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Zervoxe

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Everything posted by Zervoxe

  1. Zervoxe

    What engines do you use, and why

    I do not think he ruled out Cryengine,Unreal and Unity, he simply said that he wasn't asking from a AAA perspective. which tend to use these engines but does not exclude them from being mentioned) Also from what I gathered he wasn't asking for an engine to use, he just wants to know what people are using and why/what they find attractive with them.
  2. He is still doing updates for all platforms he supports, thing is now that the platform support have matured it isn't as much hazzle for him anymore, latest updates are actually quite noticable for both desktop platform and mobiles. dated? you mean the editor or the visuals? as has been the case for a while EE lacks somewhat in the shader department still(when it comes to visuals) the extended source pricing back then was quite expensive compared to the new licensing, so yeah that is no longer an issue(although the new one is recurring, it is paid once a year) but still compared to the 1.0 source access cost and 2.0 extended source access costs I'd say it is more than ok. Let's see 2013..that was initial EE2.0 if I remember correctly? if so yes there has been changes around the editor. the pricing model is available on the website.(full source access is available as a subscription as well as the non source) I do not consider the prices to be too steep(it's possible to download the editor and run it for free, although it is a bit limited(not in features but in limitations in things you can have, max object count in your project), a bit too limited according to some people, although I would say it should be enough to test alot of things still).
  3. I am a fellow user from way back, Still using it personally, I love it due to its stability. the latest updates has had quite some optimization passes. Couldn't tell you much directly about the editor as I tend to limit my usage of it quite alot(my projects are mostly based on my own handling so I do not mess around with it) mostly I just do asset import through the editor and thats it.
  4. you use in-game units to calculate bulletspread, using screen would mean you are firing from your eyes instead of the gun. crosshair is just a representation of where the player is aiming, where size of crosshair doesn't affect the spread, it just shows/scales from your accuracy based on values from the gun's current values there is tons of tutorials regarding this matter and I think even if it is a different language and engine you should be able to learn from  them. :)
  5. http://support.lenovo.com/no/en/products/Laptops-and-netbooks/Flex-Series/Flex-10-Notebook-Lenovo?tabName=Downloads&linkTrack=Mast:SubNav:Support:Drivers%20and%20Software|Drivers%20and%20Software&beta=false I see there are Bios updates available(try specifically the 64bit one)(strictly speaking the Bios lacks something).   https://forums.lenovo.com/t5/forums/v3_1/forumtopicpage/board-id/Special_Interest_Linux/thread-id/6206/page/4
  6. No such thing as 32bit mobo. Depending on the install medium this might have something to do with it, lack of proper drivers.
  7. https://www.community.arm.com/graphics/b/blog/posts/dynamic-soft-shadows-based-on-local-cubemap https://www.assetstore.unity3d.com/en/#!/content/61640   I am curious if this is somewhat related.
  8. Zervoxe

    Worlds within worlds!

    I assume you know there is quite a bit of a difference between portals like in the games like Portal and Prey, and Portal Rendering system which is used for a quite different purpose? This does not exclude one from the other to be combined.(or as you rather grossly(I use grossly because I can't think of any scene management system which doesn't allow for this to happen) described it worlds within worlds).
  9. Zervoxe

    Worlds within worlds!

    So, first you made the only comparison on how you clipped the scenery according to the portal, now you require it to prove light and shadow as well? you are aware it was impossible for them to develop something which was flat out impossible for hardware to calculate at the time as it was not hardware accelerated(eg it did not benefit from having an insanely powerful GPU?)
  10. Zervoxe

    Worlds within worlds!

    the first portal rendering usage in games, didn't even have dared to try using render to texture, that means even something like mirrors was impossible had it not been for the original portal rendering technique used back then. Duke Nukem 3D from 1996 used it. then you also have Marathon from 1994.
  11. Zervoxe

    Worlds within worlds!

    Then why not just post this as a personal journal post about you implementing portal rendering? as I see absolutely nothing groundbreaking not already done in lots of other engines or titles.   the reason I have to say its not groundbreaking, is because you seem to think you invented something which looks and acts exactly like a traditional portal rendering engine does. :mellow: We already know it is.  :blink:
  12. Zervoxe

    Worlds within worlds!

    you mean like how portals is supposed to work?
  13. Zervoxe

    Worlds within worlds!

    Vague topic title made sound important with "!", vague description of a system, mentions an idea and a non described acronym. This makes it very hard to even wonder what this topic is about. :mellow:
  14. Zervoxe

    Game Programming Complexity

    This of course is all my subjective opinions, so feel free to disregard it if you will. "I'm not so much experienced programmer on gaming but just know Python well and some C# and JS knowledge. " Just because you know a programming language does not mean you know programming, that being said I do not know your how much experience in actual programming you have.   "please don't advice me game engines'  -Godot- game developing video tutorials what are not theoretical to teach you general logic on game programming most of them show how to clone existing game or teach you how to clone video instructor's game"   Why wouldn't you follow these tutorials? a lot of people would actually suggest you learn by making your own clone of chess,tic tac toe, snakes, tetris or similar games to build up the basic knowledge needed to continue on.   "-don't give me the fish but teach me to fish -" why not have both? Developing a clone is not easy, is it easier as you know what to copy, probably, but you learn ALOT of an engine by seeing the process. after seeing actually code, you can look up their functions and learn what they do and more importantly, why they did it.   It isn't only the code specifically you should look at, but the functions they use, when,how and why. Very important things to learn when learning an engine.(and you will probably trip over and pick up some bad habits and look at your code even possible the next day and facepalm yourself for writing such code)   "Game Engines like Unity, Unreal, Duality, Löve and most last Godot. I'm sure now that gonna continue with Godot and not to change it." This is what most people trying to learn game development do wrong, can't learn one engine, next!, can't learn that, next! and so on. That cycle will continue until you learn to buckle down and try see the similarities instead of the differences of each engine. afterall many engines does things in very similar manners even if their languages differ. Learn by looking at examples of scripts, tiny sample games, alter them, play with them,"taste" them, read the documentation of the functions/classes so that you have a better grasp of all their functions/methods.   I would suggest like Kirlim's suggestion reading about design patterns and programming paradigms.
  15. Zervoxe

    Variadics

    I am curious, has there been any update regarding this?   I am referring to this some months ago, it would be a well appreciated addition.  http://www.gamedev.net/topic/680460-delayed-calls/
  16. Zervoxe

    Is Programming an RTS Game still good?

    I bought mine on Amazon a few years back, of course I bought mine non-used, so it was a tad expensive considering(wanted to make sure I got the following CD). Definitively a recommended read in my opinion
  17. Getting an issue with latest revision this has worked since forever until now. array (0, 0) ERROR:  :  The subtype has no default factory Has Compile Errors: True /*******************************************************/ /*******************************************************/ Data/Script/Node.as (108, 8) ERROR:  :  Attempting to instantiate invalid template type 'array<Status>' Has Compile Errors: True shared enum BH_STATUS {BT_SUCCESS,BT_FAILURE,BT_RUNNING}; class Status { Status(){} Status(BTNode @no,BH_STATUS b){@node=@no; BH=b;} BTNode@ node; BH_STATUS BH; }; class Node { array<Status> childrenStatus; };
  18. Zervoxe

    array factory error with angelscript class

    Not sure exactly which file, I just copied over all the headers again as I compile angelscript to library and only keep the headers, so to be sure I just did a full replacement, most likely one of the last headers for the library if sorted alphabetically this is usually something which can happen when you include libraries that the headers can still be old versions as long as the variable is there but it was changed to another data type while still compatible works differently to make the results scewed.   but really this is a very simple and rare case as in most cases people will manage to copy over all headers and not miss a few files because they went copy pasting the files too quickly.   You also got a rare case where you replace a .lib and headers while your project that uses the library have visual studio still open it won't always notice the change and will compile the old code, not always a clean build will help either in which case you can restart visual studio.   I should note when I say one of the last headers I mean the ones for the actual library and not the addons. another note is that my Windows 10 alot of times messes up opening folders and instantly trying to select all files will result in not actually selecting all files.(slow folder browsing)
  19. Zervoxe

    array factory error with angelscript class

    Heh, I am truly sorry but it seems I've wasted your time making you look for something, seems I forgot to replace one of all the headers in angelscript and that of course did compile it just doesn't work because the compiled code didn't agree anymore.
  20. Zervoxe

    array factory error with angelscript class

    I am using 2.31.0, the same code has been used since 2.29.1. Last version it worked on was 2.30.2 I should note all of the code above is under a namespace declared in angelscript
  21. void Spell(Spell& spell, Character& ast, Character& trg){ Party @part=ast.GetParty(); for (int i = 0; i<part.GetEnemies(); i++){ Character &chara=cast<Character>(part.GetEnemy(i)); @chara=null; } @part=null; } void Spell(Spell& spell, Character& ast, Character& trg){ for (int i = 0; i<ast.party.GetEnemies(); i++){ Character @handle=cast<Character>(ast.party.GetEnemy(0)); int dmg = ast.Stat("Mag").VECI2().y + spell.Stat("Power").VECI2().x; dmg = dmg * (265 - handle.Stat("Spr").VECI2().y) / 4; dmg = dmg * spell.Stat("Power").VECI2().x / 256; dmg = dmg * (Random(0, 32) + 240) / 256; dmg = Mul(dmg, (handle.Res(spell.Stat("Element").ST()).FT())); dmg = Mul(dmg, (((handle.Status("Shell").VECI().z>0) ? ShellMod : 1))); handle.ReceiveDamage(ast, dmg); } } First codebox won't complain but crashes only if that cast exists, the crash occurs only on second run or exiting application.   Will complain about nullpointer access on dmg = dmg * (265 - handle.Stat("Spr").VECI2().y) / 4; and crash the program if I run the function again or if I exit the application, no ability to trace it properly.   party is registered like int Party::GetCharacters(){ return m_chars.elms(); } asIScriptObject *Party::GetCharacter(int i){ return m_chars[i].GetController(); } BaseEntity *Party::InsertCharacter(){ return &m_chars.New(); } int Party::GetEnemies(){ return m_enemies.elms(); } asIScriptObject *Party::GetEnemy(int i){ return m_enemies[i].GetController(); } BaseEntity *Party::InsertEnemy(){ return &m_enemies.New(); } void Party::Register(CScriptMgr &m){ // Registering the class method MYASSERT(m.RegClass<Party>("Party", asOBJ_REF|asOBJ_NOCOUNT)); MYASSERT(m.RegClassMethod("Party", "int GetCharacters()", asMETHOD(Party, GetCharacters))); MYASSERT(m.RegClassMethod("Party", "IController @GetCharacter(int i)", asMETHOD(Party, GetCharacter))); MYASSERT(m.RegClassMethod("Party", "BaseEntity &InsertCharacter()", asMETHOD(Party, InsertCharacter))); MYASSERT(m.RegClassMethod("Party", "int GetEnemies()", asMETHOD(Party, GetEnemies))); MYASSERT(m.RegClassMethod("Party", "IController @GetEnemy(int i)", asMETHOD(Party, GetEnemy))); MYASSERT(m.RegClassMethod("Party", "BaseEntity &InsertEnemy()", asMETHOD(Party, InsertEnemy))); } Character is extending in angelscript like class Character : IController { Character(){} Character(BaseEntity @obj) { @o = obj; SetSpells(); } BaseEntity @o; } and IController is registered through C++ by MYASSERT(m.GetEngine()->RegisterInterface("IController") >= 0);   so my question would be, any ideas what I am doing wrong? do I have to register it in some special way to extend and cast the object from IController to Character? or is it the Get functions from party that is wrong? eg I am using asIScriptObject as return type.  
  22. Zervoxe

    Angelscript Crash or Reporting null pointer access

    That worked perfectly. Thank you so much for the help! This helped me remove alot of unnecessary C++ side registered functions as I wanted this part to be done as close to Angelscript possible without needing overkill calls through registered functions in Angelscript from C++.
  23. Zervoxe

    Angelscript Crash or Reporting null pointer access

    I am asuming you mean shared interface IController in this case, I am currently using the C++ side RegisterInterface, which is not shared I take it, and doing shared interface IController in angelscript makes the C++ side complain registering the Party class.   identifier 'IController' is not a data type in global namespace Failed in call to function 'RegisterObjectMethod' with 'Party' and 'IController @+ GetCharacter(int i)' (Code: -10)
  24. Zervoxe

    Angelscript Crash or Reporting null pointer access

    Crashes is solved.   Yes I found out that doing @ before doing something was obviously wrong.   I do compile into multiple modules, but then again each module contains all the code needed across the files, in this case do I still need to declare them as shared?   After sharing the Character class I noticed that my global variables can't be used anymore, how would I approach to workaround this?
  25. Zervoxe

    Angelscript Crash or Reporting null pointer access

    Ok, so I figured I had to try adding @ before all calls to the handle, but then I get object handle is not allowed for this type, does this error occur if an object inside IController derived class does not support it, or is there something more I need to add? without adding the @ before those calls it still complains for some reason about null pointer access. and from my earlier post "just to clarify the asIScriptObject does not return null from C++ side."   and thank you so much for the quick replies.
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