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About dancingmad

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  1. dancingmad

    They called me crazy!

      iunderstoodthatreference.jpg -_-
  2. dancingmad

    Using indices with normals?

    As far as I know, you can use normals with indices, but keep in mind that the normal on your surface with be interpolated in the pixel shader, so the cube will look roundish. If you want to have hard edges, you have to declare a vertex for each corner of a face (so you'll have 4x6=24 vertices).
  3. dancingmad

    Game Command Console

    What problems do you encounter exactly? Is it about parsing the console arguments, interpreting the result, or just keyboard input?
  4. dancingmad

    Game Componets in Monogame

    Monogame works basically the same as XNA, so yes it does support GameComponents. In your Game.cs class, just add:   this.GameComponents.Add(new MyGameComponent());   Where MyGameComponent is your own Component.
  5. dancingmad

    Weapon copyright?

    Weapons are subject to copyright laws like any other product, so if you use any weapon in your game (except the AK-47 which is in the public domain I heard), you'll have to pay the license fee.
  6. dancingmad

    Best comment ever

    Found this comment on a game I worked on: // super shiny disco hack!! Don't know who wrote that, but it was shiny indeed.
  7. dancingmad

    What's your job and dream?

      Ubisoft Paris / Just Dance (among others)
  8. dancingmad

    What's your job and dream?

    I've been working in the industry as a programmer since 2010. Now i work in a big company that makes mostly AAA games :)   My dream job though is to be a game designer too, and make my own games within small teams!
  9. dancingmad

    The Test Corner (idea)

    That would be a very interesting idea, I love it! Testing each other's game is always good for motivaton, on both sides. Developers get constructive feedbacks, testers feel useful and can see what others are up to. tigsource has a specific section on their forum to show your prototype, and I think it would be very good to have one here on gamedev.
  10. dancingmad

    Would anyone be interested in being interviewed?

    Hi   I'd be glad to participate in your research project! I've been developing games as a hobby for many years, and professionally since 2010. You can PM me your questions, or if you want, we can schedule a call on skype or someting (but note that i don't speak english very well and my time zone is UTC+1).
  11. dancingmad

    What don't you like about your programming language?

    I use C++ on a daily basis at work, and there's a lot of things I don't like about it: - confusing syntax (templates, lambdas, iterators...) - no proper implementation for delegates, no RTTI, no real interfaces (only abstract classes) - the 'override' keyworkd is not required - a lot of small WTF that kill you productivity. For example the boolean type is broken in C++, you can write something like that : myBool = 3; if (myBool == true) { // do something } else if (myBool == false) { // do something else } else { // WTF ?? } Another example is destructors that are not virtual by default. How many hours did I spent trying to solve a bug before realising that my desctuctor was not virtual?   In general, I think the C++ language is confusing and overly complicated. It's really easy to fall in a trap if you're a beginner or if don't know by heart every little implement details of the language.   I also use C#, and so far, I like almost everything about it :)
  12. The best suitable games for a single developer team is puzzle games and platformers, but those genres are already oversaturated... If you're looking for a genre that doesn't count that many clones, you should make a first-person puzzler.   It's challenging to make one on your own, but it's doable! Antichamber was developped by only one guy, The Stanley Parable by 1-2 people.
  13. Hi, I heard that SFML is a good C++ library for games, It is not as high level as XNA, but definitely easier than SDL.
  14. dancingmad

    Replay Physics

      Yes exactly !   Your equation is the right one for a linear interpolation, which, I think, is sufficient enough (you could do a polynomial interpolation with 3 or more keyframes, but it becomes complicated).   As you noted, the more keyframes you store, the more accurate the replay will be. When I implemented a replay system for a ball game, 30 frames were created per second, and it worked well. the replay duration was at most 5 second long, so the data buffer was very small.
  15. dancingmad

    Replay Physics

    Hello jujunosuke,   Recording only the position and orientation of each rigidbody along with the keyframe should be fine. After the recording, you will have an array of frames that look like this : frame n : - time = tn rigidbody 0 : - position = p1n - orientation = q1n rigidbody 1: - position = p2n - orientation = q2n ... During the replay, you just have to manually set the position/orientation of the rigidbodies by interpolatating between the different frames, like you said. It's like playing a skeleton animation. Also, you may want to disable the bodies during the replay to avoid unnecessary collisions.   I'm not very familiar with the physX callbacks (Update, LateUpdate...), but depending on the quality you want for the replay, you can call the record function either in FixedUpdate (more simple, because you don't have to store the time since the frames are recorded at fixed intervals), or LateUpdate (will give a smoother replay because more frames are created).
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