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Prodigga

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  1. Prodigga

    I've got an idea...

    Did you do any research? ;) Lots of hybrid RTS/Shooter games out there! Don't know of any recent ones though. https://youtube.com/watch?v=cBVUErMgBYE
  2. I am targeting mobile devices. I want to entirely avoid kicking of a render operation for a single object just to render its shadows. I don't have much control over the rendering pipeline (Using Unity) so it ends up doing a lot of extra stuff (culling etc) which seem to take a substantial amount of time on mobile. I would be removing shadow pass entirely if there existed some baking/custom cooking tech. It would also mean I can do some nicer filtering ('soft shadows') on the baked result without incurring additional performance cost at run time. edit: Also, I should add that the static stuff is already rendered into a shadow map. I am using Lightmapping built into unity, so if we ignore the single dynamic object then the scene already looks lit/shadowed correctly because of the lightmapping. I just need my one dynamic object to cast its shadows onto this lightmapped scene as cheaply as possible. I do not require a generalised solution, I have a very specific use case (single shadow caster which is a simple non skinned mesh) so that should be prime for some sort of shortcut/optimisation.
  3. Hi there! I was wondering if there existed any cheats/shortcuts/optimisations we could perform if we know beforehand that there will only be a single non-skinned mesh that will be casting shadows in our scene. Our scene is entirely baked, and the only non-static element is this mesh. I was wondering if there was some way to 'precompute'/'bake' down the shadow information for this mesh so that we can use that to cast shadows on to the objects in the scene. One idea I had was similar to the octaherdron imposter technique, but instead of baking down color, you bake down what the shadows would look like from various angles, and all the baked surfaces in your game sample the appropriate shadow texture based on the position and rotation of that dynamic mesh. Seems simple in theory but there are a few implementation details which I haven't been able to wrap my head around. I figured I would ask here and pick the brains of all the guru's incase I am reinvent some wheel here! :)
  4. Hey guys, I am programming my own billboarded strips/ribbon. I am trying to generate the mesh for the strip. I have a list of points, and each will be expanded out to 2 verticies and they will all be joined together to create a billboarded triangle strip.   I have it working relatively well. I implemented it the way it was outlined in this topic here: http://www.gamedev.net/topic/644649-bill-boarding-oriented-rectangle/   That topic was really helpful!   I have a problem however. My code does not seem to take into consideration the rotation of the camera. I think it is because I am converting the camera position to local quad position incorrectly, but I can't figure out what I need to do to fix it.   So, here is 2 triangle strips on either side of the camera, and the camera is in the middle of them. They orient themselves correctly       Now if I move the camera down, (translate downwards, no rotation), the strips again face the camera correctly, as seen here:     I expect this same effect when I rotate the camera downwards, however my code seems to just ignore the camera rotation. So if I return the camera to where it was in image one and instead rotate downwards, I just get this:     Its, uhh, hard to see, but basically the strip is exactly as it was in image 1, but the camera is rotated. It didn't bother to align itself with the camera properly. I expected something similar to image 2.   Again, I think my problem lies in converting the camera position to the points 'local space'. I don't take into consideration any rotations. I just do this:   Vector3 camLocal = camera.position - point.Position;   Which gives us the cameras position as if it was relative to the point at 0,0,0, but it doesn't take care of any rotation.   Hope I am making some sense guys, I've been trying to figure this out for most of the day and I'm not sure what to do.
  5. hey guys, I have a tile based pixel shader problem. My 2d game is made up of platform tiles. the terrain looks really jagged, which is because it is made up of all square tiles. I was wondering if i could take my raw tile data, somehow feed it into a pixel shader and have it render a smoother terrain for me. from here im assuming the jump isnt too 'big' to making my pixel shader 'grow' grass on the outward facing tile faces, etc... just dont know where to start! how would i go about this?
  6. hey guys, im wondering how eve online handles its coordiantes..? it is obvious that the objects in eve are not as huge as they appear to be. but i have no idea how they position these objects or show you flying past them at warp speeds. The scale of the game is amazing. what trickery is this..? I know from experiance that if you try to make big objects or objects far apart from one another, your going to run into rounding errors etc that makes things jittery and glitchy. any insight on this? i tried googling..but 'eve' and 'coordinate' in the same search just results in alot of eve related stuff.
  7. alright thanks so much for taking the time write up all this. it has helped me realize the problem with directly working with the messaging system now. there is nothing wrong with messaging systems but its not the correct solution for the problem at hand. now i just have some programming to do
  8. the big plan is just to gain experience. That is why i was planning to take that extra step which'd probably be considered over engineering for the game at hand. reason i wanted to use a messaging system in this scenario is to remove the dependencies between objects. in doing if ( pPlayer->JustDied() ) { pgGameMan->LoadGui( "YouSuck.gui", true ); // true = remove existing GUI. } the player either needs to know about the gui, or the other way around. a messaging system could solve this. and a good example of the scripting you were talking about be Unity? sounds exactly like it
  9. I like that idea yogurt, and I will rework my framework so it functions that way. i was considering it too but didnt feel a need but i suppose it does give me alot more functionality that way. also nooo, that wont be a part of the framework itself. that was just an example of what i need to do with the framework. so i suppose a messaging system is all i need then... It just sounds like this is going to get really really messy with lots of messages being listened to to get things to work. doesnt sound very elegant but ill put it to work and see how i go.. @Zahlman i'll coonsider it..maybe..
  10. hey guys. i am writing up my own framework for building games using XNA. its going fairly well at the moment. Put simply, i have physics working, a particle engine, a finite state machine to swap between menu/ingame/pause, and my entity manager for my game objects. there is alot missing at the moment, but the main things i need to create a game are in place. I am taking a code-as-you-go sort of approach. when i need it, i'll implement it. this is to help me get a general idea of how everything is going to work together and once i am done with this game (A game similar to Asteroids) i can re-write all the messy stuff. Right now i have the entire game of asteroids working. You can fly around, shoot asteroids, destroyed asteroids split into smaller ones, physics works fine with asteroids bumping into one another and particles are also working. The game play is, for this project anyway, 100% complete. Now i just need something to hold it all together and turn it into an actual game. I need actual menu's. A score keeping system (HUD). Lives. I need to define victory and loss conditions, that would trigger an appropriate end to the game. But i have never programmed anything like this before and i dont know what i need to achieve this. from what i wrote above, it sounds like i am going to need atleast 2 key components. Something to manage the HUD. and a messaging system to notify everything of events. For example, notify the HUD of player death so it can display "You Loose". Anyone have any tips to share or advice to give here?
  11. hey guys, i am using csharp and using Unity3d. i want to spruce up my games a little bit but i do not know enough about generating my own meshes and textures and how i can actually put this to use. For example, when a unit is given an order in starcraft 2, a line is created from the unit to the point it is traveling to.. so i guess that is a strip of planes along the path the unit if following textured with the arrows. the UV of the plane is shifted at a constant speed to make the arrows look like they are moving. the alpha value also seems to be adjusted along the way. I have no idea how to do this, and i cant begin to imagine how many more techniques there must be out there like this that i just am now aware about... another thing is i have no idea how to randomly generate things. for example, how would i randomly generate the texture for a cartoonish planet (nothing complicated, just small and cartoony, LBP2 style). so yeah, i am not asking for code or anything, i would just like to know if there are any resources out there on this topic...
  12. hey guys, i am having trouble understanding how to implement a custom coordinate system in unity. I get the idea behind it (I think..). ill essentially have 2 coordinates system overlayed ontop of each other. in unity, around 10000 units away from the center is considered safe (so i read, anyway) with very little noticeable errors... my understanding is that each coordinate in this system will have its own set of 1000x1000x1000 coordinates... so an object could be at 1,2,1 -> 425,231,512. tracking objects with some sort of coordinate system class cant be too hard i suppose, but i dont understand how that would tie in with unity. i'd have to bring objects back into unitys coordinate system to render them, and no matter how accurate an object is in my system, when i bring it back to unitys system itll still poses the same 10000x10000x10000 restriction.. argh..so confused..
  13. hey guys. i was wondering how i would go about uploading an image to a web server. i am using XNA 3.2 at the moment, and developing for PC.
  14. hey thanks alot for your suggestions guys. made some changes to fix these issues... one problem though: can anyone help me out with the quadtree updating. i am unsure of how i will tell the tree to update a single instance. what steps should i follow? i dont need code..just need someone to explain how it will work.
  15. hey guys, i am writing a game engine for XNA. I am currently trying to implement some collision detection, but i've hit a few snags. firstly, a run down on a few things you need to know about the engine: - i've got a base entity class that all entities inherit. - ive got object factories for each entity type. these factories are known to the EntityManager. when i create an entity through the EntityManager, that entity is added to a list that contains all the entities in the game (which is managed by the EntityManager). - i've got a quad tree class. the entity manager loops through the entity list every step to Update() and Render() everything, as well as add each entity to the quadTree. (the tree is emptied out, and reconstructed each step.) all this works fine... but i am starting to create alot of dependencies and have started hard coding alot of things straight into some classes that i wanted to keep separate.. right now my entity class has a bool "populatesQuad". the EntityManager will add any entity it loops over with this bool set to true to the quadtree. I also had to give each entity a bounding box so i knew which quad to put them into on the quad tree. so my generic entity class now has collision detection/quad tree related stuff coded into it.. i figured i could try and create a CollidableEntity class that inherits "Entity". i'd put the bool and bounding box into this class... separating it from my Entity class. awesome. but my entitymanager only deals with entities..so when it is looping over all of the entities, it will not be able to test whether or not the entity it is looking at inherits collidableentity at a higher level. (or is there a test for this? i dont actually know ..). if it wasn't for this problem, and i implemented this change, i'd have reached a more desirable level of abstraction...and i'd be happy :p secondly, lets imagine for a second that i've reached a point where i can now test for collision between entities. i couldn't quite figure out how i would tell one entity apart from another. i was thinking of having a "GetCollisions" function in my hypothetical "CollidableEntity" class, which would return a list of entities (or more accurately, a list of "CollidableEntity" objects) that this entity is currently colliding with. thats all nice and stuff, but i cant actually do anything with this unless i know what type of object the entity i am colliding with is. a BulletEntity object may have collided with me, but i only have a list of CollidableEntity objects, so for all i know i could have hit a HealthPickupEntity object... i cant respond to the collision unless i know what type of object it is that i am hitting. i figured a solution to this could be to have an enum of "ObjectType"s give each entity base class an "ObjectType" member...initialize this variable to the correct value when i create the object through the factory. but this sorta feels like a hacky fix to a problem.. this is the first time i am writing a proper engine (obviously. im guessing my problems are fairly common for beginners haha). just wanted to enter a discussion on how i can solve these problems, alternative design ideas etc..
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