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Bytenjoy

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    Bytenjoy
  1. As an artist, which color picker do you prefer? Here some examples:
  2. Hi.   Say you are making a game with a custom engine targeting mid-to-high 2010 PCs. Would you use PBR? Even if it's cheap PBR like normalized Blinn-Phong BRDF with Fresnel effect. The goal would be to use modern workflows rather that increase graphic realism.
  3. You could take a look at http://google.github.io/flatbuffers. It's a library that could help to implement what switfcoder said.
  4. Strange app statistics

    Thanks for the replys.   I also noticed Android 5.0 was released early november 2014. Since most installations don't come from Android 5.0 or Nexus 6 and the rate of installations has remained the same, I don't think it's the cause of the plateau. On the other hand, too much coincidence, though.   I think the most likely hipothesis is what Thaumaturge said.
  5. Strange app statistics

    Hi.   I published a game on Google Play 6 months ago. The rate of installations has remained the same more or less: [attachment=26204:ss1.png]   I'm trying to explain why the retention suddenly stopped:   [attachment=26205:ss2.png]   One could argue that it's a bad game (and maybe it's so), but if that was the reason I would expect the retention to be bad from the start. It could be the app has stopped working in most devices. Does anyone have any ideas?
  6. Render Queue Design

    I'm near to complete the first render queue implementation iteration, just need to sort the render queues.   I already calculate matrices in the CPU in most cases. The reason for my question is: I need to pass to most shaders the model-view matrix (because I calculate lighting in view space). Currently, I calculate this matrix just before telling a mesh to render itself, but that means this matrix can be calculated more than once because a mesh can be in many render queue items. I have thought this solution: just after collecting the meshes in view (or along collecting), calculate the matrix once per mesh and store it in the mesh. That is, each mesh temporarily stores the model-view matrix for the current pass. It's easy to implement but conceptually I'm not convinced.
  7. Render Queue Design

    Thanks for your responses. Do you calculate the object-to-view-space matrix in the vertex shader, the CPU or any place? In your implementation, after the render queues are sorted, do you process the render queues once per light source?
  8. Hi. I'm trying to understand in detail how to program a render queue, in particular the way L. Spiro has explained in several posts. This is what I think she has said: Each camera and light that cast shadows has a render queue set. A render queue set is composed of two render queues, one for opaque submeshes and one for alpha submeshes:   class Render_queue_set {         Render_queue opaque_queue;         Render_queue alpha_queue; }; A render queue is a sequence (array, vector, etc.) of render items.   class Render_item {         Model *model; // Not sure         Mesh *mesh; // Not sure         Submesh *submesh; // Not sure         Shader_id shader_id;         int num_textures;         Texture_id textures[MAX_TEXTURE_UNITS];         float depth; // Distance from model (or mesh?) to the camera }; Render procedure for each viewpoint: - The Scene Manager collects models than are in view (frustrum culling,   occlusion culling, etc.). - Tell each collected model to push items to the render queue set. - Sort the render queues.   - Sort only indices.   - Take advantage of per-frame temporal coherence. - For each render item in the render queues (first opaque and second   alpha) tell the mesh (or model?) to render the item. I'm not sure if a render item of the L. Spiro design needs pointers to model, mesh and/or submesh. In my current engine, I would need the three pointers because: - The model has the matrices I need to set uniforms. - The mesh has the vertex buffer (I share the same vertex buffers for all   submeshes) and currently a submesh doesn't have a pointer to his mesh. - Each submesh has the index buffer and the material.
  9. Thanks for the info.   I've looked at the Google Play Developer Console for statistics about my current games. I target Android 2.3.3 and up. Here is some data:   - Total installs below Android 4.0 (Ice Cream Sandwich):  10.4% - Current installs below Android 4.0: 4.9%   This could suggest the games aren't performing well below Android 4.0.
  10. I'm developing games for Android with the NDK and I'm thinking if it's worth to support armeabi (ARMv5, ARMv6). I'm worried that my games doesn't perform well (I have only a device with ARMv7 to test). Do you know how big is the armeabi market?
  11. Hi, this is my first 3D game for Android. It isn't an original game, but I'm practicing. Google Play: https://play.google.com/store/apps/details?id=game.basketballshooting   [attachment=23337:screenshot2.png]   Development details: Custom game engine Progamming language: C++ Graphics API: OpenGL Input & Window management: SDL Audio: OpenAL, vorbisfile Physics: Bullet Some tools used: Audacity, Gimp, Inkscape
  12. Ping Pong Disc

    Hi, I have released my first Android game. It's a pong-like videogame. My goal was simply to complete a game. Google Play: https://play.google.com/store/apps/details?id=com.pingpongdisc   [media]https://www.youtube.com/watch?v=C6AxkmrKgz0[/media]   Development details: Custom game engine. Progamming language: C++ Graphics API: OpenGL Input & Window management: SDL Audio: OpenAL, vorbisfile Physics: Box2D Feedback is appreciated.
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