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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About Adaline

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  1. Not worry, this was a dumb error, I forget to specify to use this specific shader before using it.
  2. Thank you Alvaro. :rolleyes:
  3. If you're interested in prediction, recurrent NN are quite powerful. (Loops in the topology of a MLP, for example). Try also LSTM (Long short term memory networks) But using them inline, while AI, physics and rendering are struggeling, is not practicable. You can however train your network offline, and just using it, in your game, for its responses (not for learning).   If your NN is correctly trained, there's nothing more to do : use it. You should check if it is not in over-learning (sorry for the terminology, in french this is called "sur-apprentissage). This is "over-specialization". Check the responses of your NN on a DB that was not used during training. If they are relatively correct, the training is correct .... just use your NN now ! :)
  4. Hello everyone ! I have a strange problem with basic shaders in GLSL that struggles me, using OpenGL ES 2.0 on Android. (Main program is in Java)   Here's the vertex shader : attribute vec4 position; attribute vec2 iTexCoord; attribute vec4 iColor; attribute float iAngle; uniform mat4 vpMatrix; varying vec2 oTexCoord; varying vec4 oColor; varying float oAngle; void main() { oTexCoord = iTexCoord; oColor = iColor; oAngle = iAngle; gl_Position = vpMatrix * position; } And here's the fragment shader precision mediump float; varying vec2 oTexCoord; varying vec4 oColor; varying float oAngle; uniform sampler2D sampler; void main() { gl_FragColor = texture2D(sampler, oTexCoord / 4.0 + vec2(0.0, 0.8)) * oColor; } Whatever I do, gl_FragColor is always sampled from oTexCoord. Even if my rule of 3 is designed to sample a normal map in the last row of the color map. (All is in a regular sprite sheet). I'm really new to GLSL(even if I used HLSL before), so this should be a dumb question. Thanks. :rolleyes:
  5. I found this tutorial useful :   http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html   It shows how to render a skinned mesh from Assimp, using OpenGL.   Hope it helps 
  6. Hello    I need to get position, scaling and rotation from a world matrix. I would be pleased if someone could correct me if what I suppose is wrong :   (In my case matrix are row major)   So let's take this world matrix : m11,m12,m13,m14 m21,m22,m23,m24 m31,m32,m33,m34 m41,m42,m43,m44 position=Vec3(m41,m42,m43)   scale.x=length(m11,m12,m13) scale.y=length(m21,m22,m23) scale.z=length(m31,m32,m33)   Then I use D3DX to get the quaternion from this matrix : D3DXQuaternionRotationMatrix(&quaternion,&worldMatrix); D3DXQuaternionNormalize(&quaternion,&quaternion); Does it seems you OK ?   Thanks in advance for help !    [EDIT] My mistake, I didn't see the D3DX fonction 'D3DXMatrixDecompose()'
  7. That statement is absurd. Shakuntala Devi took 28 seconds to compute 7686369774870 * 2465099745779. That's quite a feat, no doubt. It would be hard for me to measure how long it takes my laptop to make that computation, but the order of magnitude is 0.00000001 seconds.   Thank you Alvaro, I didn't realize my 20 cents calculator was more intelligent than me, just because it can perform calculations I can't do myself. You seem to have a very good, clever and nice idea about what intelligence is.   Clearly I was making the argument that calculators are more intelligent than people because they can multiply faster. Good reading comprehension!   I really don't want to be mean with you, you give so much to  this community ... I sincerely mean it ....  This discussion makes me very sad and crazy ... But Intelligence has nothing to do with the ability to perform fastly some computation... This is the ability to evolve given stimuli (inputs) ... the ability to learn !
  8. That statement is absurd. Shakuntala Devi took 28 seconds to compute 7686369774870 * 2465099745779. That's quite a feat, no doubt. It would be hard for me to measure how long it takes my laptop to make that computation, but the order of magnitude is 0.00000001 seconds.   Thank you Alvaro, I didn't realize my 20 cents calculator was more intelligent than me, just because it can perform calculations I can't do myself. You seem to have a very good, clever and nice idea about what intelligence is.   We are facing the Human VS Nature Dunning-Kruger effect ...  Are you high, or asleep ?
  9. I do think we will be able to reproduce artificially intelligence, even better intelligence, but this has nothing to do with decision tree or negamax or whatever, ... it would anyway be the product of a reverse-engineering that we will not completely understand ...
  10. Comparing the computational power of a "laptop" to a human brain makes no sense. This is irrelevant.This is even absurd. Train your laptop to speak... you''ll get your answer Computers are good to execute fastly algorithms humans order them to do, that's it. Talk to your laptop ... and ask it what intelligence is, you'll be very disappointed about its response ... Anyway, the problem is still the same : WHAT IS INTELLIGENCE ? This is not a stupid phylosophical question (like if it was out of the field of this 'discussion" ...., and an easy and unfair  way to skip the question ). This is the CORE of this (stupid) discussion
  11. I think this topic is flawed from the very beginning, because each one of us has his own definition about what human intelligence is. For some, it's the ability (the state), of being able to accomplish a given task (playing chess, whatever). For some others, it is the ability to learn something ... (being able given DOF, to learn to walk for instance) . A function.   Before answearing the OP question, we have to be on the same wave about what intelligence is. And this is a philosophical and still open question ...
  12. "I really should stop posting on this thread, because I am not getting many coherent arguments from the other side"   Maybe because you treat the "other side" as shit ?? 
  13.   You keep making a distinction that is irrelevant to this discussion: When we talk about what a computer can do, we are talking about the hardware and the software combined.   Why are you so arrogant ? A computer executes a software. A software is built by humans. These are completely different things. So I don't think it is irrelevant to this discussion So my point is that, even a computer definitely can't think, a software that is executed on it could.
  14.   I don't think a computer can think, but a software will probably can, even if we will probably all be dead when this will happen  I think we should imitate the Nature, so using formal neural networks if we want to reproduce properly intelligence, without weak tricks ...
  15.   Why do you (and game_developer2013) use this function? It's just a slight variation of D3DXCreateTextureFromFile. Both these functions create a texture from an image file (.bmp, .jpg, .tga etc.) and not an empty texture. The only difference between them is that D3DXCreateTextureFromFile reads the data from a file on a disc, while for D3DXCreateTextureFromFileInMemory you have to first read the file yourself to a memory buffer (that's good for example if you use your own file compression or packing systems).   What you really need to create an empty render target texture is D3DXCreateTexture.   My mistake you're right  I just copy-pasted this line, more focused on the problem of passes. Thanks.