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Ed Welch

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  1. I was just looking at a video that explains some of the new features in AMD's Vega GPU (https://www.youtube.com/watch?v=V9yTlRlxSVc). I couldn't quite figure out how the "High Bandwidth Cache Controller" worked. I'm assuming that the game developer has to specifically mark the assets as controlled by HBCC for it to work. From then on the GPU and driver handles loading and allocation on demand. It seems like this is very similar concept to "mega-textures" except that it's controlled by the hardware.  
  2. Ok, thanks for the answer. So that sort of rules kickstarter out of me anyway ;) The Reddit advertising sounds interesting though. If I put the advertising on a forum of a game in the extact same genre as my own then I have the perfect audience. But spending only $100 really gets results? That sounds kind of low.
  3. so, you think it's a good idea to do a kickstarter, even if you don't need the money, just because it creates exposure for your game?
  4. Alright. I guess I'll just have to live with it then ;)
  5. I had really an awful time trying to put together a decent trailer video for the demo that I just released. Apart from all the trouble I had trying to figure out how to use various video editing tools, the quality of the uploaded video on youtube seemed very bad compared to what it should be, so I did some screen captures and compared the result side by side. What I found is that youtube used SD (i.e. low quality) by default, which is very bad. You have to specifically select HD from the embedded youtube video to play HD quality, which few people actually do. But even youtube HD is pretty poor quality. You notice in the image above the colours look washed out. The soldier in the middle looks like he is in black and white. Vimeo has better quality as you can see, unfortunatly vimeo can't be played in full screen mode in these blogs. Still, I'll take it. After spending so much work getting the graphics just right, the last thing I want is youtube crappifying my game trailer.
  6. I tried embedding a vimeo video in my blog post but it is missing the fullscreen button. The way the blog post seems to work is that is only accepts the link. You can't enter the needed allowfullscreen attribute to get it working. Anyone have a solution?
  7. Hello All, Today I have prepared a special version of Merc Tactics for game play testing. You can download the installation program here: http://astronautz.com/MercTactics/MercTacticsSetup0.5.exe Recapping, Merc tactics is a turn-based squad tactical combat game, similar to games such as Jagged Alliance, Silent Storm and X-Com. Below is a sample video of the game: https://vimeo.com/205212576 I am inviting people on GameDev to try out the game and give me your feedback. Specifically, I'd like to know if you found the game too hard to play, too easy, or too tedious, or if you have any ideas of things that are missing to improve the game play. You can have some fun playing the game and also participate in the development process! The game has two modes: Quick Battle and Campaign. For this test I am only testing Quick Battle. When you launch the game, you will see the main menu, as shown below: Choose the desired battle and select "Launch" to start the battle. You probably want to select one of the easier ones, until you get the hang of it. Also, selecting "Extra Enemy" will mean there is a three way battle with two enemy militia groups, all fighting each other. Selecting "Allies" will include a friendly militia fighting on your side. Online help is available here: http://astronautz.com/MercTactics/help.html. Requirments: This game requires OpenGL version 2.1 or higher, so it should work on most PCs. Notes: This game is more focused on making use of available cover, and close-in fighting, rather than long range sniping. Each scene requires a different approach, depending on how it's laid out, and as all scenes are generated procedurally, that means there is a huge variety of battles. Although this game is inspired by Jagged Alliance it, it does not try to copy it. Notably, I designed the game rules and mechanics with simplicity in mind, so as to be easy to play on tablets and smart phones. My design criterion was to only include features which made the game genuinely fun to play and eliminate features that just add complexity for complexity's sake. That being said, there still is a lot of features that are missing, because I simply did not have the resources to include them in "version 1.0". You can look at "version 1.0" as just the beginning. Version 2 and 3 will add the missing features and greatly expand on this game. This is a beta version, and you may notice some rough edges. Particularly, the user interface and some of the graphics have yet to be finished. Do not worry about these things, because right now I am only testing the game play. In this demo you can in fact play Campaign mode, if you want to. Although it's not finished yet and there is no help documentation for that. :o Update: I had to change the video, because of youtube quality problems.
  8. Thanks very much. Unfortunately, I never took a screen shot of the first version :(.
  9. All scene's in MercTactics are generated randomly. Previously, I've just "sprinkled" stuff into a scene randomly, but this doesn't look very good. Stuff tends to be clumped together in the natural world. So, I used a Perlin noise map to control the placement of plants and rocks. In fact, for the rocks I use two perlin maps, one to control size and one to control colour, because rocks of the same colour tend to be clumped together as well. I use a less detailed perlin map for tone, so the colour changes more gradually. Finally, I use a third Perlin map to control the placement of grass, weed and trees. This is how the complete scene turned out:
  10. That's a very clever idea. Thanks, Hodgman!
  11. Yeah, what I have implemented seems to be the same as Unity's "dynamic batching". I'm not sure what Unity "static batching" is though. Well, that's good to know anyway. Thanks for the answer.
  12. I've got to the stage of my game where I have hundreds of small meshes in a scene, so I wrote a batching class to reduce the draw calls. For each frame this class takes any mesh below a certain size in the current camera frustum, transforms the vertex data and joins them all together into one big mesh. The algorithm has to run each frame, because the camera frustum is changing each frame and stuff is moving around as well. Reducing draw calls decreases the amount of work that the CPU has to do, increasing frame rate, but on the other hand transforming the vertex data each frame increases CPU load. So, there is an optimal level, which I found to be around 100 vertices fro mesh size. In other words, I only batch meshes that have less than 100 vertices and that gives optimal performance. Is anyone doing something similiar to this? Any tips would be appreciated. Unfortunately I have to use OpenGL ES 2.0. I know there's probably some cool function in 3.1 that makes this a lot easier, but I don't have access to that.
  13. Yeah, I use mixamo as well. The animations are really high quality - obviously done by a profesional animator. Adobe bought them and since have made everything free. Don't know what their intention was, but I'm no complaining ;)
  14. You're not alone in hating new VS versions. I'm using VS 2008 myself. I've tried to switch to VS 2015, but there were too many problems with it. For now I'm sticking with VS 2008 for day to day development and later plan to use Code blocks and GCC to produce the release. I'm switching to GCC mainly due to the distaste left after I discovered that Microsoft were secretely inserting telemetry code via the VS 2015 compiler.
  15. I do minimal commenting like youself. I found too much comments makes the code harder to read. I found also any workaround code for tricky bugs is *very* hard to understand later on after you've forgotten about the bug, so I make sure I document those bits very well.