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swiftcoder

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About swiftcoder

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  1. PC Do YOU play Horror Games; if so WHAT is your favourite and WHY?

    I don't play that much horror these days, but the Half Life series left a lasting impression. Specifically Half Life 2. Ravenholm would be the environment from that game. It's tense and terrifying. There are no friendlies around, it's all dark and quiet until something leaps out at you. There isn't much ammo so you are forced to scavenge and use makeshift environmental weapons. As for creature, it's the Headcrabs. They aren't individually all that dangerous, but in a game where healing items are few and far between, their ability to sneak up and jump at you from any angle is terrifying. Not to mention their rapid possession of friendly/neutral characters. Mazes are only interesting in so far as they are preventing you from escaping from something. They don't do much on their own. But given the right pursuing minotaur, they can be effective. Puzzles are great, but don't typically have much to do with horror?
  2. C++ OOP and DOD methodologies

    OOP and DOD are not mutually exclusive. It's also common to apply data-oriented techniques in certain performance critical areas (i.e. low-level renderer implementation), and not in areas requiring more flexibility (such as gameplay logic).
  3. Even money says it's a driver bug. Which isn't terribly surprising, you are at the intersection of two things that don't see heavy use, bindless textures and shared contexts. It's worth mentioning that in a Windows-only product, you could likely get away with a lot more under DirectX than OpenGL. The drivers tend to be a little more robust
  4. Thread safe allocation of handles is trivial. Divide your handle space up by the number of threads, and let each thread allocate handles within it's own space. After allocation those handles are going to be passed back and forth anyway, so there's never a need for two threads to try and allocate the same handle at the same time.
  5. Game Engine Decisions

    Game development in general is way more niche than web development. Smaller communities, less thorough learning materials. C'est la vie. I'm not sure there are that many game engines with healthy forum communities, Javascript or no. Once you step outside of Unity and Unreal, community size drops off quite fast, and even those two have somewhat... uneven forum quality.
  6. OpenGL A batch of opengl questions

    This would be significantly easier with an off-the-shelf engine (such as Unreal or Unity), which already have support from things like height-mapped terrain, animated meshes, physics, etc.
  7. I'm not sure I understand why you need two contexts in order to render offscreen. Are these contexts rendering at the same time on different threads? My (wild) speculation here would be that the driver is forcibly synchronising every one of your textures whenever you switch contexts, because it's worried you might be modifying them from two threads at the same time...
  8. Game Engine Decisions

    To learn the basics? Yes. But those books tend to over-promise and under-deliver. You certainly won't be an expert in a week. Learning C# may be fun, but it's certainly not a requirement to make games. There are a lot of great game frameworks in JavaScript too! Don't be. 2D game engines are solving fundamentally different problems to 3D game engines. Software that attempts to solve both, often solve one or the other badly. If you want to hop into 3D, you might look at aframe. They push the VR angle pretty hard, but it does regular 3D just as well, and it's a pretty quick route into game development.
  9. This sounds like you are updating the vertices of the quads on a frame-by-frame basis. Why? What are you trying to accomplish? This makes it sound as if you are fillrate bound. Which is probably caused by having a lot of overlapping quads, causing the same pixels to be rasterised many times. Rendering performance typically isn't a linear function of the number of triangles rendered. It's also some function of the number of pixels that have to be rasterised, the complexity of shaders, the number of distinct textures/shaders, etc.
  10. Devlog #3 - Early gameplay footage.

    Very Descent. Love it!
  11. Opinions on cryptocurrencies

    The relationship between commodities and currency is never terribly stable over time, though. The Spaniards accidentally devalued their gold based economy by importing too much of it from the Americas. Salt was once incredibly valuable, but more modern methods to extract it from salt water (and more modern food preservation methods) made it basically valueless. De Beers has had to spend an entire century heavily marketing diamonds as a status symbol to keep their value from crashing... In the modern day, at least in the West, our economy doesn't really operate on scarcity anymore. Which makes any currency<->commodity links speculative at best.
  12. Leaderboard and Achievements

    Moving you to a more relevant forum. What platform is your game being developer for? Various platforms offer their own Leaderboard implementations.
  13. Displaying different models based on Camera View

    You can use Layers to display meshes on only some cameras.
  14. Modern OpenGL GLSL Camera

    Shaarigan is being a bit... overly reductive. It's perfectly idiomatic to call the thing that manages the View+Projection matrices a "camera".
  15. C++ Strange behavior with extern definition

    As in #include "globalvariable.cpp"? Yeah, no, don't do that. You need to pass your compiler the cpp file.
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