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Everything posted by ray_intellect

  1. ray_intellect

    Introduction to Game Programming with CUDA

    Nice article, I learned CUDA, have to admit the logic of some CUDA programs can be difficult to follow, however its a pleasure.
  2. There is a demo for Ogre3d that has a fully destructible voxel based environment
  3. ray_intellect

    How NOT to Market Your Indie Game

    Thanks for that, marketing information is gold dust, very difficult to obtain or even pay for. I really lost time trying to figure this out.
  4. ray_intellect

    My Building

    I'm going to be honest, the geometry looks easy to create, the texture maps looks a little repetitive. If you created the texture maps, then it depends on the quality (and resolution) of the maps, perhaps they should be in a separate pack.   I think you are on the right track with regards to building creation, as there is a full interior, that's a plus worth mentioning. For the exterior (façade especially) I think you have a good rough model that needs some more detail before it is worth the $45, perhaps improvements to the windows and doors, some drain pipes, perhaps a fire escape, perhaps a route up to the roof. In particular the doorway and stairs at the front look too simple. The colour scheme could be reviewed too, I think the grey at the edges and separating the floors looks too similar in colour to the walls. Also perhaps there could be some air vents and plumbing pipes.
  5. ray_intellect

    Ideas to block roads?

    I thought of something else,   1) comic book (batman) style alleyway dead ends.   2) parallel roads could link up to another road ( U turn links etc )   3) entrance to large scale city area ...i.e. the park, the zoo, a large train station/ monorail, sport stadium, freeway, construction area   4) City centre apartment area with members only gate
  6. ray_intellect

    Ideas to block roads?

    Nice graphics, did your team develop that in-house? Ideas to block roads ... 1) car crashed into corrugated iron work hut and knocked over scaffolding holding uniform grey cement blocks. You could have fun making a mess out of the effect of a smashed block turning into a dust splat. 2) Bus tried to do a U-turn and got stuck in the road, everyone except the driver got out and walked (on the other side of the bus - the doors aren't facing the player) 3) road works 4) building exploded leaving rubble everywhere 5) police have put plastic tape up and stand guarding the road, if you fire your rocket launcher at them - you die. 6) earthquake. 7) I'm bored, get a copy of hl2 and some of the mods.
  7. Thanks for sharing, all I know is that branching can massively increase complexity, I have attempted a game story with 2 way branches at each zone/level, and this quickly became difficult to manage, so I changed my story and basically inserted the other level paths into one storyline. I never actually made the game. I think with good tools branching in text is more possible (and less likely to cause problems).
  8. Recently game graphics at the high end have become so good that quality isn't a problem, the graphics approach photo realism in a lot of cases. Now what I was thinking is that perhaps in some of the top quality recent games, the art quality exceeds what would be appropriate for the design. The reason is, that if every scene is perfectly decorated and textured to meet the art teams aesthetic goals, then perhaps it becomes difficult to make a scene stand out in terms of visual appeal, so I am describing a kind of contrast between beautiful, mundane, and just plain ugly. I think a lot of games are designed with the notion that reality sets the mundane threshold, and games should be out of the mundane all the time ... I am inclined to disagree because several games had the effect of looking normal after a certain amount of time (Mass effect, Rage, Zelda windwaker, Crysis, Gears of war) to the extent that I was really not impressed when I finally reached the nuclear power core, or end of game boss, or any special storyline features. So in my own designs I consider setting up a quality contrast, creating an in-game mundane look to use for non-extraordinary world features, and yet on the other hand I wonder of it isn't better to purchase and own a visual orgasm of artistic quality? Perhaps good ideas are under going constant recycling and reality no longer has anything to offer but a larger set of bills and expenses, and creativity will simply be categorizable into sets of known and pre-used elements... but of course the average game is still regarded as having low literary quality, and the directing isn't really appreciated by older generations. Perhaps I should close my eyes and wait until the excitement has died down before looking critically at the result, with or without the perfectly dented trash can, artfully shaped corrugated iron and rubble. I appreciate that setting a mundane might even save money, but the real big deal is whether to follow a rule of escapism in dealing with game content, or the immersive which requires the quality contrast.
  9. ray_intellect

    Aurum Game

    This UI http://imageshack.us/a/img46/4721/fsgx.jpg   And this map http://imageshack.us/a/img7/6375/7t3k.jpg   I prefer the rounded corners and tend to avoid the 'close' button in game UI.
  10. ray_intellect

    Do Games Sugar-Coat Real Life?

    That's why writing for games isn't very highly rated, I think you have got a point and the competition to provide 'shocking' content is getting sleazy and boring. A bit like seeing a shark sawn in half, seen one and you've seen em all. So yeah perhaps you could make your game have a friendly character from the opposite faction, (friendly orc, troll, ogre, dog, spider, goblin, zombie (Gollum is one, however he is a traitor), ring wraith, ghost.... etc). And you could use the story of that character to explore those issues. The trick is that you need to incorporate the themes into your design (was the film called green mile?, and Sintel the open movie actually goes into great thematic depth) and keep the normal look'n'feel, so perhaps you are considering an extreme art pipeline and a great orchestral music setup ... then I think most of what you want to do has been done before in various limited ways.
  11. Hi, I want to support as many platforms as possible for networking, is there a good popular choice? What does Unity use? 
  12. Thanks for the responses, the type of networking I want to add (or have the capability for) includes simple multiplayer games, cooperative game play, network classic dm style game play, database registration, online content streaming, scalable morpg server capability etc, chat server, voip server   I have got loads of ideas, however I can't easily implement all this myself so a good high level general purpose middleware solution (and hopefully free, gpl or mit) with hopefully some examples would be ideal ... I am not looking for the best of any, just need the platform coverage and stability ... this should more or less cover the network back end of any software project.   I might still use an engine for my current game, maybe unity or udk, however I prefer to see the code because I have experience.
  13. I have been waiting since January for the latest OpenGL sdk from Nvidia, do they ever plan to release it?  
  14. ray_intellect

    Scripting Custom Windows in Unity3D

    I want it, however the price for a solo developer just wanting to build a prototype scared me away, the giro here is just £140 for two weeks, and as I am currently out of work I really can't afford to buy. Credit is due to the fantastically talented team, I'd just say, please do not make the word 'unity' into a metaphor for 'monopoly' if only for the sake of beautiful code (or something), maybe give us some real goods to use for free before we consider a release?
  15. ray_intellect

    Introduction to the Graphics Pipeline

    Hmm, but if you consider two colour buffers and alpha blending then you need stencil states and gamma ramps, fog, slope scale, near and far planes and suddenly the permutations have become so large that you need to write a 10 page article ... I would just add the GS and tessellation shaders then mention compute shaders as a non cooperative part, for completeness. However I suppose that as fixed function is basically obsolete you might be right to just mention the minimal vertex and fragment shaders.
  16. ray_intellect

    Checking the Open-Source Multi Theft Auto Game

    I think its interesting how a program with a very sophisticated hack as its foundation would have so many elementary coding errors, it must have been prepared in a hurry and perhaps written on a tablet device with an auto spell checker (just kidding). Have you considered using a decompiler at all? A good resource for information is the world famous Rybka case, where the former strongest chess computer turned out to contain elements of syntactic equivalence to Crafty (a recent predecessor of kray blitz) and Fruit (former strongest engine containing rotated bitboards and other 64 bit goodness) ... but of course its sad to see how Rybka lost the titles, but you could probably make some very rich, very fat producers wriggle like snakes just to cover their asses.
  17. ray_intellect

    Laptop or PC for development?

    multi-core laptop + wireless keyboard and mouse, + HDMI connection to TV  with desktop + CUDA card and older cpu  under used android tablet connected to network with file sharing active. The environment is all the same space, so to develop GPU programs I might use the desktop, however its louder and the CPU is older so I prefer the laptop for anything that does not require the best graphics. Still ... most of the time I don't do any development, in fact when I do use the computer I usually watch videos or surf information sites, I try to develop every week but I am not planning on creating my own triple A title for the xbox one. I also try to use blender sometimes, and am thinking about getting a graphics tablet to make clicking easier.   seating arrangement is currently the floor, with the screens at coffee table height, not sitting cross legged as I don't want to have to take hip replacement surgery in later life.
  18. ray_intellect

    The Game Development Library (GDL) Project

  19. ray_intellect

    QuadTree Chunked-LOD Neighbor

    Here is what I would do ....   1) give all nodes access to their neighbours on the same tessellation level   2) for the quad node you want to render, find the neighbours, then if the node is an internal node (next door to the parent nodes neighbour) then go into the      parent nodes neighbours until your node is not an internal node and if they are of the same level of subdivision then you should be fine (if they are rendering patches at the same level for example) however if they are of a lower level of subdivision like in your diagram then find the tessellation level of the neighbouring nodes.   Then make a hem surrounding each patch just like in tessellation shaders and match the outer tessellation so that they match seamlessly, its pretty easy to set with hard coded numbers, you should google for OpenGL tessellation shaders and Direct 3D hull and domain shaders. 
  20.   Bullet does not support Nurbs because they either don't have a solution to the problem, or they don't have an efficient way of doing it. Next gen rendering engines would probably have support for Bezier and Nurbs patches via the tessellation shaders, there are examples available for both D3D and OpenGL. So Spline cages will be the way a lot of geometry can be rendered.   Particles are extremely easy to compute in computational terms because they require a low amount of processing per point and many particles can be simulated simultaneously using shaders.    The term "can of worms" is hardly correct.    The fact is, a solution was available in one of the Graphics Gems books for finding the nearest point on a Bezier curve - the solution is arrived by taking a numerical differential equation solver and applying it to a rearranged form of the Bezier generator function (quintic or order 5). Now the Bezier surface can be defined (via lookup) as the product of the generator functions of 2 curves (only 2 curves). I don't know what the equation to solve would look like.   Now supposing you have tons of parametrically defined objects, in a database where curves are curves, and flat edges are flat edges. A renderer would ideally be able to display this on GPU. In addition, if you could cut any curve by another curve or point set, then you could probably have a form of curvy BSP, and that concept is very interesting. but before you can make cuts, you need to determine the point set.    And for rendering particles, if they collide with a Bezier surface, or any parametric surface, it would be good to see a change in physics or colour. (obviously)   There is some information here http://www.flipcode.com/forums/thread/7269 using the http://en.wikipedia.org/wiki/De_Casteljau's_algorithm you could have a stack and a while loop instead of recursion to find out if you got a collision.
  21. ray_intellect

    Broken Fluid Solver

    Hi,   I am not sure if this is the correct place to post this because I working in OpenGL and CG to create a fluid solver based on the GPU Gems 3 chapter    Real time Simulation and Rendering of 3D Fluids   The code I have at the moment is in CG, and is based on the Render To Volume example in the OpenGL 10 SDK by Nvidia. The example shows a simple solution to the wave equation so I thought it might be the correct place to start.    I set point filtering in the C++ code, however I could not add the 0.5 to the texel coordinates because the fluid tended to diverge quickly in the direction of the corner of the box -I am not sure if CG needs to add the 0.5 to get the texel center.   Edit: I'm convinced its the texel center problem - I found a resource about CG that explains some stuff so I have removed the code for now, I'll repost the program if I can fix it.
  22. ray_intellect

    Broken Fluid Solver

    Sorry for the double post, however I thought I should add this again   Using this code for each function I made a transformation of the coordinate "x" to "x + 0.5 * texelSize" and then relied on the float3(1.0f, 0.0f, 0.0f) * texelSize  to look up the coordinates.   I tried some variations of this method, with no conclusive results, only a real problem in calculating the correct colour. I saw some fluid like effects with very clipped color, mostly the more realistic and wavy looking fluids seem to be an explosion - or perhaps the container seems to fill with fluid - this is after the transformations were applied (on my other computer I have windows xp and opengl 4.0 but on this pc I have windows 7 and directX 10).    So I'm looking for an answer for the mathematics involved - i.e. what is this fluid supposed to be, how is the input supposed to be applied ? Is this an explosion ? etc   Also if anyone can make use of this then good luck :)
  23. ray_intellect

    pimpl for renderer class

    There was an article floating about a while back that suggested xbox 360 code should avoid virtual function calls in C++   https://www.google.co.uk/search?q=xbox360+programming+virtual+function+overhead&aq=f&oq=xbox360+programming+virtual+function+overhead&aqs=chrome.0.57.12106&sourceid=chrome&ie=UTF-8
  24. Code to detect if a particle is within the bounding volume of an arbitrary mesh or implicit surface (i.e. nurbs) using compute shaders
  25. ray_intellect

    Resources with smart pointers?

    Perhaps you could use Java instead and automatically release all your textures without any extra code 
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