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TheAsterite

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  1.   I was imagining something along the lines of Star Fox or Panzer Dragoon, where even though it was on rails you could still move a little bit within the level. The Fluzzard levels from Mario Galaxy 2 is probably closer to what I'm looking for though.       Left analog stick will control pitch and horizontal movement. Whether to make it control yaw directly, I'll have to play around with it to see. And yes, I was thinking the triggers roll you directly as well as making you lose a little lift in the process.   Unity3D's engine already has variables built into it's physics system for drag and constant forward force, so that part is easy. I'm was using them to keep a constant forward velocity when I was playing around with the system.
  2. So I'm just about getting started making a small, on rails flight game in Unity3D, and I have to model some physics that fit well with the control scheme I have. What I want to do is map the different analog triggers of a controller to each wing of a dragon, so the more you push the analog trigger down, the less lift you have on that wing so you lean and fall toward that side. It's been a while since I've taken physics, so I'll try to do my best to lay out how I've been thinking on how to solve this problem.   Since the game is going to be on rails for now, I'm just going to apply a constant force forwards to move the character.   So for stable flight, I obviously need all the vertical forces to sum up to zero. I'm guessing gravity will be my only force pushing downward. I'll have 2 forces pushing upward for each wing.   I'm having trouble figuring out how to map the horizontal and rotational forces of the character though. I want to eventually be able to make it easier or harder to maneuver based on wing extension. I also want to model how the angle of attack effects the forward speed of the character also. What would be the best way to do it? Are there any sources on flight I should read first before I tackle this?
  3. How do games like Rayman Legends or Mario Galaxy 2 do effects like checking your character position to see if it is in a particular light source that is dynamically blocked or unblocked? I'm trying to wrap my head around how to connect the gameplay side vs the graphics side of it. I know at least in Mario Galaxy 2 they use the frame buffer, but I'm not sure what that entails. If anyone can point me to articles or links? I would greatly appreciate it.
  4. So as of now, I have a somewhat decent grasp about how to break up jobs into smaller parts for parallel processing. I wanted to move to designing an engine framework that revolved around handling different systems such as physics or rendering as different threads when I came across this article by intel: http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine.   It seemed really interesting, so I downloaded the source code to their demonstration and was looking at it.    My question is, how relevant is this paper today? Is this scheduling technique used widely in the games industry?
  5. So here's what I'm trying to do. I'm building a turn base strategy game in Unity3D, and I recently got a flat 2D hex grid working. Now I want to expand the functionality of the world by adding multiple floors or levels on top of the lowest ground level. As for now, the other floors will just be to represent objects like bridges over hilly terrain. Nothing horrendously complicated. The way I was starting to implement this is just by adding some more values such as a boolean hasMultipleLevels and a list of tiles onto the particular x,y position on the grid. Another way I was thinking of was by just making a 3D array and having a null value for the spaces that won't have a hex tile. Which would be easier to work with in terms of ease of use and tools for easier grid building in the long run? Is there another way of doing this? Edit: One reason why I'm leaning toward the first method is that the bottom floor is going to act like terrain with varying height. If I just do a 3D array, won't it be difficult to establish where the top layer of the floor will be? Edit2: I also want the game to feel like a board game. So I'm not doing a logical board that is overlayed onto custom art (like final fantasy tactics). Each hex tile will have it's own art to represent different objects (think heroscape.)
  6. So in a basic strategy rpg, the tiles need height, be impassable at times, and figure out range for the characters. Height will just be variables compared with the characters jump value. The 2 heights will be subtracted, and if it's withing +- the character's jump, the character can move there. For now that's what I'm going to start off with. JTippetts' approach seems to work best for what I need the grid to do. I'm not sure what you mean by a multi-level hex voxel with area of effects though. It seems that JTippetts' approach solves that issue too. The path-finding and range algorithms tied to the grid should be able to take care of attack ranges and area of effects.
  7. Code wise, does this mean characters will need to have a module in them that has a reference to the grid? So they can check to see movements and distances.
  8. Hello, Recently I've been implementing a hex tile grid system in the Unity3D engine to get some practice in both the engine and the concept, but I'm having some issues with how the structure of the grid should be. The grid will be used in a turn based strategy game, so I think in the logic of the code, the tile will hold onto the character (have a reference to the character object in the tile). Also when I think about how I would normally move a variable in a normal 2 dimensional array, I would go to the section of code that houses the array itself and move or change the variable from the grid "manager". I'm assuming this would work the same way in a hex grid. Then there's the issue of how a character is going to attack another character. What I was thinking was that the grid manager will move the character, and when it comes time to do some action to another character, the grid manager will check to see if an enemy or something is in that tile, and if it is, move to the code inside the character class, and provide, for example in an attack method, the reference to the target so the characters will interact with each other directly. In my mind this is the best way to separate the responsibilities of the grid and the characters on that grid. Is this idea sound or is there a better way of doing things?
  9. I believe this mini project is a little more complicated then you think. I'd suggest for your first project in cuda, start simple, then move on from there. There's a ton you need to learn like blocks, threads, indexes, shared local memory, and a ton of other stuff. First thing I'd suggest trying is take a large array of numbers and first increment all the elements by 1 and print them out. Second thing is add all the elements together and come up with a sum. There's many different techniques of doing this. Edit: Also if you want it to be efficient, you'll need to use techniques such as loop unrolling, because it looks like in serial code, it would be a nested loop. So you should also look at loop unrolling.
  10. Thanks for all your help. Architecture is somewhat hard for me to understand. I really wish my university had some software design classes, I'm just learning this stuff as I go along.
  11. Continuing my topic from here: [url="http://www.gamedev.net/topic/623767-clean-architecture-for-an-asset-loader-in-a-component-based-framework/"]http://www.gamedev.n...ased-framework/[/url] I understand that for assets like meshes and levels that are loaded/parsed the same way I can use one function to open up a file handle, then pass it on to the different asset loaders to be parsed and stored. However, when I start loading assets like a .dds texture which is easiest done with a graphics library call, is there a way to set up the asset pipeline such that it can use the same function? Or is there no way around the problem, and I need to set up a different way to load assets like these? I really don't like this approach because then I'd have to manage the different types of loading so that the asset loader now know about different types of assets. It would really be of help if someone could link to some source code that has an asset loader like this implemented so I could see how it works. My basic goals for the framework: [left][background=rgb(250, 251, 252)]I'm only worried about having it work on windows[/background][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=4][background=rgb(250, 251, 252)]I'm only worried about using directX[/background][/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=4][background=rgb(250, 251, 252)]I want to stream in world blocks to have a straight continuous level with branches[/background][/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=4][background=rgb(250, 251, 252)]I want to have flexibility to experiment with shaders[/background][/size][/font][/color][/left]
  12. Actually I just have 1 more question, what's the best way to handle loading assets that are normally imported with a library? Like loading a .dds file with directx? It doesn't fit loading the contents of the file into a buffer to be parsed later right? Edit: Never mind, I see directx has a createshaderresourcefrommemory function. I'm all set, thanks again. Edit2: Well, now that I think about it, my point still stands. It seems like things like textures and levels/models are read in completely different ways. Can you really load static data all the same way? It seems like levels/models are parsed and stored as they're being read, but things like textures are either read by a library or directly copied into the buffer. Am I just forced to make separate loaders in this instance? The only real experience I've had to deal with loading is either using an already provided function to do so, or just parsing a text file and converting the strings into data.
  13. Oh, ok I get it now. Thanks so much for your help. Do you have any links on this kind of stuff where I can do a little research on my own?
  14. [quote name='ApochPiQ' timestamp='1334965325' post='4933396'] At its core, this should boil down to a very simple API: [code]void LoadAsset(some_identifier, std::vector<char>& memorybuffer);[/code] (Assuming C++; translate to the appropriate language of your choice.) Your high level code asks for some data and provides a blob of memory to store it in, and the low-level asset loader just fetches the data and blindly stuffs it into the buffer. Of course you can fancy this up all kinds of ways, but that's the basic principle. It's so simple that it doesn't even require a class (again assuming a language that supports free functions) and provides convenient decoupling of the asset-loading infrastructure from the logic that actually consumes assets. [/quote] Ok, that makes sense, so the texture or whatever loader will call the function that provides a file handle then determine what to do with the blob that's loaded in? Now in a component based engine, what's a good way to couple what's being stored and how it's being used? I get that a component based system will have lists that you store different properties into, but how do you group them together logically so that it's relatively easy to determine which properties belong to say the main character? I was thinking loading them into the lists first based on the world information with a tag, then a high level object will then search for the property that matches it's tag during the level initialization. Am I going in the right direction? Edit: Actually, I'm having trouble seeing how a single function will work. For example, with a file that has vertex info, you need to parse it to get the coordinates out of it. But with something like a texture, I know D3D has it's own function for opening the file and storing the data in it. How do I make the single function work for both instances?
  15. I've been doing a lot of reading about how a loader should be handled on the forums, and I feel like I'm on information overload. I've read that it's better to have separate loaders for different assets such as having a texture, mesh, shader, etc, loaders all separate, but I've also seen some examples where the different components are grouped together so that a class loads the file, then the different components figure out what to do with file when it's loaded in. I also need a way to store the information depending on how it's going to be used. I saw an example I'd like to implement where there are 3 memory blocks, one for data needed every frame, one for data needed every block, and one for constant data. My basic design goals for the framework are as follows: I'm only worried about having it work on windows I want to stream in world blocks to have a straight continuous level with branches I want to have flexibility to experiment with shaders So my first issue to tackle is how to handle the loading of assets and storing them into the different blocks of memory. Some insight into the pros and cons of different methods would be greatly appreciated. Software design and architecture is really hard for me, and I'd like all the information I can get.