Jump to content
  • Advertisement

slicer4ever

GDNet+ Basic
  • Content count

    1800
  • Joined

  • Last visited

Community Reputation

6773 Excellent

About slicer4ever

  • Rank
    GDNet+

Personal Information

  • Interests
    Programming

Recent Profile Visitors

42301 profile views
  1. slicer4ever

    October 2017 GameDev Challenge: Arcade Battle Arena!

    why do you even bother commenting then if your not going to give any useful information?
  2. why do you even bother commenting then if your not going to give any useful information?
  3. slicer4ever

    October 2017 GameDev Challenge: Arcade Battle Arena!

    You literally spent 0 time looking for it, so i'm not sure why you bothered mentioning me at all then. https://github.com/slicer4ever/TriColor-Wars (note the TriColorWars_x86.exe and _x64.exe).
  4. You literally spent 0 time looking for it, so i'm not sure why you bothered mentioning me at all then. https://github.com/slicer4ever/TriColor-Wars (note the TriColorWars_x86.exe and _x64.exe).
  5. Attributes basically is the data that describes that vertex, for example position of the vertex is a vec3 and it's an attribute of the vertex. color of the vertex is an attribute of that vertex. normal of the vertex for lighting is an attribute of the vertex. tex coordinates are attributes of the vertex. basically attributes are the components that describes the vertex.
  6. I have to agree with others and you should likely walk away if your group isn't willing to repurpose and focus on smaller scoped projects before trying to do something that sounds to be quite large. It sounds like you have some serious project management issues that need to be addressed, and it's unfortunate some of you sunk a fair bit of money into a venture that sounds to have already started on fairly shaky ground. the better thing to do would have been to start small and make sure your team worked well together and had a good pipeline for creating games, hoping into a large scale project is a sure fire way to fail, as you are finding out now. I personally would not continue with this group as it stands, something needs to change or you will most likely hit a brick wall again.
  7. slicer4ever

    Speed Division Problem, Help Please.

    it caps the speed to maxSpeed. basically it's a minor optimization instead of doing: float maxSpeed = 15.0f; float Len = sqrt(dx*dx+dy*dy); float Speed = min(Len, maxSpeed); dx = dx/Len*Speed; dy = dy/Len*Speed; which normalizes the vector(this means the vector has a length of 1) then scaling to your desired speed, the above sidesteps that dy/Len*Speed to do dy *= maxSpeed/Len; which is effectivly the same operation, but only done when your speed is actually higher instead of every frame. if you don't understand what normalizing a vector means then i'd start with learning that, then things should become more clear.
  8. wow, really cool concept!
  9. Love the addition to the user's profile, very nice!
  10. Love the addition to the user's profile, very nice!
  11. slicer4ever

    Really micromanaged audio programming (C++)

    For xaudio2, it only rely's on xaudio2.lib as far as i'm aware.
  12. slicer4ever

    October 2017 GameDev Challenge: Arcade Battle Arena!

    Here's a fixed link:
  13. slicer4ever

    October 2017 GameDev Challenge: Arcade Battle Arena!

    Ok, i've deceided i've met my 48 hour deadline(+/- a bit, as i wasn't keeping exact track, but several hours were lost to playing games with friends, so i think it evens out). I'm happy with my progress, it's not quite as much as i wanted, but it both meets the requirements of this challenge, and mechanically the idea's i wanted to play out. overall i find it decently fun, I think if i dedicated more time to ai variety and wave tuning it could be more fun. Ultimately i'm happy with what i was able to do in my self imposed limits. Thank you @ferreiradaselva for creating the challenge, and I hope my work can be a learning experiance for others some day. Link to github codebase: https://github.com/slicer4ever/TriColor-Wars This is a video of gameplay: That's an interesting approach to data packaging, personally i'm not a fan of embedding content into the binarys when possible as it means a generally longer pipeline if some of your assets are in heavy modification. The way i handle it is through bitmap fonts. basically you load a texture with all the characters you need, and a supplimentary file which tells you where in the texture each glyph is, and supplimentary information. then for dynamic text strings, each frame you reconstruct a mesh buffer of the glyphs for your text, and upload them for drawing. for static text, you can use framebuffers or manually building of a texture that encompases the static text you want on screen, this is ideally more performant, but honestly all my text rendering is done as i described above, and i've yet to find a modern platform where their was any noticable performance impact due to it.
  14. Ok, i've deceided i've met my 48 hour deadline(+/- a bit, as i wasn't keeping exact track, but several hours were lost to playing games with friends, so i think it evens out). I'm happy with my progress, it's not quite as much as i wanted, but it both meets the requirements of this challenge, and mechanically the idea's i wanted to play out. overall i find it decently fun, I think if i dedicated more time to ai variety and wave tuning it could be more fun. Ultimately i'm happy with what i was able to do in my self imposed limits. Thank you @ferreiradaselva for creating the challenge, and I hope my work can be a learning experiance for others some day. Link to github codebase: https://github.com/slicer4ever/TriColor-Wars This is a video of gameplay: That's an interesting approach to data packaging, personally i'm not a fan of embedding content into the binarys when possible as it means a generally longer pipeline if some of your assets are in heavy modification. The way i handle it is through bitmap fonts. basically you load a texture with all the characters you need, and a supplimentary file which tells you where in the texture each glyph is, and supplimentary information. then for dynamic text strings, each frame you reconstruct a mesh buffer of the glyphs for your text, and upload them for drawing. for static text, you can use framebuffers or manually building of a texture that encompases the static text you want on screen, this is ideally more performant, but honestly all my text rendering is done as i described above, and i've yet to find a modern platform where their was any noticable performance impact due to it.
  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!