ddengster

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About ddengster

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  1. I use a 3k rendertarget for doing terrain splatting, I update it when I do terrain changes(gameplay mechanic). Then I use another 3k rendertarget to render projective textures like crack decals on top of converting the rgb splat to the base terrain texture. I let the camera be top-down RTS/MOBA-styled isometric(and zoomable!), player controlled, so it's not stuck to any player. Anyway, thanks for the suggestions y'all. It's probable that my laptop just can't take it and I'd have to provide better performing graphics options.
  2. In my render pipeline, I have a large 3k by 3k rendertarget meant for terrain splatting, and another one that uses the splatting output render the terrain's final texture. As you can guess, I'm hitting ~40 fps on my weaker laptop. What would be the best way to optimize this without lowering the resolution of my rendertargets? In essence, how do you optimize textures that need to be large? Things I've thought about, correct me if it's likely wrong: - Subdividing up the rendertarget into 4 quads and rendering them.
  3. With this problem I recommend using steering(obstacle avoidance) for entities every frame, it's pretty good for short-range maneuvering. Couple it with A* for longer range navigation which you can run sparingly.
  4. R&D is a thing?

    [posted in reference to https://www.gamedev.net/forums/topic/691323-getting-into-industry-advice-from-experienced-people/ and split into its own topic by moderator to undo "hijacking" or derailing] R&D is a thing? What do they do there? Prototyping/pbr research?
  5. Steamworks p2p questions

    Thanks. I'm trying to keep it simple and have a single server who keeps clients in lockstep and tells them about other players in the game, so I suppose your thing about a star to many nodes applies. I suppose since steamworks uses connectionless sockets, if one of the spokes crashes without sending a disconnection message I would not know unless I implemented the heartbeat packets.
  6. Hi, I'd like to confirm some things about steamworks networking. For my game, I'm intending to set up only a SteamGameServer only for the host, and all other clients to use SteamMatchmakingServers to find and connect to the host. Tell me if I'm wrong on any of this. 1) Steamworks does not allow you to retrieve ip addresess from a steam UserId. (So you can't use their lobby + your other networking code that uses ip addresses) 2) 'Heartbeat' or 'keep alive' packets to the host are not implemented. (There is a Heartbeat packet to the steam master servers for your game, but I'm talking about host to multiple guests 'keep alive' packets) 3) There is no way to retrieve the latest ping to those connected to the host; it's something you have to implement yourself.
  7. Please do not equate open source games with good architecture design. While looking at source code might help, there will come a time whereby your needs take priority over following other engine's code structure. Don't dwell too much on fancy design patterns (most of them suck quite a bit), keep to writing simple code. If you really need a base to start from, learn entity component systems and continue from there. I'd also recommend reading https://mollyrocket.com/casey/stream_0019.html
  8. Any recommendation on GUI solutions for games?

    Hey there, I've been using AntTweakbar in my game and it is mainly a tool development UI. I get the occasional framespikes from it, and the api doesn't allow custom textures for your panels, so I wouldn't recommend it. If you fear the bloatedness of custom ui libraries and want to make your own, start small - The most fundamental ui elements you can implement are buttons, textboxes and ui images coupled with a parenting system.
  9. New Software and Server for GameDev.net

    Here's my search screen. Can you even see what I typed into the search field? When people say that this upgrade is okay, or even that it's 'rough edges', I can't help but think where have the standards gone to. It's like the basic features have not even been tested.
  10. New Software and Server for GameDev.net

    I am stunned. How are the heck are people saying that the upgrade has been good? - Old articles are broken. The value of gamedev.net tumbles. So now I need to set up an activity list? I'd rather the older option where the forum topics are bumped up upon a post. The live feed was what I'd consider a majorly interesting part of the site. Over the past several updates gamedev.net has been getting more and more bloated. Design has also taken a turn for the worse. For example, when I'm reading a forum post I don't have a need to see Game Job's or Ads at the right side of the post. It makes information harder and harder to read and to find. Color contrast looks really bad imo, light grays and whites.
  11. Thanks for the slides! Looks like I need some adjustments to the newer methods of rendering; I'm still using the older techniques of instancing esp with my particles.
  12. Thanks all for the information and pointing out my misunderstandings. Also @samoth, what do you mean that my meshes need not be identical? When you call DrawIndexedInstanced() each time there is an understanding that you use the vertex/index buffer of the mesh and have your instance data in a constant buffer, hence it's the same mesh.
  13. Reference: http://developer.download.nvidia.com/SDK/10/direct3d/Source/SkinnedInstancing/doc/SkinnedInstancingWhitePaper.pdf The paper recommends that animation frames be baked into a single texture. Is this a good technique in practice? I suppose that data for animation blending between 2 select frames can be done in the per-instance data, but what about things like only playing animations for selected nodes? Or additive animations? Would I have to bake all combinations of such animations? Also, would you recommend using this technique for all skinned meshes in your engine?
  14. Multithreaded RNG access

      I need to emit a whole bunch of particles at once. I was thinking of emitting each of them as one job for the thread pool. Anyway, thanks all for your replies!
  15. So I'm thinking of doing simple job-based multithreading for my particle emitter updates, think: foreach particle emitter determine emission, then update all particles connected to the emitter. My particles use the standard library's Random Number Generator. Is the usual way of handling this putting a critical section whenever you want a random number? Or do you single thread the emitter spawning particles, then predetermine the random numbers per particle at spawn time.