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About malhotraprateek

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  1. malhotraprateek

    Bullet Bullet Debug Visualization

    Hi, I have created a basic debug viewer for Bullet while working on my game engine. It uses three.js to render debug lines, and communicates to the application (i.e. server) via web socket. Link: bullet-visualization Included in the repo is some reference code for creating the server (C++) using the net11 library (details on github). For now, it can only draw debug lines (no contact points or text). It might be useful for de-coupling in game rendering and debug draw. The project is MIT licensed and contributions are very welcome ☺️.
  2. The link for Reverse engineering the rendering of The Witcher 3, part 13c - witcher senses (fisheye effect & final combining) is incorrect it seems.
  3. malhotraprateek

    game programming

    Yes, UG means under-graduate and B.Tech. is short for Bachelor of Technology. @Ajeeth - People just having an Information tech. degree (without any more provable skills) are usually not picked for game programming jobs, as to my knowledge (correct me if I am wrong) core concepts for computer sciences like theory of computation are not taught. Knowing the state of higher education in India, I can say even if you had enrolled in a computer science course, you might not get much practical knowledge out of it, unless maybe if you are in one of the top-tier colleges across the country. My suggestion will be to keep working on your programming skills in various languages like C++ and develop a good foundation of core programming concepts over the years. In parallel, keep browsing various beginner to intermediate level articles on this website (gamedev.net) and other websites mentioned by 'RSX'. Alternatively you can also try to learn to program in various game engines like: Unity, Unreal Engine, Ogre, etc. (there are many, some free some paid). Also keep making game demos while you learn. It will help you work on your programming skills and keep you motivated (speaking from personal experience). Additionally you can go to MOOC websites like Udemy and learn from the various courses there. Most of the time these courses are on discounts and you can usually buy them for Rs. 600 to 1000. Once you can prove to an employer that you have the same or better skills/experience than a graduate from a computer science course or have a decent enough portfolio which says it for you, you will have a much better shot.
  4. malhotraprateek

    3D Object doesnt show

    Hi. I have been working on a similar project (solar system). I skimmed your code and found this: const float X = .525731112119133606f; const float Z = .850650808352039932f; in the method Sphere::createIcosahedron.   I don't think a float can store this much precision (at most 6 decimal digits; check reply by Stephen here). This may not be a big issue right now and the project might work now but this may make problems later if it is not taken into consideration.   Cheers...
  5. malhotraprateek

    Text Rendering In D3D11/12

    Check out a third party library called Sciter. You can write a UI layout by using HTML and a javascript variant called TIScript. The integration into an engine is easy but you will still have to get familiar with a few differences in the HTML and CSS.   Also, the forums are responsive and quite helpful, and it is free to use if you only use the binaries.
  6. malhotraprateek

    In Game Console window using DirectX 11

    You could look up Sciter for your UI system. It is a HTML/CSS engine to render UI right to your game window and does not require a lot of code to integrate either. As per my experience it has a responsive forum and tutorial articles on codeproject.
  7. If you want to develop your own asset format, then you will have to implement all the functions like "D3DXLoadHierarchyMeshFromX", which DirectX provides for meshes.   It would be better to first understand what exactly your engine can use (or does use) from the .X file. For example, I am in the process of developing an engine and I have defined a simple binary format, using which I load my meshes. As right now I am not doing any animations, so I have not updated my mesh converter to include animation data in the end format.   You will have to understand your engine's exact requirements and probably make an asset converter, which can convert your assets from formats like .fbx to your proprietary format. You may have to make a lot of changes in your asset loading module.   So, you may not require a lot of changes in your engine, but at least the loading mechanism has to be changed. Still, without knowing how you have implemented your engine, I can only speculate.
  8. malhotraprateek

    Is my Game Engine right?

    I can understand how you feel about the basic framework of the engine being 'perfect'. A couple of years before today, if you would have asked me, I would say the same thing. Basically you have to think of a perfect engine as a goal, and to achieve it you have to make mistakes with your engine and build it again and again. I am too in the process of making an engine.   From what you typed, I can tell you have a good idea of what you want to do. If the engine is functional enough to make a game on it, then just do it and keep updating and optimising the engine as time goes; as Andy474 said it doesn't have to be AAA standard or completely finished.
  9. Thank you RobTheBloke and MJP for your replies. Could you tell me of some books or other resources where I can read up this kind of stuff?
  10. Thank you for the reply MJP; about your 3rd point, do you mean I have to accommodate normal data with the vertex data and index both using only one index buffer?
  11. Hi, I am making my own 3d Model importer in C++ (with DirectX 10) for my engine which is also under development.   I am using the FBX SDK which was suggested to me by someone in this forum.   The problem I have is that, even though I have read a lot of tutorials on how to do the rendering via vertex buffers and index buffers, I couldn't specifically get information on how the mesh data (including texture and material info) is arranged or should be arranged.    I would like to render multiple objects in my engine, and at a later stage do some model animations too. Right now all I can do is make a simple mesh with vertex and index buffers and assign a color to each pixel.   -I would like to know how to manage texture and material information in my model class.   -For example, I don't know whether I should include material information for each vertex or should I include it with each face/polygon.   -Also I would like to ask why do we have 'vertex' normals because a triangle can (and should) have 1 normal, not 3 (each for every vertex). Is there a special reason for that or did I just misinterpret the tutorial?    -Do I need to make index buffers for normals separately or can I include them with each face/polygon data?   I will be grateful if anyone can point me in the right direction, even a good internet resource which solves my specific problems.
  12. malhotraprateek

    Best way to load a 3D object into memory from a file?

    Thanks I will try both the techniques..
  13. malhotraprateek

    Best way to load a 3D object into memory from a file?

    Well which tool do you use? The thing is I need all the stuff like vertex data, texture data, material data, animation data, etc in one format which i can then parse into my own format to load into my engine. From what I have read the .X format is the best at it, but it sounds very complicated with the bone hierarchies and stuff.   If the animation data is complicated in every format, then I guess I am stuck with leaning how to use it, however, if there is an easier way to access all these facilities in a particular format then I would like to stick with that format.   And if you could tell me about a good site for learning about directx debug output, that would be really nice.   Anyways thanks for your reply.
  14. I recently wrote a small program in c# to load 3D models from files like '.obj'. It parses the data and loads it in memory using regex and casts the values to doubles.. Then the program dumps this memory data arrays into a binary file, which can be readily loaded into my DX10 application.   Can anyone tell me if this is the best way to load a 3D object? (because I read it somewhere a long time ago) I have been reading lots of tutorials about directx and I am trying to develop a simple 3d engine (in C++). (I frankly got sick of doing the small tutorials about triangle rendering and stuff..)   Also please give me some pointers on how should I go about on arranging the data in the file so that I would be able to pick up material and texture info too.. I am only working with vertex data for now.   I happen to have about 5 long months of doing almost nothing, so I thought I may just as well try learn about game programming by actually trying it out instead of reading the tutorials about it...   Also can anyone give me a link on how to interpret the DirectX debug output?   Thanks...
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