Jump to content
  • Advertisement

GoliathForge

Member
  • Content count

    108
  • Joined

  • Last visited

Community Reputation

2297 Excellent

1 Follower

About GoliathForge

  • Rank
    Member

Personal Information

Social

  • Twitter
    goliathForge
  • Github
    MarkKughler
  • Steam
    GoliathForge

Recent Profile Visitors

8329 profile views
  1. GoliathForge

    Spare time projects wikisite

    The core concept is interesting. A mini-code repository of sort would be cool for the non-professional/hobby scene. I say this because I am one of those people. When you're targeting hobbyDev(is that a tag or registered name yet), the playing field is infinite scope, meaning full language diversity, topics ranging from system startup thru shutdown which alone would be an organizational marathon. I feel this won't take traction until it's been partially established with useful tid-bits and becomes respected as to not be vandalized.
  2. GoliathForge

    Spare time projects wikisite

    visually, it looks fine. What topics/articles do you have planned for this? Are you targeting a language/api set or are you moving toward an all encompassing hobby dev wiki? After the 'software development', what do you have planned for art and sound?
  3. Could you post some project art...that may give a better perspective. Also, what new member disciplines are you hunting for.
  4. GoliathForge

    Male Character Introduction

    Today I achieved a good stopping point in the modeling process for a new character. He comes in a little heavy at 10k vertices. Below is a render with vertex colors applied. UV unwrapping and texture painting will come soon. I like using colored materials early and apply to faces to get a feel for a finished piece instead of staring at the default clay gray. The downside perhaps would be vertex counts have the potential of going higher because of additional edge loops that get jammed in to separate material boundaries. It's just how I work. The upside, if you can give it one, is material islands can be easily selected when moving to the texture stage. I tried something a little different this go around with Blender by sculpting the form first and then a full retopology. I've resisted sculpting in the modeler because the tools never felt right coming from zBrush but giving it a fair chance, I happened upon a happy zone. After finishing retopology, I was excited to get a rig on him and have a play. All honesty, I'm going have to work on it, but this quickie test was satisfying. Little dude's pretty cool. I still need to find my way around the graph editor to dial in keyframe curves, refine for anticipation and follow through but the rough keys look pretty good. At least to me. Well, that's my first blog entry for my game project. The GameDev Project I'll publish once there is some game play. Thanks for the visit.
  5. GoliathForge

    glError 1282

    Well, my guess would be re-position your vbo and ebo genBuffer calls ahead of your vao bind. After that, unbind your vao during initialization before you start with the texture loads. edit: The other thing we don't see is when you do your useProgram call before you set your shader uniforms.
  6. GoliathForge

    precision

    down voted because your truncation leaves a small value after the desired truncation point, the len is misleading being off by one and finally does not address string conversion.
  7. GoliathForge

    Cel shading edge detect.

    I see you've tagged mobile but did you consider [ this ] from the standard assets package?
  8. GoliathForge

    use class

    @mike44To me, it appears to be confusion of basic concepts. No disrespect intended. _Silence_ pointed to it from the beginning but you didn't pay attention to return types. FontMgr.drawString returns void. It's FontMgr.loadFont that returns the FontInfo_t* structure with FontHandle being a type alias. I think what you're looking for is FontHandle myFontHandle = m.loadFont("./Ubuntu-B.ttf", NULL, NULL, 16, 0); m.drawString(myFontHandle, #ffffff, 100, 100, align, "Hello World"); A simplified example ignoring function arguments to show the layout of that library portion typedef struct FontInfo_t* FontHandle; struct FontInfo_t { int blah; }; class FontMgr { public: FontHandle loadFont() { FontHandle info = new FontInfo_t; return info; } void unloadFont(FontHandle inFont) { delete inFont; } void drawString(FontHandle inFont) { // do.. } }; int _tmain(int argc, _TCHAR* argv[]) { FontMgr m; FontHandle myFontHandle = m.loadFont(); // stuff my program does m.drawString(myFontHandle); // time to go... m.unloadFont(myFontHandle); return 0; }
  9. GoliathForge

    Female Character Upgrade

    Ah, I see my wording of old and new was backwards in the blog post. Agreed, I'm sticking with the cartoon style.
  10. GoliathForge

    2018 New Year Challenge: Missile Command

    yep, that's pro. The only thing I noticed is when switching fullscreen. I couldn't get it back to windowed.
  11. yep, that's pro. The only thing I noticed is when switching fullscreen. I couldn't get it back to windowed.
  12. GoliathForge

    2018 New Year Challenge: Missile Command

    Not a fault message, just the app will now close thing. I'm mobile now and can't give specific. When I create a dx11 device on this machine, it succeeds with feature level 10.0. It's interesting that you mention a dx8 fallback. Sounds complicated. I thought feature level only went back to dx9.x. Again, really like your art style. I suppose I should mention that I stopped upgrading visual studio at VS12 or visual studio 2013 depending on how you say it, so maybe its possible being the VC runtime. @lonewolff you too. That background is sexy.
  13. Not a fault message, just the app will now close thing. I'm mobile now and can't give specific. When I create a dx11 device on this machine, it succeeds with feature level 10.0. It's interesting that you mention a dx8 fallback. Sounds complicated. I thought feature level only went back to dx9.x. Again, really like your art style. I suppose I should mention that I stopped upgrading visual studio at VS12 or visual studio 2013 depending on how you say it, so maybe its possible being the VC runtime. @lonewolff you too. That background is sexy.
  14. The graphics on Birdie is cool. Perhaps some instructions for the options page might help. I'm guilty of this as well assuming everyone does things the same as I on how a menu interface should work.
  15. GoliathForge

    October 2017 GameDev Challenge: Arcade Battle Arena!

    The graphics on Birdie is cool. Perhaps some instructions for the options page might help. I'm guilty of this as well assuming everyone does things the same as I on how a menu interface should work.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!