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stevenmarky

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About stevenmarky

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  1. stevenmarky

    don't get too comfortable

      Yes, it will. A few I could think of:   Normal mapped lighting doesn't work well in VR, because with stereo vision you can see the surface is flat. Tricks like always drawing users weapons/hands over all geometry (e.g. Half Life 2) are horrible in VR. Maintaining a consistently high FPS (90+) is of very high priority. Anyway, In general I'm a big fan of VR. It really opens up a lot of possibilities. Feeling like you're there (to an extent) really changes the feeling of a game. Enemies I wouldn't have thought intimidating suddenly are, eye contact evokes a reaction, exploring is suddenly interesting and so on. I'm expecting to see some really interesting games/demos over the next two years (although I have no doubts it will remain niche in that time).
  2. stevenmarky

    [UNITY] Problem with 2d colliders in unity game.

    This could be because the arrow is traveling so fast it's going entirely through the rock in a single frame. It depends how fast the arrow is traveling and the size of the colliders. I'd advise making the arrow slow to eliminate that possibility first.   Two other things I noticed: You have a 2D collider on the rock - does the arrow also have a 2d collider? I'm not sure if 2D/3D colliders are compatible. There's a warning on the game object you've selected (in the first screenshot) about the collider, that might also be the reason.
  3. stevenmarky

    T4 Code Generation in Unity

    This is interesting, I actually wrote an editor script a while ago which generates a C# file containing an enum list from a certain type of file resource, so if those resource files are ever removed we'd get compilation errors instead of waiting for a runtime error. What advantage would using T4 code generation have over manually writing a C# file?
  4. You're asking difficult questions...you might get more answers if you are able to break it up into separate problems and focus on one at a time.   I haven't fully analyzed what you are saying above, and I haven't fully analyzed your code but I have the feeling that you're making an incorrect assumption somewhere. I don't have a specific answer but I have some guesses and some more general advice.   This sounds strange to me...if you are using Daikon forge and if it is similar to NGUI then when you use a 'fixed size' it's actually just means that it's using a constant 'virtual' pixel height, but the width of the screen is free to change. If so and your problem boils down to converting screen pixels to those 'virtual' pixels all you need to is something like:      float pixelPositionToVirtualPosition(float f)     {         return f * (virtualScreenHeight/Screen.Height);     } This will convert a screen pixel position into a NGUI position, and you can also write a function to do the reverse.   When you say something like this:     or this:     It makes me think that you're developing using trial and error. If you've thought logically about how the object should be positioned (could help to test the equations on paper first), and it doesn't end up where you think it should then you need to find out why before trying another solution. Use Debug.Log or print statements, or the debugger. Use divide and conquer to find the point at which your code is breaking down, then fix it.
  5. stevenmarky

    Billboard issue in front of 3D object

    With shaders you might be able to change the depth testing offset factor (see http://docs.unity3d.com/Documentation/Components/SL-CullAndDepth.html ) of the scenery to 0 - if I'm understanding the documentation properly this would make the scenery all screen facing in terms of depth, but I'm not sure if it would introduce any other problems.
  6. stevenmarky

    Billboard issue in front of 3D object

    That's an interesting problem.   My first thought would be to not use full camera facing billboards, instead use normal quads that are orthogonal to the ground and put the texture on there. You'd still want them to billboard on the y axis however. The side effect of this would be that the sprites would look shortened vertically when viewing from above, so to compensate for that you'd have to stretch the quads vertically dependent on the camera angle. I can't think of any reasons immediately why this wouldn't work, and it seems preferable to messing with shaders.   I will elaborate if it's not clear what I'm saying.
  7. stevenmarky

    Haskell kicking my Asskell

    The problem is "post xor mask" on line 7.   It should be "xor post mask" because the function comes first (unless it's an infix operator).   You can still use it as infix with special syntax: "post `xor` mask"
  8. stevenmarky

    Job Interviews

    Good luck Mike.
  9. stevenmarky

    Welcome To The New Gamedev.Net!

    My main criticism is that stylistic elements (e.g. on the main page) take up a lot of space. In particular the headers of each content block is 74 pixels - which takes up a lot of space. I also feel there's something strange about having a border around the main content area which is white, which is then surrounded by more whiteness. On the main page I'd prefer the recent posts were closer to the top of the page. I'm not sure if you've analysed where most of the clicks lead to on your main page but I imagine a lot come from the recent posts. Anyway, good job. I'll also submit these points to feedback
  10. stevenmarky

    System Design -- Finite State Machines

    Good post, state machines are so important. If state can be avoided it's even better :) For example instead of the vending machine keeping track of the amount of bottles contained and updating this as it is refilled or emptied, it could just check if there was a bottle there when someone presses the button to buy it. One less thing to go wrong.
  11. stevenmarky

    DirectX & Qt

    I'm actually confused about how you got DirectX to work with Qt - since Qt uses GCC by default the DirectX libs will not work for me as they were not compiled using GCC.
  12. stevenmarky

    DirectX & Qt

    Off topic: I tried to visit your link you have in your profile. Avast blocked the page reporting it was infected by iframe-inf.
  13. stevenmarky

    DirectX & Qt

    Good info there, thanks.
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