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Tordin

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About Tordin

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  1. Often i used the way where the game object included a RenderObject. and the render object was the one handling shaders, textures and so on. Since you can have game objects that support things that don't need to be rendered you, yourself decide which class is needed to be rendered. It´s similar to what MJP is talking about with entity systems. However, I was never a fan of entity systems but rather modules ( they are somewhat the same thing in the big picture ) So to put this in code, something like this. class Player { private: RenderObject* p_RenderObject = null; string name; int hp; public: public Player() { p_RenderObject = new RenderObject( Shader.PlayerShader, Texture.PlayerTexture, new Vector3( 0.0f, 0.0f, 0.0f ); } }
  2. Great work! Keep the good spirit up. Hope the best to you and your family!
  3. Tordin

    Assembly language?

    How i started writing Assembly to my c++ games where just to do those extern "C" void YourFunction(); And then just write that protocol in assembler. After I got a bit more experienced there, I used the disassembly for more hardcore functions and tried to understand what was going on there. that way I got to understand some of that content as well. Besides, I find it very good to look at disassembly sometimes because you can easily learn from whats going on behind the scene. And if you know what goes on behind the scene you can improve on how to write the high-level code. So my advice is basically reverse engineering. Might be time-consuming but it will definitely do the job. And you get to do assembler for games if you chose to. This might not be the best way to code a game or a program. But then again, what is 😃 ?
  4. normally you get to do a work exam if you apply for a game job. I have no portfolio to show and to be honest I don't know many programmers that have portfolios. it´s kinda strange out of an employer perspective to desire a portfolio for programmers in my opinion. Anyone could have stolen the code or fixed it with help of others. But a work exam is different, that way one can actually determine your skills.
  5. Im Actually not sure anymore what you are refering to as the problem. Your secondary video looks correct to me as it does render isometric quads. Or do you mean that the alpha is not present so it displays alot of white?
  6. Your second picture looks like the correct output. And using matrixes for this is fine. However, i would build the system so that the camera facing quads already have a precalculated vertex buffer so it faces the camera. that way you dont need any matrix multiplication on the cpu/gpu. You can just add the position to the vertex buffer and get the desired location. For your second picture, if you move that quad somewhere over the tile grid you will see that it matches but you have scewd outlines in the texture itself, this is no hard problem becuase you can change the texture to match pixel perfect. Im also not sure now what you exactly see as the problem since the second picture does get you the right output.
  7. I have been work the same things recently and hope I can shed some light. A) The windmill consist of more than 2x2 tiles indeed, it´s because it has an unnormal height. Unnormal heights are the meaning that the building or object is taller than what one tile can render. To do this, you use the same x&y grid coordinate but you take account for the height, which is calculated by adding ( or removing ) extra values to Y. If you take your isometric cube in photoshop and try to make it taller by adding more cubes on top, how would you do it then? The same principle applies in the game as well. B ) Your cube looks like that because you are putting a plane on the terrain. You should just render it as a quad facing the camera. And use the tile positioning system. this way it will be a camera facing quad like in photoshop and thus display the image correctly as your artist will make it according to a front facing quad. In my solution, I render the terrain as quads facing the camera but using the isometric grid math to get the correct positioning. I use the same formula to render my objects as well.
  8. Tordin

    #0 Basic World Generation

    would totally want to see more pictures, both zoomed in and out! looks really intressting.
  9. Hello! I have been working on a Scifi RTS for some time and have come a long way with the coding and such. I am trying to put 10-20h a week into the game and it seems to been working out good so far. previously i have worked on multiple AAA titles in the video game industry and as well as some indiegames but decided to start making my own indiegames. Problem is that i suck at making art. =) So i am looking for someone who wants to help out to make the game look greate by creating 2d art. It mainly consist of isometric art but there are some ui elements and regular 2d perspective aswell. Prefebly you should live near the nordic regions and also be able to put in some hours weekly to the project. If you are intressted pm me and i will tell you more indetail stuff about the game and the idea. hope to hear from all you crazy good people.
  10. Tordin

    Need advice on Graphics Programming

    You can just explore yourself with graphics programming. To become a game developer you don't need some sort of diploma or degree, most that matter is your passion and hard work. I did manage to work as a graphics programmer on bigger games and I do not have any sort of flashy degree. just hard work and passion! I made it by doing my own graphics engine and then just doing more. trying new shaders, new cool techniques and what not. that shows a lot of passion and dedication for what you are doing. And for DX vs GL, I would say dx. it's easier, fewer driver bugs and generally a bit more tools for it that work really well ( due to ms paying a lot of money for the development ). ( I assume the internet is gonna break for that statement )
  11. Tordin

    F.O.B: Forward Operating Base

    Looks solid. Did not try it tough. What engine are you using? will there be Multiplayer? War aint nothing without your friends Edit : I see now you are using Unity so never mind the question about the engine.
  12. Your child "window" will have a handle, you need to create your d3d device with the correct handle. thats litteraly all thats needed. for resizing, you need to handle the windows messages for resizing. if i remember correctly its something like WM_SIZE or so. at that point you could delete your old d3d device, and recreate it. easier would even be to just resize your framebuffers and all the rendertargets needed. thees two things might sound like a hardthing to do, but they are infact pretty simple if you keep your code simple. good luck!
  13. Every game that I've worked on has had at least onr graphics programmer attached to it, often one on the game side and one of the engine side of things too -- regardless of whether it was in-house or off-the-shelf. Even studios using off-the-shelf engines have to extend/modify them to suit their game. I haven't worked on two games with the same lighting/shading pipelines... or even then, most games have some kind of game-specific special effects or materials, etc.   Pretty much sums it up for me to. i get loads of emails every week or month about graphics programmers here and there. a reminder is that graphics programmers does not only do "triangle math" there is a ton of things to do, vegetation system, tree rendering, clouds, particles, optimization, postprocessing and much more. the graphics area is broad, really broad. and it´s one of the things companies does look for, it´s hard to comeby and as Hodgman said, it´s pretty decent money. im not excellent at math either, but you will get the hang of it. the word typical nonesens of ûber math skills are faulty, you just need to think in the right terms. and most people find it complex and intimidting, thus the "uber skills". If you want to be a graphics programmer, just go for it and fuck what the rest say. with enough passion and drive you will succeed.
  14. As i understand it´s just a naming convention and probably has to do some with how the shaders compiles and optimize. but in the end everything is just bytes. I Dx11, it´s not named F/B/I and just SetConstantBuffer. And thats also why i assume it´s the same here and more of a naming convention than anything.   and if you read on msdn, there is no real hints that it would be anydiffrent.
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