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About slicer4ever

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  1. October 2017 GameDev Challenge: Arcade Battle Arena!

    why do you even bother commenting then if your not going to give any useful information?
  2. 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).
  3. 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.
  4. Could do with a little perspective on something....

    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.
  5. 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.
  6. Love the addition to the user's profile, very nice!
  7. Really micromanaged audio programming (C++)

    For xaudio2, it only rely's on xaudio2.lib as far as i'm aware.
  8. October 2017 GameDev Challenge: Arcade Battle Arena!

    Here's a fixed link: https://www.youtube.com/watch?v=iGGA1d_8dJY
  9. 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.
  10. October 2017 GameDev Challenge: Arcade Battle Arena!

    Like i said, this is another good opportunity to see how versatile it is for what my original goals were, what's the point of writing such things if you never make use of them? As for today i got most of the main components done (https://github.com/slicer4ever/TriColor-Wars) and am now working on the gameplay, I still have my color switching element to work in mechanically, then i'll expand the enemys, toss in some sounds and try to prettify the background a bit. at that point i'll decide if i want to try implementing mp or not at that stage. Creating my own art, and adhering to a 16 color pallete has been a bit challenging though, at the moment the game is basically a 1/2 player asteroid clone, tomorrow i hope to get some interesting enemy and mechanics in place :). a quick video of gameplay:
  11. October 2017 GameDev Challenge: Arcade Battle Arena!

    You should include sdl.h in the headers that need to see those functions. One reason you might only include a header in a source file is to trigger rebuilding the source file only when that header is changed, but something like sdl your almost certainly not fiddling around with it's internal works, so there isn't much need to remove it from your headers. I'm going to participate in this challenge as well, It's a good opportunity to flex the strengths of my framework and see how it holds up when assigned a random task. thus far you can find my development progress here: https://github.com/slicer4ever/TriColor-Wars I well be using a framework/engine i've built over the last couple years called Lightwave: https://github.com/slicer4ever/Lightwave The goal is to support 1/2 player modes(possible over internet play well be included), i have an idea for 2 player mode of seperating keyboard/mouse controls to allow for local play. I'm hoping to be mostly done within the next 48-72 hours, so let's see what happens. I well likely try to push an update each night, and will include binarys after today's work as there should be something substancial to play by then.
  12. WoA V - Afterparty/Judging thread

    Thank you everyone, This has been another great year for the WoA. I'm quite happy to see how well it's turned out for the past several years, and I think we've made some great strides in improving it over the years. The amount of work you all do is tremendous, and seeing your ideas and games come together throughout the week is very cool to see. This year however is going to be the last year that I take up the mantle for organizing and running it. I'm hopeful someone will be up to taking up the mantle for next year, @khawk Has plans to bring the contest and gamejam parts of gd.net online later this year, so ideally it should make future contests a bit easier to run . I thank you all for helping make the week into what it is, And i wish good luck to whomever wishes to continue the week of awesome.
  13. WoA V - Afterparty/Judging thread

    I am sorry about the delay, I was hoping to have our 4th judge's results as well, but I haven't heard anything since sunday night, so I'm officially calling the contest at this point. Congutulations to all teams, we saw a great number of games this year. Dmatter took the crown of first place however with his game, taking his 2nd first place finish! The results as of this posting(scores may change on site if our 4th judge does add their scores) listed by team names: 1: dmatter - 95.33 2: Running Man - 87 3: Scrambled Eggs - 86.67 4: Racsoth - 85.67 5: PizzaFest - 84 6: ryan20fun - 83.67 7: Newtopia - 79 8: DogAndRocket - 76.33 9: cowsarenotevil - 76.33 10: New New Things - 74.67 11: kseh - 74.33 12: Mission Imperative! - 68.33 13: Strange Lights - 65.5 14: sjs-studio: 63 15: Avalander - 60 16: mousetail - 50.5 17: Spectre - 44.33 18: Ludologists - 43.5 19: TheNoNameTeam - 36.50 20: ScoutingNinja - 33 Good work everyone! I will be contacting the top 5 teams shortly for claiming there prizes. No problem, I think i covered most of the possible suggestions in the review. The biggest issue being the mouse controls and axis aligning.
  14. Finding 3D position between two 3D nodes

    n3 = n1+(n2-n1)*m; (where m is between 0-1) alternativly if you have a set distance that isn't in 0-1 range. dis = n2-n1; alpha = dis/m; n3 = n1+dis*alpha;
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