have some ideas on what the GPU/drivers are doing to cause the weird valley performance spikes. Any info would be appreciated.    Thanks,  David Tse
  7. Just finished the latest update about Unlimited World Generation! Here is the new video:    http://youtu.be/O5T-t98NuwU
  8. I havn't posted here in awhile, but I just posted 2 videos showing what I've added in the first build of the Survive Pre-Alpha:   https://www.youtube.com/watch?v=oamArd6fm5o   https://www.youtube.com/watch?v=CHy3onXPqRY
  9.   Survive is now on Steam Greenlight! Please go vote yes if you think the game should be on steam. LINK   I also did a blog post showing some of the details of the greenlight so far: http://www.subsurfacegames.com/
  10. I just finished a new update video for Survive. Here is a list of all the changes and new features in this update:   -Zombie Locomotion -Implemented a Component Based Entity System -Full Dynamic Day Night Cycle -Light Shafts -Implemented CIE Sky Rendering Model -Implemented a Post Processing System -SSAO -FXAA -Bloom -Filmic Tone Mapping -HDR Rendering -Gamma Correct Rendering -Added a PhysX Implementation of the Physics Wrapper. -Started Oculus Rift Support   [media]http://www.youtube.com/watch?v=tYCfk2s-rwc[/media]
  11. Thanks! It is definitely worth enrolling now. When i did it each course was like $150 now you get every single course they offer plus new future content for only $100. Its very in-depth and starts at the very beginning. So you start with text based games then move on to 2D and 3D. Its not too difficult if you just go at your own pace and don't move on to the next chapter before understanding the last one. I started it when I was 9 and I got through it by going slow.
  12. A new post about the zombies in Survive is now up on the blog: http://www.Subsurfacegames.com/. I also talk about some of the gameplay features planned for Survive including one about how players can gett infected with the zombie virus and kill their friends! I would love if you guys could tell me what you think about the zombies and if you have any ideas about what makes the best zombie in games.   I have been working alot on post processing and the sky system and will be doing a new post and video about that soon. Here is a preview of some of the stuff ive been working on:      
  13. The whole world will be procedurally generated. From the layout of cities and the the construction of buildings down to the placement of individual weapons and resources everything will be procedurally generated. I started learning here: http://www.gameinstitute.com/ and then just read a lot of books
  14. Thanks! The gun sounds are just left over from my 2D shooter and is a placeholder like all the other art and sounds in the game. I actually already have the zombies running around the world now just working on killing them now .
  15. Hello,   My name is David Tse and I am have recently dropped out of college to start a game development company called Subsurface Games. I graduated from high school last year(may 2012) and made it a few months in college before I decided it was a waste of my time and that it was time for me to go make games. Right now I am the only one working on the game apart from a few contract artists. I am making a zombie survival shooter that is set in a procedural open world. The idea of the game is what would you do in the zombie apocalypse. you have to scavenge the unlimited procedural open world for food, water and guns to survive. You can enter every single building in the world to find supplies or build a fort to survive.   I am making a 3D game engine completely from scratch for this project using OpenGL and C++. The only libraries I am really using are SpeedTree for vegetation and PhysX for physics, cloth, and destruction. I have also started a development blog for this game where I post game updates and other behind the scenes stuff. When the game reaches the alpha stage(it is currently in pre-alpha) people who pre-order the game will be able to download the game and play it before its done.   I hope you guys can check out the blog and tell me what you think about the idea for the game, and the current state of the engine/game. Here is a link to the blog/company website: http://www.subsurfacegames.com/, and here is the latest video that I posted to the blog:   [media]https://www.youtube.com/watch?v=pG3tEWLFsiY[/media]   Thanks, David