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Magogan

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About Magogan

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  1. It's not memory alignment. My game is a 64-bit application and all 64-bit allocations on Windows are 16-byte aligned by default. I don't have failed allocations normally. I just tried a 2048 meter render distance (which is too much for a voxel game without a level of detail system), which needed over 128 GB of RAM and after a while I got a BSOD because of this. Apart from that experiment, I never ran out of memory on any system.
  2. I already tested it on 4 different systems and with 7 different GPUs in total. The only crashes I had were due to an old GPU driver on my oldest laptop. My code is not that bad and I do check a lot of return values where it makes sense. I also check all pointers before using them. I usually don't run out of memory. I actually managed to crash Windows once with a BSOD without any allocation failing (I experimented with a ridiculously high render distance). According to this stackoverflow thread, it does not make much sense to check for failed allocations since there is no way to recover in most of the cases. I am using DirectX 11 and I made sure to only use the features that are available on all DX11 systems. The nature of the crashes doesn't make me believe that something is wrong with my code as it happens randomly. If I was using any API incorrectly, you should be able to reproduce that error on that system - and it would happen on more systems. But only 1-2% of the users have problems, so it's either a strange bug that I didn't catch or something is wrong with their systems. I guess it may actually be related to anti-virus software.
  3. Hi everyone, I have written a game that uses a custom engine and it seems to work on most of the systems. I even got it to run on my old laptop with a GT630M (with 20 fps in 720p, but still). However, I am seeing strange behavior on some of my customer's and tester's systems. For example, one guy reported 15 FPS in 3440x1440 with a GTX 970. I didn't believe it and bought a 970 to test it, only to find out that it runs on my test system with 30-40 FPS with the default settings. My test system has a Core 2 Quad processor and DDR2 RAM and despite that I have more than twice the performance. How does this make any sense? And some other guy has random crashes every few minutes that I cannot reproduce. What should I do about that? My code seems to be (mostly) correct, I personally didn't experience any crash with any of the released versions of my game. Cheers, Magogan
  4. Hi, I wrote my animation importer for Direct3D 11 using assimp and an FBX file exported from Blender and everything is working after I flipped the axes such that Y=Z and Z=-Y. I basically multiplied BoneOffsetMatrix = BoneOffsetMatrix * FlipMatrix and GlobalInverseMatrix = Inverse(FlipMatrix) * GlobalInverseMatrix where FlipMatrix = ( 1,0,0,0, 0,0,1,0, 0,-1,0,0, 0,0,0,1 ) (matrices in row-major format). But why do I have to? There are tutorials (for OpenGL, but still) where this worked fine without this step. Is it a setting in Blender that is wrong? I am applying those transformations to my own vertices, so I'm not using the ones provided in the FBX file. But even if I did, those would be wrong without flipping the axes after the global inverse transformation. Even though it is working, I want to give my editor to modders of my game, so I can't be sure that it works at their ends since I had to add a step that should not be required according to the documentation. Cheers, Magogan
  5. Well, I have some savings which I use to pay for my living. But there is not very much left. I have been working on the game full-time for about 16 months without pay and I was trying to find people who help me with graphics and animations for free (revenue share) until it sells better. I have found some, but they don't have much time because they have jobs. The graphics designer and animator I found is talented, but he hasn't worked in the industry for a long time and now it takes him some time to learn things. I'm waiting for an animated model of a raptor for two months now, I expected it to take at most one month, so I missed out on some potential revenue there, especially in the Weeklong Deal (33% off) during which the game should have already had a better trailer and some animations. It seems people actually like the game though, in the last 5-6 weeks I haven't had a single refund and it has 70% positive reviews (7 out of 10 reviews). I see potential for it to be successful. If I manage to finish it, it could even sell millions of times. But I have to finish it first. It is a matter of time - if I have to, I can very easily find a job and finish the game in my spare time, but this is not what I want to do because this will delay everything by years.
  6. No, I'm not putting money or much effort into marketing. I am waiting for my graphics designer to animate some of the models first, then create a better trailer and then I can start marketing it. I have no idea what Valve changed. They do not answer my support ticket, neither do they answer to a 400+ post thread or any other support ticket. There is a developer that made somewhat between $250,000 and $500,000, estimated based on the number of reviews, and even they are not getting any response from Valve. I did not get much traffic from search results. I am probably not allowed to tell you where the traffic came from (NDA), but I can say that a large chunk of the traffic came from one source and that one has dropped significantly.
  7. I don't think that my company is big enough to work on any project. I am basically alone, "my employees" refers to people who work for me for free on my game and who I want to pay. Not sure why I wrote it like that, I meant that I want to employ and pay them by doing freelancing alone. Should have wrote "future employees". I unfortunately don't have any money to employ anyone, even if I manage to get a contract. I can't even pay someone to set up a static website for my company with my budget. I don't even have enough to pay my own salary, so I currently work for exactly €0. Minus the money I put into the company and the game already. Everything looked fine, I had some sales and could have made enough money by improving my game and increasing the sales, but Valve decided to change something and, by doing so, cut my traffic by 80-90% compared to September. And I'm not the only one, this also affects bigger indie developers with tens of thousands of units sold per year.
  8. Well, it's called "Computer Science", so I'm technically a computer scientist. I was looking for any advice on what particular freelance jobs I could do with my knowledge and how to find them. I forgot to mention that the game etc. is written in C++, this may be relevant.
  9. Hi, due to recent changes on Steam, I am unfortunately forced to do freelancing to survive and pay my future employees. I have no idea where to start. I found a lot of freelancing websites, but most of the projects are too low budget or homework assignments or both. I am a skilled programmer and computer scientist (B.Sc.) from Germany and have made a 3D voxel game from scratch, meaning I wrote a game engine and a game server plus the game itself in 4 years of time without ever having done such things before, so I'm pretty confident I should find something, but how? This is my second day of looking for projects and I have so far found nothing. It may take time, but I also need to work as much as possible to earn money. Does anyone of you have experience and/or good advice for me? Cheers, Magogan
  10. Hi, we are developing a voxel-based RPG with different planets and a universe in-between them. Our team currently consists of at least one graphics designer and a programmer (me), so we need someone who has at least some experience with sound design and can help us to make the game sound great. If you are interested, we can pay you a revenue share based on the time you work for us. The game is already available on Steam Early Access and we hope to increase sales by adding a better sound design, especially ambient and combat sounds, and by improving all other aspects as well. We listed it as a hobby project because we cannot guarantee a specific amount of payment, so we do not expect professionals to work for us, but rather hobbyists. You can contact me on Discord (Beosar#8149) or here in the forums via PM. Cheers, Magogan
  11. Hey everyone! I implemented additive lighting, so I basically have a full screen texture that is the sum of all light colors (per pixel, of course). Now I have the problem that if I place too many camp fires next to each other, they will add up to more than 1.0. If I just clip it at 1.0, it will look weird, because the camp fires shine orange light, which becomes green-ish if you clip the red to 1.0. I also want the camp fire to be much less bright than the sun, but if I make it only like 0.1 bright, it will be too dark in the night. What can I do to fix this? I looked for high dynamic range and stuff, but I didn't find anything other than the HDR functionality of DirectX 12. In fact, I didn't find any good tutorial or article at all, that is why I ask here. Cheers, Magogan
  12. Magogan

    Beginning DirectX, Ortho?

    Well, it just reads the compiled shader from the file and loads it. You may want to structure it a little better so you can reuse the code for loading multiple shaders in the future. The vertex coordinates expected by the orthographic matrix are in pixels I think, from -0.5*screen size to 0.5*screen size, I just saw you used 0.5f as coordinates - you have to use e.g. -100 to 99 for a 200x200 px rectangle if I'm not mistaken.
  13. Magogan

    Beginning DirectX, Ortho?

    std::ifstream vs_stream; vs_stream.open(FileName, std::ifstream::in | std::ifstream::binary); if (vs_stream.good()){ vs_stream.seekg(0, std::ios::end); auto vs_size = size_t(vs_stream.tellg()); auto vs_data = new char[vs_size]; vs_stream.seekg(0, std::ios::beg); vs_stream.read(vs_data, vs_size); assert(vs_stream.good() && vs_stream.gcount() == vs_size); vs_stream.close(); //Initialize shader here using pDevice->CreateVertexShader, pDevice->CreateInputLayout, pDevice->CreatePixelShader, ... //pDevice is your graphics device (of type ID3D11Device*) delete[] vs_data; } I'm sorry, I googled it and it uses the D3DCompiler API. However, you can simply use the code above without including any additional header or DLL.
  14. Magogan

    Beginning DirectX, Ortho?

    I still strongly suggest compiling the shader using the HLSL compiler included in Visual Studio as I explained in my previous post. That has a lot of advantages and you actually see detailed error messages when something is wrong. It is also the correct way to do it.
  15. Magogan

    Beginning DirectX, Ortho?

    Probably because you put vertex and pixel shader into the same file. You can actually precompile shaders in Visual Studio (use file extension .fx and include them in the project and choose some HLSL options such as type and version in the file properties) to get more helpful error messages and you don't need to ship the raw code to your players and save game startup time by not compiling the shaders every time the game starts. https://stackoverflow.com/a/10759416/9593665 See link for some info on loading the shaders.
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