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About markypooch

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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).
  8. Doors, Dungeons, MakeHuman, Bug Fixing

    This is looking better, and better. I really like the warm color pallet.
  9. C# SharpDX how to render outline ?

    The way i've done outline rendering before is to do an additional pass of the scene geometry. Enable front face culling, and in this particular pass's vertex shader you'd offset the vertice positions in the direction of the normal (making this secondary mesh layer larger). Than in the pixel shader you can keep it simple, and just return black or something. This should give you the outline you're looking for. You'll have to do additional checks, and calculations if you want the mesh the mouse is hovering above to be the only one that is outlined, like inverse ray projecting (picking). Here is the URL i've used before to implement it. It should be pretty easy to translate this from XNA to D3D. You can also do a sobel operation as a post-processing step to achieve an outline around your meshes. Though imho, it looks to clean for toon renders, but for selection outlining it might be perfect for you
  10. Trust me on this one. All technical books have errata. In this case I'm very much assuming the technical editor missed this. Add the '==' to that if condition, and you should see that error message box popup telling you that device creation failed.
  11. Here goes one problem if (d3ddev = NULL) { MessageBox(hwnd, "Error creating Direct3D device", "Error", MB_OK); return 0; } Use '==' to test for equivalancy. Which explains why you make it to the exception being thrown. I'm guessing this call is failing here. Make sure the values you are passing to this function are valid d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
  12. Well there are a few ways you can do this. One way is quite simply loop over the tiles performing bound tests based on the player position, and pass on the positional data stored in the player tile, and set that directly to the players pos. The other way is to just divide the pixel position of the player by the tile fixed height, and width like so x = 100 / 16 = 3 y = 100 / 16 = 3 This you can use as an index into the tilemap, or however you're storing this to get the positional data directly, and set it to the player. EDIT Ah, I misinterpreted. I thought you were looking to have player snapping to individual grid cells
  13. Paste of Code Usage

    You could post it on Git. I always view these paste it things as just for sharing throw away code snippets, not for entire projects. In Visual Studio (I don't know what environment/IDE you're using) you can synch up with a Git repository, and commit your project, and it's directory structure. This makes it a lot easier for sharing, and even working with other devs (You can branch off the main project and work on smaller features in a way that won't destroy the build when something goes horribly wrong). I'd recommend creating an account if you haven't already: I just think more people will be likely to dig through 11 source files in a nice repository than 11 separate hyperlinks.
  14. Turns 18!

    Happy Birthday, so whose the lucky guy who gets 18 punches :^)
  15. I was not a particularly big fan of this publication. I've bought all of his books since his 90C hit the shelves. My problem is from his DX11 book to his DX12 the whole thing felt hastily put together with D3D12 moreso appended to it, rather than a fresh re-write. (I think the editor even misses a few spots when changing references to D3D11 to 12 in some cliff notes O_o) However, for someone who has never owned his previous books, I think you won't gripe as much as I did about it. Though I was quite disappointed that he didn't delve into multi-threaded design in the advanced section. He shoos it off as something you can study about on your own, which fair enough, but it felt kinda cheap.