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About RedBeard101

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  1. Hey all, just looking for some suggestions on how to resolve collisions in my game engine.    Here's what I'm working with:   I have a spatial partition of GameObjects, where I do my collision detection. If a collision is detected, A Resolution object is returned with the following format:   struct Resolution{   unsigned int colBoxA;   //Index of collision box within object   unsigned int colBoxB;   //One or two trival members not important here };   1. I iterate through all the Partition buckets to test for collisions.   2. I have a Map container which stores all the Resolution objects. To ensure each collision is unique they key for the map is    a pair of both GameObject_ID's, and the value is the Resolution object.    3. colBoxA and colBoxB are indices to AABB's that reside in each object. Let's say ObjectA has two collision boxes: A hitbox and a shield, while ObjectB has a single collision box: a projectile. So an entry in my Resolution container has information on which two objects are colliding, and on which respective collisionbox.   4.  Each Collisionbox has an enumerated type associated with it (Wall,projectile,hitbox,melee) etc.....   I want to resolve the collision based on both the types associated with the collision, and apply the result correctly to each object. I've looked around,  and it seems like I should be using some type of Strategy Pattern. By not using this, it looks like I am facing nested switches (not going to happen). Even with the Strategy Pattern, I am unsure on how to implement this.   Any advice or similar documentation would be greatly appreciated :)
  2. I don't know if it coincides with your problem, but I had a similar problem a few months ago.   http://www.gamedev.net/topic/671146-dds-files-and-transparency-with-directx/   My pixel shader was not computing the alpha channel correctly, maybe start there?   Hope this helps!
  3. RedBeard101

    Client/Server rendering

    Thank you guys very much for your quick replies, I will definitely check out the links you posted. Storing an array of previously known entities seems to be a very workable solution, as I was having trouble visualizing what state information would be going over the network. This should start me in the right direction, thanks!
  4. Hi All,      Just a couple questions about how I should approach rendering my client terminals for my game engine I am making.   Here's my current scope:    2D game engine. and  I am designing an authoritative server, with a hash-grid where all game objects find themselves in buckets. Clients report their input every frame, and go through a lock-step to get their position from the server, along with their actions.       The clients have access to all of the map data for rendering, but do not have access to of the GameObjects. How should the server communicate which objects to draw?   I want the server to create a list of objects to draw, based on the clients position in the hashgrid, and pass it to the client. Can I pass a list of pointers? or do I have do pass a list of unique object IDs? It seems like passing all the objects over the connection would be pretty heavy on bandwidth.   I realize I may be leaving out some important details, and I'd be happy to try to give more information, but if anyone has any input or reference to documentation, I would appreciate it.    Thanks!
  5. RedBeard101

    How Is This Pixel Art So Detailed?

      I'd like to make note that the style this game uses is the most effective use of pixel art I've seen in recent years. There is a tremendous amount of volume that has been made from such a small team (2 artists), and their use of economy in their style, mixed with fluid animation, really shows in their work.   Most people that have tried pixel art know how time consuming it can be, and for most pixel art projects, it's not the detail that's lacking, it's the volume. Yeah the animations look great, but there's just not enough. I think the team working on Hyper Light Drifter has found the perfect balance between detail, and simple economy, which really displays a lot of experience.
  6. RedBeard101

    How do you organize your time for game dev?

    Hey dreamer1986, we share a similar circumstance (Born in 1986, solo developer). I've been working on a small hand-rolled engine for about 2 years now, and while my workflow process is far from perfect, I have adapted  some helpful methods to help me along.   #1 Write everything down - On your best days, you will be flowing with many ideas, many of which you will forget, unless you document them. On your worst days, you will struggle to find concentration, so referencing previous notes helps. If I am coding something and I decide to pack it in for the night, I write down what my next two or three steps should be, so the next day I can pickup where I left off, rather than wasting time figuring out what section I was working on. I do the same for art creation and make notes on process improvements.   #2 Changing gears - On a scheduled (week)day of development, and after I get home from work, I work on 3-4 aspects (Audio, Art asset creation, design, coding). I work on each for about 2 hours, take about a 20-30 minute break between each. In this approach there IS a price to pay switching from one aspect to another. It takes me about 20 minutes to get warmed up playing music, and 20 minutes to get into drawing or graphics design. I can't however, code one day for 8 hours, then do art the next day for 8 hours, and do audio the next day for 8 hours, it just doesn't work for me. Find what kind of schedule you get the most throughput out of, and cater to that.    Also, be mindful of the tasks you shy away from (for me it's art) and tackle them as early in the day as possible, when you are still fresh. I can't tell you how many times I've scheduled to do animation frames after coding and it just doesn't happen. And I also realize I can still code when I am tired, so I push it to the end of the work day.   Just my 2 1/2 cents, just be honest with yourself about what you're good at, and what you're not so good at. Try to identify your weak points, and go after them first.   Goodluck!
  7.    For Direct X using C++. you could try the Rastertek tutorials.   Not only will these give you a better general understanding of DirectX, both for 2d and 3d, but there are also tutorials for sound, input, and general application analytics (fps, deltatime, cpu usage).   This site is not the be-all end-all for directX documentation, but can provide a solid base if you're going to roll your own engine.   http://www.rastertek.com/tutdx11.html
  8. RedBeard101

    final note

    Why has this thread not been closed yet?   Honestly, I really like the technical discussions on this forum, but don't see any value in these juvenile panderings.    Just my 2 cents from a lurker who likes to lurk technical discussions.
  9. RedBeard101

    DDS files and transparency, with DirectX

    Thanks for your help Hodgman,         I didn't know that the saved texture didn't have to look like it matched the initial image as long as you were using alpha blending.  Turns out it was a problem in my pixel shader where I was using the line   color.a = input.instanceTransparency;          where I should have been using   color.a -= input.instanceTransparency;   Thx again for the quick reply and insight into how these files are processed.
  10.   Hi there GameDev.net forum posters,      This is my first post here, and I hope my problem isn't too mundane to merit a response from some of you pros.       I am editing a texture in photoshop, the dimensions of the file are 2048 x 2048 pixels. I am dividing the texture into 256 pixel squares so I can animate a grass animation within my engine.    I am on photoshop cs6, with the nvidia texture plugin.    Here is what I am usually looking at for a texture.          When I try to save as a .DDS file, i select DXT5 format, disable mipmapping, and when I preview the texture, I get this.       I looked around, and I guess I'm suppose to have an alpha mask channel in my photoshop file. so I do that, select the texture and remove that from the alpha. Still when I try to save the dds texture, I end up like this     I've tried different formats DXT3, ARGB 256 colors + alpha, but I just cant get the desired result.   If I save it as a .PNG file, I end up with a texture that I would like.          But when I save as a .PNG file, and load the texture into my engine using the call.   result = CreateWICTextureFromFileEx(device,filesnames.c_str(), 0u, D3D11_USAGE_STAGING, 0, D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ, 0, false, &srcTex, nullptr);   I end up with the same ugly textures being rendered in the engine.   Any help or guidance would be appreciated.   Cheers, RedBeard
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