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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

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  1. Nice article, but I also disagre on some point: #5: why program a .obj parser ? I wouldn't say it's a waste of time depending of the skills of the "3D programmer", but that's pretty far from the point, just read some documentation about it and open an .obj in notepad++ should bring the same knowledge in 2 hours (instead of 2 days).   #6: physics and rendering are two different subject, even two different jobs I would say. Either you want to learn physics and use Ogre (example) for rendering, or want to learn rendering and use bullet (example) for physics, but trying to learn everything at once sound like a bad idea.   I would add 2 things: - program a simple raytracer, I learned a lot doing this (octree, culling, ...) and knowing how these works will become mandatory in a near future since rasterizer days are counted. - program some procedurally generated meshes (with marching cubes, or whatever), but this probably replaced the .obj parsing stuff.
  2. To complete the previous answers most of the time you don't need to write assembly (and likely never), but like any other domain that need high performance, you DO need to know how most of it works to perform some optimization.
  3. why don't you introduce quadtree instead of this weird line thing ? I was expecting some information about it when you started to talk about grid separation optimization.
  4. It's not exactly what you are asking for, but a generation of heightmap technique based on hydrology as been presented at the siggreph 2013: Terrain Generation Using Procedural Models Based on Hydrology, (paper) It don't looks too complicated, so if you need a finite, precomputed terrain, I think it could be a good idea to consider it.
  5. How can you keep a code clean if anyone can submit change ? When I compile ogre for example, there is a dozen thousands of warnings... How can you keep it documented if you don't even exactly know what have been done on your own source code ? And how can one expect a player to buy a game, if he just have to compile the source to play free ? (not like if he couldn't get it free anyway, but still)
  6. Thanks for the advices   @samoth I was more thinking about it in the torture game than on a bitch That's exactly the point: get known, even if it don't sell much, people will have a eye on the next games "look, the guy who did the bloodbath game is making a pokemon like game "   I thing you are right about racism guys, it's less trouble to cut someone in pieces than tell him he is a monkey, but a torture game sound wonderful, I don't thing there is any law for gore and violent or there wouldn't be any game outside, it's just pushing things a little forward. If it's well done with a lot of soft bodies and fluid simulation and some search on the subject, it could even be defended as a serious game about anatomy, I guess...
  7. Hi, Since I have a sick and twisted mind, I'm wondering how far can we go before having trouble with "not-nice-things" in games ?   some examples: - Have an extremely racist main character ? - Play a terrorist that try to drop a bomb in a public place ? (with score based on victims number) - Play a kid doing a bloodbath in its school ? - Show naked children ? (not in a sexual context) - A torture&murder simulation game ? with rape ?   and if we overstep the line, is there any risk beyond interdiction to sell in some countries (which would be a nice advertising^^) ?   Edit: I'm from France, but I guess it's more or less the same in most of the Europe and north America countries ?
  8. Your country sound wonderful guys, but there is a thing I don't understand, if these patent can't stand in front of a tribunal, why do you care anyway, why not just ignore the letter, and if they start a procedure, they will have to pay for it and you'll just have to defend yourself. Why would you need to start a procedure (and pay) to break the patent before any legal action from the troll ?
  9. OpenGL

    You want to keep it practical, well, which functionality could you really implement on DX9 that wouldn't completely ruin performance. tessellation with geometry shaders ? and how would you do instancing ?  And if this evolution didn't brought anything "meaningful", which one really did since the first programmable graphic pipeline ?   btw, I do think compute everything on the CPU would be practical (not efficient), that's actually what this thread is somewhat, about the future of the APIs: give more freedom and let program directly the hardware... so getting closer to how CPU programming works.
  10. OpenGL

    That's a ridiculous statement. Of course you can "do everything with older API's just not in real time". Just like you could compute everything on the CPU then write the output in a texture then render it, or you could also "compute" everything with a pen and paper then push buttons to display the output, if you don't do any mistakes you'll also have the same output. That's the point of new APIs, make thing easier and faster, and faster mean new algorithms allowed for real time simulation. You think you are thinking outside the box while you are reinventing the wheel.
  11. I think this time notion is biased because we talk about practice time, while we actually progress 10 time faster  (another completely random number) in directly learning things through reading and exercises: implement some advanced algorithms and build engines make you progress a lot while days spent on content (program every 50 possible spell of a character from the game design document for example) are essentially lost from a programming skills viewpoint.   I may be be between 3k and 5k and I almost consider me as an expert, even compared to some "senior programmer" I met (no doubt that when this time is double, I'll definitively be an export for long). The time it takes to become an expert really depend of what you did in this time, in my opinion.
  12. I already made sure that the invisible missing triangle where not flipped, I also made sure with an half transparent material that no visible triangle where doubled, but thanks for this advice.   ps: the low resolution look come from the absence of mip maping, I haven't yet found a solution to use it with a texture atlas since on this engine (Unity) you can't limit it, afaik.   edit: exposing my problem might have helped me figure out something: my cubic alogirthm use bolean value while the marching cube cube use float, as u can see my edge test is voxelData[0].state != 0 while every code I found look like: voxelData[0].state > isosurface. I didn't really care until now... but I just tried to directly input a 3D noise and there is no holes I still don't understand why, and how to fix it for my world generation algorithm, since big steps aren't supposed to make holes anyway, and they are to be expected.
  13. Hello, I usually don't throw all my code over the internet to say "find the problem please", but since I'm stuck on these 10 lines for 3 full days I thought i'd give it a try. I'm implementing the marching cube algorithm, but the output mesh has holes, here is a screenshot: and here is mycode: http://www.copypastecode.com/643471/ It's really basic yet, no optimization, no continuity between chunks. VoxelData is a temporary storage struct. edgeTable and triangleTable are the universsal lookup tables that we can find everywhere: http://nucleardevs.wordpress.com/2011/11/17/marching-cubes-sourcecode/ The mistake can't come from somewhere else since a cubic-minecraft-like version of this function work fine. If someone could take few second to tell me where I'm wrong i'd be glad, or tell me where I should look since I have no clue anymore...
  14. thanks for your blog, I learned some stuff about GS, but it's a shame some functions like "rerestartStrip()" or just "emitVertex()", are defined nowhere on the nvidia's doc which seems actually only composed of gp4gp information and this unreadable ugly thing, I had to find these functions in random forum's code and figure out what they may do. since my first post I started to learn glsl instead which is well documented and a lot more used, I'll maybe switch back to CG once i'm comfortable with shaders.   ps: I also learned a lot about deferred rendering on your blog and bookmarked it ;)