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About KellerHood

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  1. So, sorry if I'm posting in the wrong thread, or this question is off-topic or anything of the sort, but, What is the current state of the two major (and only, I'm pretty sure) graphics API's, direct3d and opengl? Which one is more popular among game developers? Or just developers in general? I have seen more games being ported to Mac OS X, with the rise of Steam, games such as all the Valve games, and also many games are using OpenGL to be able to support mobile platforms such as Android and iOS as well. And while this isn't exactly prominent, WebGL is also seems to be slowly becoming popular (more popular than flash it would seem for games at least). But with Direct3D for both Windows platforms and the Xbox, not to mention XNA, there is also a lot to be seen in those areas. So, my question is, is the market leaning to one API over the other? Which one? Is it shifting at all, or is it stagnant? Is there anything in either API that has promise for the future? I basically am just curious about the current state of the two API's in comparison to the other.
  2. That awkward moment you update your facebook status for the sole purpose of updating it ~
  3. Mr. Schwarz looks exactly like nathan gould fom crysis 2
  4. I like the idea of multithreading, and the idea of being able to perform multiple processes at one time. I can see how this would speed up a game significantly. But I just can't seem to come up with actually how to implement it. How many threads should there be? What would each do? What should be controlled by each thread or another thread? Would the threads be used for temporary, simultaneous events or for the entire length of runtime? These are the main questions I'm having, basically about organization and what to actually put. What I'm thinking is have two runtime-length threads, one that performs physics and one that performs rendering, and then create a new thread on demand for things like dynamic resource loading/unloading, effects that I want to run simultaneous to the main loop, etc. But I have no experience with such things. I need advice from someone who knows how to generally structure a multithreaded game.
  5. So... Tired... Of everything...
  6. Is it just me or is pop/dance music (the kind you hear on the radio) getting a lot better?
  7. I ran with a trash can. I fell. I faceplanted on concrete. Now I have stitches in my chin. Moral of the story: don't run with trash cans.
  8. back to school on Thursday? Can it wait a day (And a weekend)? AISD, you sillies...
  9. Pretty cool winter break. I went to Ruidoso, got to see my grandpa, went tubing, and spent more than half of the time sleeping. Awesome.
  10. 2012... Last I checked it was 2007... Where do the years go? Reflections aside, HAPPY NEW YEAR!!!
  11. Would it be at all possible to use the source SDK (downloaded from Steam) to develop an entire independent game, not using any preexisting levels or classes specific to a game? Or am I forced to only use assets and classes from an existing game using it's own authoring tools? What would making a separate game take? I haven't used the source SDK yet, and from what I've been researching, it seems like it would be just a mod tool in its current state. Is this all it is? Or is it actually a software development kit? Also, sorry if I'm posting in the wrong forum, but I'm pretty sure the source SDK falls under 'Tools and APIs'.
  12. Merry Christmas! I honestly didn't expect to get much this Christmas because the things I wanted were too expensive, but I got a full recording studio along with my new Acer Aspire laptop! Among many other things.
  13. KellerHood

    Unity on the Wii with devkitPro?

    Yes I've seen those. The problem with that is that there is little to no documentation, tutorials, or anything of the like. Indeed it does not allow that. To use Unity for Wii you'll need a separate build that you can only acquire once you've shown proof that you are a legit authorized developer. In other words: there is no way to use Unity for Wii without actually doing it the 'normal' way. [/quote] Well that sucks. Oh well.
  14. I have a Wii, I have Unity, and I have devkitPro. I've successfully managed to get devkitPro to output some .dol's and have them run on the Wii through an SD card. I read on the Unity website, and I quote, Click To Publish Ready to run your game on your devkit? It couldn't be easier. Build it with one click. Run it with another. That's all! Build supervisor not required. Requirements In order to evaluate or license our engine for use on the Wii console developers must meet the following requirements: You must own Unity Pro 2.xYou must be a an Authorized Developer for the Wii console and obtain a Wii development kit [/quote] Now, that being said, is it in any way possible to get Unity to use devkitPro to build the files instead of the official devkit? I don't plan at all to sell them, but more to just see the games I make play on a Wii for sh**s and giggles. Is this possible? If so, how? If not, am I completely hopeless in seeing a creation of mine run on a Wii?
  15. Okay. So my OpenGL 1.4 as I recently found out supports shaders, and GLSL 1.2 to be specific. I don't know the limitations quite yet, as I have an intel 950gma, but most things work fine on my card. Except for bloom/hdr. Bloom, when a standard shader is applied, throws me errors about 'i915_program_error: exceeded max instructions' or 'exceeded max nr indirect texture lookups'. Not even sure what that means. The thing is, Unity worked just fine back when I had windows. I know it uses DirectX, but nevertheless, the effects are still the same. The blooming and lens flares worked fine, 60fps solid. What kind of techniques did unity use for light blooming that would work on my card without throwing these errors? Also, the effect works on embedded devices like the iPhone and Android, and I know they only support 1.2 or 1.4. Anyway, what did they do that is an apparent non-standard implementation of bloom? Also, how to use HDR given my resources would be good, but I want to get bloom down first.
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