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About d000hg

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  1. @Time4Tea have you looked into SmartFoxServer, since you mentioned you prefer to work in Java?
  2. It seems a big shame to abandon it. You've got so much done compared to how much appears needed to improve it. At the very least you could put it out for free to get some fans, if it took off you could release a sequel. Or release a cut version for free and sell tracks for a few bucks like old shareware. Or a mobile version could be neat.
  3. Granted I haven't bought a modern PC game for about 10 years, but I really liked the clean look in your screenshots. I'd be pleased to make something as shitty as that.
  4. By 'x16' I was referring to the idea of rendering to a non-RGB(A) format buffer. I thought both GL and DX supported a whole wealth of integer and float formats now with different numbers of channels so you can have a 16bit single-channel integer format? I wondered about this and I'm sure it's feasible but we have other complications so it seems the render-based approach is preferable, or we'll be writing several such special-case logic. Very interesting, thanks.
  5. 10 pages discussing the mechanics would be ok. Better than 300 pages of story and self congratulatory ego massage ;)
  6. To the OP: can we see a screenshot of what you have? It seems you have a 3D world created but that's not a game. Can you demonstrate at all what happens in the game? What the gameplay is like? You can create videos in tools like 3DS so in theory you could demo what the game might be like? Do you have a document for your game's design?
  7. So to check I've understood this correctly, we render the entire scene an extra pass to a separate buffer, with color keyed to object-Id. Then we remove picking entirely [ O(1) complexity ] at the cost of an extra render pass. I can see on hardware these days a render-pass is often trivially cheap. And you can presumably use some handy buffer format like X16... or if you wanted depth information too you could add it.
  8. Sure - but we found this was distinctly second class compared to native WebGL coding. Perhaps because we already had an existing project for the plugin, when we switched to WebGL it apparently was way too limited. Of course, browser support for newer WebGL is limited too, which is a huge PITA
  9. d000hg

    Unity dropping Monodevelop a let down for small indie?

    Yeah that's how my old Ogre3D project used to work for Mac/iOS builds. Get the code from source control, make an XCode project, spend hours and hours figuring out how to get the libraries working, then just set up the various icons/images and build. But XCode's autocomplete for C++ seemed pretty good.
  10. d000hg

    Unity dropping Monodevelop a let down for small indie?

    Well, I never knew there even was a proper Mac-native version of Visual Studio! Interesting.
  11. I'll keep this high level as I'm not the developer in question, but in our WebGL/3JS project we have some models which are straight tubes. We manipulate these to follow splines using shaders, so as far as the 'engine' is concerned they are straight tubes, then they get deformed at the rendering stage to follow their real path. This means trying to employ picking to detect the mouse hovering over a model doesn't work - it picks the straight-tube version. I gather a lot of geometrical stuff is done in GPU/shaders these days so I wondered if that means this is a common problem with some known solutions/ideas?
  12. d000hg

    Unity dropping Monodevelop a let down for small indie?

    I think back then Borland's product was pretty good, in fact many claimed it was better. And Code::Blocks used to be pretty widely used. I'm sure there was another one - and then you could swap in a different C/C++ compiler, there used to be adverts for them in magazines until MS made their compiler incredibly good. These days there really isn't much realistic opposition to VS that I'm aware of. Though XCode seems like it would be really good IF I put the time into learning it. How does it work exactly? You develop on PC and copy to Mac? Or is there a VS for Mac I'm not aware of? Tangent, but does Unity hide all the XCode app-packaging or do you still have to fire up XCode for all that?
  13. Interesting, thanks. I was quite pleased to get my Ogre project running on iOS without (too many) major problems. It was a lot of steps into the unknown and I still have no idea how OBJ-C works, but despite it being experimental there was quite good community support including one of the main Ogre contributors. A project I'm on these days is WebGL/3JS which I suppose is another option though it's foreign to me. I only recently realised Unity had dropped their plugin and apparently the native Unity->JS setup is very lacking in comparison to native JS middleware.
  14. d000hg

    Unity dropping Monodevelop a let down for small indie?

    I guess it's always been good, but it's a lot better now. Intellisense used to be pretty erratic (deleting the database all the time was needed), standards compliance was terrible in v6, C++ refactoring/intellisense tools were never that good (though ReSharper was wonderful). I've been using MS since MSVC5 (visual C not visual c++) but that was just a compiler IIRC and you did write code as plain text.
  15. d000hg

    Unity dropping Monodevelop a let down for small indie?

    I wouldn't say "don't use an IDE" is in any way a modern trend. People of a certain type used to look down on IDEs back in the days when there was a wide range of IDEs (Borland, Blocks, VC++, etc) 20 years back. The reasons might have changed but it just seems even sillier when IDEs are SO good these days (they used to be pretty painful).
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