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jsvcycling

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Everything posted by jsvcycling

  1. Nvidia GI Hardware Support

       Actually, they are using Voxel Global Illumination (VXGI) which seems to be very similar to Sparse Voxel Octree Global Illumination (SVOGI) which was first published by Cyril Crassin of NVIDIA in 2011.   From the NVIDIA page on the technology behind VXGI:   VXGI is not a Direct3D 12 specific feature, in fact, SVOGI it was first implemented in OpenGL 4.x and Direct3D 11. Though the technology has (mostly) been available for years, NVIDIA's Maxwell graphics architecture is the first of its kind to have "built-in" support for the technology.
  2. I'm actually working with UE4 on my current project and I've had a great experience with it so far. With that said, I don't think it'll fit you well with you based on your OP.   UE4 is built more as an all-inclusive framework that you game is built on top of rather than a library that is built into your game. So for you it'll seem just like Unity where they require you to use their style of framework; this is the exact same approach UE4 takes. Also, although UE4 has the source available to subscribers, it is by no means minimalistic as all the core components of the engine are rather tightly knit together. Lastly, if you found Unity's GUI system painful, then you will find UE4's Slate system even more painful. The only way to get a "good" UI system into UE4 is essentially what would need to be done with Unity which is purchase a 3rd-party GUI framework (Scaleform and Coherent UI are the two big ones for UE4 thus far).   I'm not saying UE4 is a bad engine (heck I use it myself), but I'm just saying that it's not going to fit your needs/wants.
  3.   In order to contribute to UT, you'll need to stay on with a subscription or you will lose access to the UT GitHub repository.
  4. Switching between languages/API

    I regularly switch between several languages and APIs. For the languages I use the most (C, C++, C#, Java, JavaScript, PHP, Python, and Haskell) I have a quick reference sheet that has some of the common techniques and styles that are specific or noteworthy to that language. For APIs, I also have references for some of my more commonly used methods or classes in some of my regularly used APIs. I also have at least 1 book for each language or API (if there is a book for it) nearby so I can pull it out and use it if my quick reference sheet doesn't provide enough detail.   I also like to comment my code regularly, especially when using 3rd-party libraries.   Plus there's always the internet and I have a bookmarks folder for all the reference pages for just about every API I use regularly.
  5. What programming skills for Unreal 4

      The shaders seem to be written in HLSL using the internal Material Editor. The HLSL is compressed so you cannot access it from the file system (you must use the Show HLSL option in the Material Editor). The HLSL is converted to GLSL when packaging for the OpenGL rendering target (or when running on OS X). This is the same way it was done in UE3/UDK.
  6. Sadly, I'm discontinuing my Direct3D 11 series until further notice. Between work and school, I just can't seem to find the time to work on it. :(
  7.   Hopefully I'll get a new one out within the next couple weeks. School means I'm away from my computer for most of the day, then once I return home I still need to do homework. I'm also engaged in several projects in association with New York University (NYU). Plus, I have other extra curricular activities that I'm actively involved in.   In any case, if you are interested in learning DirectX 11, I highly suggest you also look at Rastertek's tutorials. It is where I first learned DirectX 11. The primary difference between his series and mine is that I will focus on creating an actual game using DirectX 11 while his is focused on explaining different concepts in DirectX 11.
  8. Seems my Game Development with Win32 & DirectX 11 tutorial got front-paged. I should probably start working on it again...
  9. Part 01: The Basic Framework (Next tutorial) Writing a complete game from scratch can be difficult, even for a seasoned programmer. In this tutorial series, I'll walk you through the development process of a full-fledged game written from the ground up. It may sound easy, but it has a pretty steep learning curve. If at any point thoughout this series you have trouble or are unable to figure out how to get something to work properly, feel free to PM me and I'll get back to you ASAP (please do a web-search of your question first though). Prerequisites Now, some of you might be wondering why we are using Win32 rather than a cross-platform wrapper like SDL or GLFW. Well, since we'll be using Microsoft DirectX to handle everything from our graphics to our sound, there's really no need for a cross-platform solution. Using Win32 may not be as easy as SDL or GLFW, but it will allow for a much more customizable user experience. Before we get started though, we need to make sure you have all the prerequisites required for this tutorial series. These are not the only prerequisites you will need. As the series progresses, we'll be adding more dependencies. Experience The first and most important prerequisite for this tutorial is C++ experience. This tutorial is not intended for C++ newcomers. I recommend you have knowledge of, and experience working with all or most of the following C++ concepts: Using and writing operator methods Dynamic memory management Using and writing namespace, classes, and structures Using friendship, inheritance, and polymorphism Templates Exceptions Type casting C++11 changes If you believe you do not fully understand one or more of the topics listed above, I recommend you 1) Bookmark this page so you can come back to it later, and 2) Research and learn about the topic(s) in which you believe (or know) you are lacking in. In order to keep the lessons quick and to-the-point, I will refrain from explaining and teaching about C++ related topics (unless it is extremely rare and I have no expectation that you would know about it without having used it before). I also recommend you have some experience actually writing programs in C++ using some of the topics listed above (it's one thing to read about a concept and another to put it into practice). Software Knowledge and experience aren't the only things needed for this tutorial series. You'll need the help of a few software packages to get the most out of this tutorial series. Though it is possible to substitute most of the packages listed below with other packages (possibly open-source), I will not explain how to do so as this tutorial series is designed to be used with the packages below. Microsoft Windows Obviously this is the most important piece of software you'll need. Without a complete, working Windows environment, you would have nowhere to compile or test your code. I recommend that you do not install Windows through a virtual machine as this will severely increase compiling time and keep you from being able to properly test your project. For this tutorial series I will be using Windows 7 Professional 64-bit. This tutorial is not tailored for use with any other Windows version (e.g. Vista or 8), although I don't see any reason why it wouldn't work with Windows 8 (though I currently am unable to test it). I also recommend using a 64-bit install of Windows as it will allow you the ability to use more than 4GB of RAM, allowing for more available memory (if you have more than 4GB). Microsoft Windows XP and prior do not support DirectX 11. Microsoft Visual Studio 2010 Now, we'll need a compiler. I've opted for Visual Studio rather than open-source equivalents because I have a lot of experience with it. Now, if you want to download Visual Studio, you can go to the Visual Studio download page and grab Visual C++ Express 2010. I will be using Visual Studio 2010 Professional, but this turorial series is designed for use with Express. If you will be using Visual Studio 2012, you will need to change your Platform Toolset setting for the project (please find a tutorial on how to do so). Microsoft DirectX SDK Without the DirectX SDK, you would have no way of using any of the DirectX modules. You will need to pick up the latest one (June 2010) from the download page. After installation, it should create a folder in your Program Files (or Program Files (x86) on 64-bit Windows) called Microsoft DirectX SDK (June 2010). In here is pretty much everything you need to get working with any of the DirectX modules. Please note that for graphics, we will be using Direct3D 11. The June 2010 SDK is currently the only SDK version that supports Direct3D 11 and thus using a prior one will not allow you to complete this tutorial series properly. In Microsoft Windows 8 and above, you will need to download the Windows SDK rather than the file above (the DirectX SDK comes packaged with the Windows SDK). Lesson Tasks Please perform the following actions to prepare yourself for the next tutorial: Install all of the software packages described above (or your chosen equivalent). Coming Up... In the next tutorial, we'll get the Visual Studio project set up and make sure all the dependencies are in order.
  10. Here's a good comparison between the different timing methods available in the Win32 API:   http://www.geisswerks.com/ryan/FAQS/timing.html
  11. software license

    Before you even do that, I recommend you check with your instructor first. In many schools, any code written for a class is usually copyrighted to the school (for legal reasons; if the instructor gets "inspired" by your code and decides to use it in his own project). Make sure your instructor is alright with you using code you wrote previously which you are licensing under XYZ license. You should do this with any external library that is used for school projects (unless the instructor specifically states to use the library).   Just my two cents.
  12. C++ (SFML) and Flash player/Unity

    The short answer is "Yes, but it's not worth it".
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