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About swiftcoder

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    Moderator - Game Programming

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  1. Really micromanaged audio programming (C++)

    Since you want to perform all the audio synthesis yourself, the API is pretty much irrelevant. All you'd need of the XAudio2 API, for example, would be this. Its up to you to actually fill the buffer with useful audio data, of course.
  2. OpenGL Access opengl from gpu? asm?

    The hardware drivers are pretty much all proprietary, so unless you are a big enough player for Intel/AMD/NVidia to directly support your platform... you don't. That said, "your own OS" in this day and age is almost certainly a Linux or Android fork, and those come with GPU drivers.
  3. There are plenty of console-like products on the market, that fully support Unity, and generally follow the development process of a modern Android device. The Ouya, while dated, can be bought for cheap. NVidia's Shield TV is a very capable modern alternative, albeit a bit pricy. Razer's Forge, Amazon's FireTV... the list goes on.
  4. This isn't that unusual with crowd funding platforms. A quick glance at my kickstarter page suggests that just under half of the projects I have backed have actually shipped a product to date, most of those shipped between 1-4 years late, and several of those have never achieved their design vision. I'm afraid that's sort of what crowd funding is - a way to monetarily support projects you are interested in. If you treat it as a way of buying things... you are far better off waiting to see if the product ships, and then buying it at retail.
  5. Marching Cubes with Multiple Materials

    Depends how watertight/deterministic your marching cubes is, I guess. I'll have to give this a try at some point.
  6. Marching Cubes with Multiple Materials

    Their is a more straightforward way of dealing with this. For any one material, there are at most 2^8 possible configurations. And there are at most 8 possible materials that could intersect in any one cell. Worst case is you have to run the exact same marching cubes algorithm 8 times (once for each material present in the current cube). The tables don't expand any, if you don't mind hard transitions between materials.
  7. Marching Cubes with Multiple Materials

    That paper seems about right. Basically in the simple form of marching cubes you create a surface in every cube that contains a sign-change. To add materials, you need to also produce a surface in every cube that contains a material change.
  8. Any gun enthusiasts here?

    Ammo doesn't really fall into such nice categories in the real world. Weight of ammo isn't necessarily as important as how fast it is travelling, or how it behaves when it hits something. Hollow point or armour piercing bullets, for example, cause damage significantly greater than a standard bullet of a larger calibre...
  9. Mobile new puzzle game [BoxBox - 3D Sokoban]

    That is a fascinating perspective. Is the entire game rendered with an orthographic projection?
  10. Red Blob Releases HTML5 Polygonal Map Generation Tool

    I like his approaches to terrain generation. Structured procedural generation produces much more interesting results than approaches based based purely on noise algorithms.
  11. Screenshot from 2017 05 03 09 10 13

    This is gorgeous. Is this just a giant mesh, or is there some sort of level-of-detail algorithm at work?
  12. Diablo 3 Resource Bubbles

    That's a nice little tutorial. Always loved Blizzard's little UI flourishes.
  13. Voxelygon - Polyhedron Voxel

    That looks pretty nice, the beveled edges break up the block structure nicely. Can it handle caves?
  14. At what time do you sleep and wake up?

    You might want to do some reading on the effects of long-term sleep deprivation on longevity
  15. Framework Design OOP vs Other

    There are valuable lessons to be taken from OO, but in the end it is something of an orthodoxy. Modern C++ is designed to use a fusion of procedural, object oriented, and functional programming techniques. You can stick rigidly to one of those paradigms, or you can pick and choose the pieces that work the best for you. My advice is to use whatever combination of programming paradigms makes you (and/or your team) the most productive. But it's certainly worthwhile to learn all of the above. Maybe even spend a little time with a language that is more rigid in its adoption of a particular paradigm...