Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

633 Good

1 Follower

About DaSutt

  • Rank

Personal Information

  • Role
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I don't think that something like this is possible. One thing you have to consider is that the idea is actually the easiest part of creating a game. Also as you said you are lacking the experience to develop it yourself. This also means that you are unable to know wether your idea can actually be realized. In addition to that most publishers don't want to hear about your idea at all. This is because it could happen that they already have a similar project. To avoid that you try and sue them over this they will simply not listen to your idea.
  2. DaSutt

    Compiling time error in VS

    Have you added new files to your project? The linker error can happen if you included the header files but did not add the source files to your solution. Also your code does compile. However it does not link, that's why intelisense won't find anything. You should have a look at how binaries in c++ are created to understand the problem better.
  3. You should be able to set the address mode to border this will use the border color you specified and prevent the stretching from happening.
  4. Please check your input vertex positions and texture coordinates. It seems like you are drawing a full screen quad/triangle with the vertex positions in normalized device coordinates, and the texture coordinates are likely (0,0) at the min and (1,1) at the max corner. This will result in the image being stretched.  If that is the case here you have to options. Modify the vertex positions to reduce the size of the full screen effect. As already mentioned this could be done through a matrix or you can hard code it. The other option you have is to change the texture coordinate to account for the aspect ratio.
  5. If it is only after some time and random it could be a memory leak. Try to monitor your ram usage, if it is steadily increasing you have a memory leak.
  6. Looks really interesting. A few years back I read something similar which was only 2d https://www.gamedev.net/topic/623145-terrain-generation-with-plate-tectonics/ . I am assuming the points distributed on the surface are stationary and only change their height value? If so do you have to update their nearest craton each iteration? Structural differences inside of plates would also be interesting. So that you could simulate something like the Himalaya where a large chunk breaks of and is moved up.
  7. I think what you are looking for is the correct World View Projection transformation. You can find a detailed example here http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/. The general idea is that your objects are transformed into different coordinate spaces for the final rendering. Initially your meshes will be in object space with the coordinate system at the center of each object. To this you apply the world matrix to get them into world space which has all the objects positioned relative to each other. In your example the parts of the building will have a different world matrix than the character. To move the character around you would only need to change its world matrix. After the world matrix you apply the view transform. This is a coordinate system where the origin is the camera position and the forward vector is aligned with the cameras forward vector. Finally you apply the projection matrix which does a perspective or orthographic projection into homogeneous coordinates where the scene from the camera is projected onto a cube with (-1,1). This is the -1 +1 range you are talking about.
  8. A good starting point would be this book http://www.realtimerendering.com it covers a lot of different topics. Lighting models like phong and gourad are local illumination models. Which means all objects are shaded independently. Modern engines are using physically based lighting models which are a lot more complex than phong. If you are interested in that I can recommend this http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/. Be aware that you should be comfortable with phong before starting with PBR. Global illumination works quite different. For example movies use ray tracing to calculate images. Instead of lighting individual objects like in local illumination, you calculate how light rays move through the whole scene.
  9. DaSutt

    Multyple postprocessing !

    It is not really clear from the code what is happening in your methods. For example are you clearing the sprite on sprite begin? This would remove previous results. Also more information would be helpful. Which postprocess is working? The first which should be applied, the last or some one in between?
  10. DaSutt

    Last Object Only Renders

    I would recommend that you debug your program with renderdoc. You will be able to inspect all draw commands, look at the mesh input and output, check if the buffer values are correct and look at what is rendered to the framebuffer.
  11. Nothing happens because the constant buffer is not updated. By updating const_per_frame you only change the value in CPU memory. To have the change on the GPU you can use updateSubresource or map/unmap the constant buffer. If you want to debug stuff like this your self I suggest using renderdoc.
  12. DaSutt

    Trouble passing multiple lights

    Ok another thing I noticed. In which shader are you trying to use the lights? If it is in the Pixel Shader you are not setting the constant buffer, because you bind it only to the vertex shader with deviceContext->VSSetConstantBuffers(0, 1, lightBuffer);
  13. DaSutt

    Trouble passing multiple lights

    Your lightstructs vector does not store the light data. It stores pointers to the data instead. So it should be a std::vector<lightstruct> instead of std::vector<lightstruct*> In general for debugging you can use render doc. With this you can directly inspect if a certain buffer is set correctly or if the values are correct
  14. DaSutt

    Problem with Basic Diffuse Lighting

    Saturate simply clamps the value you input into the range of [0,1]. A good place to understand hlsl is https://msdn.microsoft.com/en-us/library/windows/desktop/ff471376(v=vs.85).aspx
  15. DaSutt

    Visualize points as spheres

    You could use billboards to draw spheres. If you store the radius of the sphere you can calculate the correct depth values per billboard in the pixel shader and draw it accordingly.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!