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dvds414

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  1. Thanks for the advice I appreciate it!
  2. Link   There is a link to a longer version of it I've made over the last day or two. And the end goal for this is for it to be turned into sheet music so others can learn to play this song. I'm glad you at least think it sounds nice. Perhaps I should try a VST piano of some sort, I do not have a lot of experience with stuff like that, but I'll give it a go.
  3. Sorry it was a pretty short clip and I was just generally asking did it sound good? Was it something you enjoyed listening to or was it not so good? And if it was bad then why?
  4. Hey everyone,   I've written a small 10 second transcription of one of my favorite songs from ear. I am working towards eventually writing my own big pieces of work but need some opinions on my current music. Could I get some opinions please?? :)   Link
  5. I would say your current knowledge on Cocos2D is good but I recommend SDL as well. If you know C++ and want your game to be able to run on multiple platforms you would be better off with that.
  6. Fixed it and got ambient occlusion working!   https://gyazo.com/425306a4aab940d7ee28858b5541776a
  7. So I'm having this problem with my shadow mapping where the shadows only appear if the light is super close to the objects. Here is some pictures along with my shader code. Does anyone know how to fix this?   Far: https://gyazo.com/1222f5e38b38e0da0f36d85ab32e9458 Near: https://gyazo.com/339409593fbd1bbb05fd4790a11291f0   Besides for the fact that even in the near image it is completely off.   [spoiler]float4x4 World; float4x4 View; float4x4 Projection; float4x4 LightWVP; float3 LightPos; texture ColorMap; sampler ColorSampler = sampler_state { Texture = ColorMap; AddressU = Mirror; AddressV = Clamp; MinFilter = Linear; MipFilter = Linear; MagFilter = Linear; }; texture ShadowMap; sampler ShadowSampler = sampler_state { Texture = ShadowMap; AddressU = Mirror; AddressV = Mirror; MinFilter = Point; MipFilter = Point; MagFilter = Point; }; texture PositionMap; sampler PositionSampler = sampler_state { Texture = PositionMap; AddressU = Clamp; AddressV = Clamp; MinFilter = Point; MipFilter = Point; MagFilter = Point; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL; float2 TexCoords : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoords : TEXCOORD0; float4 Pos2D : TEXCOORD1; float4 Pos3D : TEXCOORD2; float3 Normal : TEXCOORD3; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.Pos2D = mul(input.Position, mul(World, LightWVP)); output.Normal = normalize(mul(input.Normal, (float3x3)World)); output.Pos3D = mul(input.Position, World); output.TexCoords = input.TexCoords; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 PCoords; PCoords[0] = (input.Pos2D.x / input.Pos2D.w) / 2.0 + 0.5; PCoords[1] = (-input.Pos2D.y / input.Pos2D.w) / 2.0 + 0.5; float Factor = 0; if ((saturate(PCoords).x == PCoords.x) && (saturate(PCoords).y == PCoords.y)) { float Depth = tex2D(ShadowSampler, PCoords).r; float Distance = input.Pos2D.z / input.Pos2D.w; if ((Distance - 1.0 / 100.0) <= Depth) { Factor = DotProduct(LightPos, input.Pos3D, input.Normal); Factor = saturate(Factor); } } return Factor; } technique Technique1 { pass Pass1 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } } [/spoiler]
  8.   Yeah you have to translate C# to C++, but it works fairly well.
  9. Make sure your code is set up to load and unload un-used resources along with not displaying resources that aren't on screen. Aim for about 1GB max of video memory. I'd say that's plenty.   At 256x128 resolution per tile the data per tile will be about 128KB or less which means you could have 100s of tiles with no problem. There is no need to worry about graphics memory with these types of games really.
  10.   http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/Reflection_map.php This tutorial here is pretty good. Even though its for XNA it's still DirectX and you could probably learn from this.
  11. Well, assuming here that you are making a 2D game since you're worried about resolution? You can go ahead and easily make your tiles 256x128 which is plenty of detail. If you really needed to you could do 512x256 (although probably pointless).
  12. So to make sure I have what you are asking correct here, you are making a C++ program that allows access to data for models being drawn by your shader? So you're asking us what our HLSL shaders normally look like so you have an idea of what most devs shaders will look like? It's a bit unclear what you're asking.
  13. I'm pretty sure in Unity you can use more than 2 sets of UVs, but I recommend option A for you. It may take a longer time to do, but it seems like the solution is far easier. Then if you really only do have 2 UVs you can use the other UV for something different.
  14.   I too thought the indices were the problem but I tried drawing the vertices without doing all of the projections and no problem was seen with the polygon construction:   angle_problem4.png   this mesh is created with the same indices and vertices that the projected grid in the original post uses.    I feel like the code you wrote is too messy to easily debug it and picture what is going on here.
  15. Well if you want to do a console window style game you can use C#, Python, or C++ fairly easily. There is tons of documentation on all of those languages if you do not know one yet. If you want to do one with graphics and are using an actual window then look at Unity, XNA, DirectX with C++, or drawing in C#.   Are you doing console window or regular window?