markypooch

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About markypooch

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  1. 3D Shadow Map Jiggling/Shimmering

    kinda looks like a bias issue. the depthmap is of limited precision, so shadow acne (shimmering), or peter-panning (shadows that are biased too much, and become dis-attached from the occluder) are usually related to biasing. What value do you have in your second pass pixel shader that serves as the bias? Maybe try toggling that a bit, and see what it gives you, it can be very scene dependent.
  2. How to protect yourself and your game?

    This is the nature of contracting out your workloads for a, "confidential product" If you simply cannot trust anybody with the workload you plan to give them, than you simply need to learn how to do it yourself. You could always attempt to STIFF the workstation they are likely to use. I.e. disable USB ports, setup web-proxies, ect. But even than, there is always a work around.
  3. How to protect yourself and your game?

    Don't outsource beyond your legal departments jurisdiction? I'm sure there is a lot of untapped talent all around you.
  4. How to protect yourself and your game?

    Have them sign an NDA. It really will come down to Contract law. Obviously, once they have access to the source, they have access to the source. You can't force your contractors to not be nefarious, but you can certainly promise legal repercussions to such actions. You may want to get an Attorney, or at least schedule a consultation with one. At the end of the day, "trust" is the keyword here. If you have any reservations of the people you are onboarding, then simply don't bring them on.
  5. haha, manually tagging each one would be a pain for a large map. When you initially create your tiles, loop through them, and assign the respective tile type. So let's say, a trivial example, I'm utilizing an array for my data set for tile creation. 0 = side_walk, and 1 = road like so: int map [] = { 000000111000000 000000111000000 000000111000000 000000111000000 000000111000000 000000111000000 }; You may be using a different data set for your map creation, an image, a text file, whatever, but the key is to know what data you're working with to generate your tiles, and to give it meaning within your application. So with the above example, since I've denoted 0 = side_walk, and 1 = road. I can loop through my dataset, and create my tiles with those appropriate types in mind like so: for (int i = 0; i < MY_ARRAY_SIZE; i++) { if (map[i] == 0) myMapVector.push_back(new Tile(SIDE_WALK)); if (map[i] == 1) myMapVector.push_back(new Tile(ROAD)); }
  6. Are you talking about excluding the road from a search area? Say like excluding it from the Open List of an algorithm like A*. If so I'm assuming you already have some internal structure representing Tiles. You could expound on this by adding an enumeration for type. like, uh, say enum tile_type { ROAD, SIDE_WALK, DIRT, ECT }; And than just conditionally parse through your tiles come search time and omit the tiles you don't want in the proposed search area.
  7. Fifth Engine

    What about fourth engine??????
  8. Have you given RPGMaker a shot? Considering you already know Ruby, it should easy for you to modify the default battle system within the engine. If that's not an option, there are a plethora of engines available for general purpose uses. Unity, Ogre3D I think is one, Unreal, ect. If you find no engine that meets your need, you could always just program for your game at the API level. Though, that's usually not very conducive to pushing out anything fast.
  9. Nobody Wants A Cybergod?

    And how is that working out for ya? I don't see the significance of a real one either. No, I guess I'm to busy making games. You seem to forget, whilst your making long winded posts justifying your ideas existence (Evidently due to the lack of outside validation) that we're here to make games. We're here to make fun interactive experiences, and to help others to do so. We're not here to validate you in any sense if we see nothing worth validating. If you have a problem with that, there is a phrase in the Anglo-Saxon language known as a, "Personal Problem". Nobody wants your idea. Your disillusions of grandeur couldn't be more self-evident. If you choose, at some point, that you want to implement your idea. I think you'll be pleasantly surprised at this community, and it's dedication to prospering hobbyists. You don't need to spill the beans of your revolutionary idea either to receive this help. We are anxious to see your game. It couldn't be more obvious from your text that you are indeed enthralled with it. I'm sure every member here would love to be engaged in this euphoric simulation as you so proposed. So what are you waiting for? You're on a site called, "GameDev". Go develop your game.
  10. It's a complete shot in the dark, but how about implementing the dot product yourself, and seeing what that yields? I once ran into a similar issue with a pow() method in a mobile environment where on one device it would give erroneous results, and on the other correct. Though, haha, it was a mobile environment. But, yeah. The dot product is a relatively simple operation to implement, and other than tooling around with your drivers, you can eliminate that as a variable. Though, tbh if you are experiencing this same issue on different generations of GPUs, i'm not sure it's the right direction either. But, hey who knows.
  11. The biggest issue here is your referencing D3D11 materials, and trying to apply that to 12. These APIs may have similar looking methods, but they couldn't be any further apart in the pipeline configuration. I only know a little about 12, but I'm pretty sure there wouldn't be an easy way to integrate the deprecated effects framework with it, not at least without getting very creative. The shader itself may accomplish pushing the vertices/texels to the rasterizer, but that still doesn't address the multiple issues you may have on the app side. Especially with 12...Are you syncing correctly? Are you handling your command Allocators, and Queue appropriately? How's does the PSO look? Even in D3D11 you had a lot of points of failure. D3D12 is even worse. I'm gonna parrot your previous thread and say use PIX at the very least. Or, if nothing at all. At least use the built in Visual Studio Graphics Debugger so you can ascertain which stage may not be running.
  12. AI will lead to the death of capitalism?

    I'm not sure if it would be that cut, and dry. Obviously automation would cost more jobs than it creates, that's really part of the idea. But to imply fabricating a cheap part with tools already in existence to create the machines in the first place, and paying a technician a one-time fee to go out, and repair the machine, as opposed to just buying a new one. Idk, that sound's like a whole 'nother spool of economics, and a battle of cost effectiveness. Sure the cost is Materials, and Electricity. But depending on the scale, that can still be pricey? No? Also, I'd imagine intellectual property rights, or time invested in some of the technology will require kickbacks to someone who invested the insurmountable man hours to create the thing in the first place, right? I could be wrong. But it doesn't seem like it would be that straight forward.
  13. AI will lead to the death of capitalism?

    *This may have been better in the lounge, btw* This thread is normally for development pertaining to implementing AI in games, or simulations. But i'll give my 2 cents anyways, for what it's worth. This whole idea, I feel, is predicated on the machines being self sustainable. If they are not, you end up in a circle of employment yet again: someone has to repair these machines, someone has to teach someone HOW to repair these machines. Someone has to do damage control, and press briefings when the machine gets a nullptr exception, and goes on a killing rampage. I think the general idea is nanobots, or something like that. I don't know. Which, though some members may disagree, we're nowhere near yet on a global scale. Really this whole ongoing thing that AI will replace humans is really just a giant tech circle jerk, sorry to say. Maybe someday, in eighty years when we have bi-partisanship on national initiatives this can be feasible. I mean look at the national initiative for the space race! We made it to the moon before the 70's! It's amazing what we can accomplish when we all come together, and set a common goal. Put money, and our brightest minds to it. Basically I don't doubt the technology. I doubt people.
  14. DX11 Current Wasteful DirectX Calls - DX11

    I think, at least for D3D11, the biggest thing you can do is limiting the amount of state changes you make to the pipeline. This is usually accomplished by grouping meshes that have similar pipeline parameters. As for the QuadTree, is there perhaps a priming read you can do of the tree, get the information that you need from each node, and try to dispatch that to the GPU in one go? Obviously this will result in more app side processing of the scene, but you can than profile, and see if the end result is better. The goal is to keep the GPU busy, sending small piece meal workloads while you continually prepare the next list of commands on the CPU may result in the GPU being under-utilized The raw draw call in 11 is where a lot of things are resolved. From what I understand most of the deferred context calls are in fact deferred up to this point. So cutting those down will be a huge benefit (and of course other calls to the deferred context).
  15. Doors, Dungeons, MakeHuman, Bug Fixing

    This is looking better, and better. I really like the warm color pallet.