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AtomicWinter last won the day on July 18 2018

AtomicWinter had the most liked content!

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  1. AtomicWinter

    Assimp bones' relation to nodes

    I noticed this, "i think assimp discards any bone nodes that are not being used by the mesh in question (i.e. have zero weight). Hence the discrepancy between the full skeleton, and the aiBone list for the mesh." Could that be the case here? Are you positive those bones are being used by the mesh? Here is where I got that from:
  2. AtomicWinter

    Is this OpenGL Modern Enough?

    Below is another great site for learning modern OpenGL. He even goes into advanced topics and even has a PDF version of the content. Also, to expand upon what @mr_tawan mentioned, they are incremental changes since version 3.3. Here is an excerpt of the getting started section: Offline Book:
  3. AtomicWinter

    UDP Confusion c++ sockets

    UDP, by design, is a "best effort" protocol. That means it will do it's best to reach the destination, but it's not guaranteed. These are fast because they get sent and they're done, "see ya later! hope you make it!". TCP on the other hand is guaranteed since it has acknowledgements that get sent, but it also comes at a cost of speed. This one would be like the mom, "hey, call me when you arrive at your destination so I know you made it". A lot of times games will use interpolation in case of lag, dropped packets, etc. so UDP can still be utilized. Here are some good articles that discusses everything in detail: Here is one that discusses the TCP / UDP protocols: Here is one that discusses the interpolation: [edit] In your case of text the interpolation would not work and you would need a guaranteed delivery. Otherwise, you may find that there is missing text in places, which wouldn't be desirable. What did you test exactly to know that there was too much delay?
  4. Have you seen Andre Lamothe's book "Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization"? I have not looked at it in years and don't remember the specifics, but it's software rendering from the beginning (shading, optimization techniques, etc.). Might be worth checking out.
  5. AtomicWinter

    Red Flicker down or right direction

    Maybe it's not that piece of code at all (the original code looked correct to me). Perhaps it's how you're using the code. Are you running an example from the book or did you create your own example? Could you show us the code sample either way?
  6. Have you tried the SDL_WarpMouseInWindow function or the SDL_WarpMouseGlobal function? I am not familiar with SDLDotNet and the documentation is a little sparse, but it should have one of those (or even SDL_WarpMouse?). You will probably want to use the SDL_WarpMouseInWindow. Here are the links to the main documentation:
  7. AtomicWinter

    How much longer can Trump/Trumpism last?

    100% agree. I do development on the side as a hobby to get away from the political nonsense. Sigh.
  8. AtomicWinter

    Advice for Creating a Hand Drawn 2D RPG

    A little off topic, but I just wanted to say that I love your art style. The environment, shading, glows, etc. all look really cool. Well done.
  9. You do have something to fall back on... a framework/engine that took many experts years to develop and fine tune. You say that you have been programming for several years, but ask yourself what you have to show for it. You're going to always be spinning your wheels trying to develop something that will not get completed. Save your time/sanity and just use an existing engine and focus on the game you want to develop.
  10. What is your ultimate goal? If it's to make a game/RTS then why do you care? With that logic then why use an operating system? Just develop your own... afterall, using an existing operating system would be cheating. Using an existing IDE would be cheating. Buying a lambo would be cheating; create your own car from the ground up. Buying ground chuck would be cheating; slaughter your own cow.
  11. C# is not Windows only either. The Internet is inundated with Unreal Engine and Unity tutorials, from basic to advanced. I believe the main problem is, and I mean this with all due respect, is you just want to copy and paste other people code instead of taking the time to actually learn the programming patterns, logic, concepts, etc. You need to take a step back and really understand the core concepts.
  12. AtomicWinter

    Platform/Stealth: which one sells best?

    The answer is going to be biased based so you are going to get mixed answers no matter what, which is probably what you're after. Some people love the Metroidvania style while others enjoy the stealth style. My opinion is a narrative stealth game, as that sounds like it could be interesting if done correctly. I don't care too much for the Splinter Cell series either, but there are other stealth style games that have been fun. The Last of Us, Metal Gear Solid, Dishonored, Little Nightmares, the Far Cry series, etc. are a few that I have enjoyed over the years. With that being said, I enjoy the nostalgic feeling I get from Metroid/Castlevania/etc., but not nearly as much as a friend who is die hard. On a side note... You and you're team are not Nintendo, Sony, Microsoft, Ubisoft, Valve, etc., but that's what makes you... you. We don't always need copycats and we don't always need AAA games for that matters. A good indie title brings me just as much of enjoyment as a AAA game does. For instance, I just recently played Hacknet and couldn't put it down. He did an amazing job on the game and it's one of the rare games I'm going to replay. Don't let other people try to bring you down. I don't know the experience of your team, but the fact that you are making this post and doing leg work before jumping into the programming phase is a good sign. I hope the best for you and you team.
  13. AtomicWinter

    The Battlefield V "Historical Accuracy" Controversy

    Seems like a redundant statement since it's essentially analogous to what I was trying to portray.
  14. AtomicWinter

    The Battlefield V "Historical Accuracy" Controversy

    I don't get it... it's just a game that is meant to be fun. Period. Battlefield has never been accurate and they don't claim to be either (jump from a jet, shoot a rocket launcher or snipe, get back in jet and fly away; as an example). In COD you can run along a wall, but everyone is OK with that. Why is something so minute such an issue with Battlefield? If it bothers someone that bad then they need to take another look at their priorities.
  15. AtomicWinter

    Mulitple Game Loops?

    The units can still be updated, but if they're out of view then there is no reason to draw them. You could create a 2x2 buffer around the area you're drawing to account for the panning, zooming, etc. I don't consider this a premature optimization since the number of tiles x number of layers can quickly add up and degrade performance (see below for an example of this). Like ChuckNovice mentioned, you are essentially doing one game loop either way. I think the way you are managing how the updates/rendering is done needs addressed. Can you give some pseudo code on how you are currently doing this? I can give better advice once I see that. libGDX is good, but drawing every tile is going to bring any system to it's knees. Think about it this way, you have a map that is 500x500 tiles with each tile being 32x32. That's about 250,000 tiles being drawn per loop. Now if we do the optimized method then for a 1920x1080 resolution you would only draw 2,232 tiles (62 x 36) per loop - (1920 / 32) x (1080 / 32) resolution with the 2x2 bleed area. Here is an example as well as the article: (see the performance part) Either way, show the pseudo code of what you're thinking.
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