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Asheh

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  1. Hello I am a professional games developer looking to try out developing some of my own IP. I am not new to games itself, in fact I ran a successful studio for 2 years and I have been in the industry for 5 years. I have an itch which is to develop some of my own IP. Which I can do (and have done) in my spare time. I used to be a regular here at the forums about 8 years ago, when I was a "wanna be" games developer. I worked very hard and made it :-). Unfortunately when your in industry the creative side of you can diminish, I like working on fresh projects and developing brand new game mechanics. To show off my creative flare. I have ideas but the time I have to work on these is minimal. So I guess I am looking for an artist/designer type who has some serious creative flare that is looking to get their work into a game. If anybody is interested, just drop me an email or reply to this thread. Happy Game Devving!
  2. Hey guys, not posted here in a while! Anyways, Im having an issue, ive done some googling but came up with nothing so far. I have a device which is not plugin-and-play and I have developed some software which requires the device. Now an astute computer user would be able to look on the cd I create to locate the drivers (given a set of installation instructions). But given that they are computer illiterate it might be a problem! Creating an installer is easy but does anyone know how to develop an installer which can copy drivers to a location so that the device will essentially be plugin and play (and auto installed..?). It would be really handy if somone can point me in the right direction. Thanks. Ashley.
  3. Hi guys I'm having some trouble with deferred shading with Ogre3D. If anyone has any experience with it and thinks they can help me get it going, pm me. This has the possibility of being paid work as I'm struggling and working to a deadline (no, not homework). Cheers Ash.
  4. Im using the OGRE3D but I cannot get this CG code to attenuate properly. I want an effect where lights are only effective at a small range so I thought linear attenuation across a range would be most suited. The code for this is simple im sure it is just Distance / Range. I want the light intensity to be brightest at distance 0 and zero light at distance Range. Lights are flickering as they come in and out of the range itself, ive tried switching around the space im working in, in the following code lightPosition is in object space, so I just take the length of the lightPosition. I have also tried passing the world space position of the light and the fragment position in world space and taking the length, using that as the distance. Im having problems with both methods. Anyone? void PerPixel_Vert ( float2 uv : TEXCOORD0, float4 position : POSITION, float3 normal : NORMAL, uniform float4 lightPosition, uniform float4 eyePosition, uniform float4x4 worldviewproj, out float4 oPos : POSITION, out float3 oNorm: TEXCOORD0, out float3 oLightDir: TEXCOORD1, out float3 oHalfAngle: TEXCOORD2, out float3 oFragPos: TEXCOORD3, out float2 oUV : TEXCOORD4 ) { oPos = mul(worldviewproj, position); oFragPos = oPos.xyz; //oDist = length(position - lightPosition); //interpolated fragment distance float3 EyeDir = normalize(eyePosition.xyz - position.xyz); //For an orthographic camera...camera always looking down the y //float3 EyeDir = float3(0, 1, 0); oLightDir = normalize(lightPosition.xyz - (position.xyz * lightPosition.w)); oHalfAngle = normalize(oLightDir + EyeDir); oNorm = normal; oUV = uv; } void PerPixel_Frag ( float3 normal: TEXCOORD0, float3 LightDir : TEXCOORD1, float3 HalfAngle : TEXCOORD2, float3 FragPos : TEXCOORD3, float2 uv : TEXCOORD4, uniform float4 lightPosition, uniform float4 lightDiffuse, uniform float4 lightSpecular, uniform float4 lightAtten, uniform float exponent, uniform sampler2D texture : TEXUNIT0, out float4 oColor : COLOR ) { float3 N = normalize(normal); float NdotL = dot(normalize(LightDir), N); float NdotH = dot(normalize(HalfAngle), N); if(NdotL > 0.0) { float4 Lit = lit(NdotL,NdotH,exponent); //linear attenuation float d = length(lightPosition.xyz); //distance(FragPos.xyz, ); //float l = 0.00014; //float q = 0.0000007; //float c = lightAtten.y; //float l = lightAtten.z; //float q = lightAtten.w; //float atten = 1 / (1 + (l*d) + (q*d*d)); float atten = d / lightAtten.x; atten = clamp(atten, 0.0, 1.0); //float4 textColour = tex2D(texture, uv); oColor = (lightDiffuse * Lit.y + lightSpecular * Lit.z) * (1.0 - atten); } }
  5. I need to have an application load up without displaying things like the windows background, possibly showing an image while another application is loading in the background until its loaded then displaying that, within Windows Vista. Its somthing ive never come across before so I have no idea where to begin. Any ideas?
  6. Is there a way to load a separate application via another application seamlessly? If so does anyone know a way of doing this? Im talking about having an application running and launching a totally separate application (and back..) without noticing that its switching applications. Ash.
  7. Ive been playing around with my attenuation and it seems its totally off, if I adjust the values so that it should only appear within a small distance it doesnt seem to affect things at all, here is my CG code: void Ambient_vp ( float4 position : POSITION, out float4 oPosition : POSITION, out float4 colour : COLOR, uniform float4x4 worldViewProj, uniform float4 ambient ) { oPosition = mul(worldViewProj, position); colour = ambient; } void PerPixel_Vert ( float4 position : POSITION, float3 normal : NORMAL, uniform float4 lightPosition, uniform float3 eyePosition, uniform float4x4 worldviewproj, out float4 oPos : POSITION, out float3 oNorm: TEXCOORD0, out float3 oLightDir: TEXCOORD1, out float3 oHalfAngle: TEXCOORD2, out float3 oWorldPos: TEXCOORD3 ) { oPos = mul(worldviewproj, position); oWorldPos = float3(oPos); //oDist = length(position - lightPosition); //interpolated fragment distance float3 EyeDir = normalize(eyePosition - position.xyz); oLightDir = normalize(lightPosition.xyz - (position.xyz * lightPosition.w)); oHalfAngle = normalize(oLightDir + EyeDir); oNorm = normal; } void PerPixel_Frag ( float3 normal: TEXCOORD0, float3 LightDir : TEXCOORD1, float3 HalfAngle : TEXCOORD2, float WorldPos : TEXCOORD3, uniform float4 lightPosition, uniform float4 lightDiffuse, uniform float4 lightSpecular, uniform float exponent, out float4 oColor : COLOR ) { float3 N = normalize(normal); float NdotL = dot(normalize(LightDir), N); float NdotH = dot(normalize(HalfAngle), N); if(NdotL > 0.0) { float4 Lit = lit(NdotL,NdotH,exponent); //linear attenuation float d = distance(WorldPos, lightPosition); float l = 0.022; float q = 0.0019; float atten = 1 / (1 + (l*d) + (q*d*d)); oColor = (lightDiffuse * Lit.y + lightSpecular * Lit.z) * atten; } }
  8. I have been looking into physics, although I worked in indsutry for a year I only just overviewed the physics but I did notice it was updated more than once a frame (i believe for forza 2 the physics runs at 360fps). Can anyone here explain why this is? Accuracy? Collision? Cheers. Ash.
  9. Doesnt work on my comp.
  10. Ok this source is fairly simple, But im not sure where im going wrong: //generates the lsystem std::string LSystem(std::string in, int iterations) { std::string input = in; std::string output = ""; for(int x = 0; x < iterations; x++) { for(int i = 0; i < input.length(); i++) { switch(input.at(i)) { case 'X': output += "F-[[X]+X]+F[+FX]-X"; break; case 'F': output += "FF"; break; } } input = output; output.clear(); } return input; } plots it void PlotLSystem(CTextureBuffer *pBuff, std::string input) { std::stack<CState> states; float dist = 2.0f; CState prev(256.0f, 1.0f); CState curr(256.0f, 1.0f); D3DXMATRIX rotmat; for(int i = 0; i < input.length() / 50; i++) { switch(input.at(i)) { case 'F': { prev = curr; //float length = sin(curr.angle) + cos(curr.angle); //curr.x += ( sin(D3DXToRadian(curr.angle) ) / length ) * dist; //curr.y += ( cos(D3DXToRadian(curr.angle) ) / length ) * dist; curr.pos += curr.dir * dist; PlotLine(pBuff, (int)(prev.pos.x),(int)(prev.pos.y), (int)(curr.pos.x), (int)(curr.pos.y), &CPixelColour(0,128,0,255)); }break; case '-': { D3DXMatrixRotationZ(&rotmat, D3DXToRadian(-25.0f)); D3DXVec2TransformCoord(&curr.dir, &curr.dir, &rotmat); D3DXVec2Normalize(&curr.dir, &curr.dir); }break; case '+': { D3DXMatrixRotationZ(&rotmat, D3DXToRadian(25.0f)); D3DXVec2TransformCoord(&curr.dir, &curr.dir, &rotmat); D3DXVec2Normalize(&curr.dir, &curr.dir); }break; case '[': { states.push(curr); }break; case ']': { curr = states.top(); states.pop(); }break; case 'X': { }break; //do nothing } } } Now these are the results im getting: expected: Fractal Plant Now, ive played with lsystems before and theyved worked ok. But this isnt for some reason, im not sure if its the way im using a Stack or my rotation? Any help would be much appreciated.
  11. I have been trying to impliment god rays from gpu gems 3 i have the pipeline setup where each light is rendered as a sphere (circle) in white then the geometry in black. Using this texture i perform a post process, taken from nvidia: float4 PostProcessGodRaysPS( float2 OriginalUV : TEXCOORD0 ) : COLOR { float4 lightPos = mul(g_LightSources[0].Position, g_CurrWorldViewProj); float2 screenLightPos = lightPos.xy / lightPos.w * 0.5f - 0.5f; screenLightPos.y = 1.0f - screenLightPos.y; // Calculate vector from pixel to light source in screen space. half2 deltaTexCoord = (OriginalUV - screenLightPos.xy); // Divide by number of samples and scale by control factor. deltaTexCoord *= 1.0f / NUM_SAMPLES * Density; // Store initial sample. half3 color = tex2D(GodRaysSamp, OriginalUV); // Set up illumination decay factor. half illuminationDecay = 1.0f; // Evaluate summation from Equation 3 NUM_SAMPLES iterations. for (int i = 0; i < NUM_SAMPLES; i++) { // Step sample location along ray. OriginalUV -= deltaTexCoord; // Retrieve sample at new location. half3 sample = tex2D(GodRaysSamp, OriginalUV); // Apply sample attenuation scale/decay factors. sample *= illuminationDecay * Weight; // Accumulate combined color. color += sample; // Update exponential decay factor. illuminationDecay *= Decay; } // Output final color with a further scale control factor. return float4( color * Exposure, 1); } The outcome is not light streaks but mearly a repeating sphere from center to top right of the screen. Im unsure what im doing wrong. Ash.
  12. Really unsure where this is coming from but: First-chance exception at 0x76e1f328 in RTG Renderer.exe: Microsoft C++ exception: long at memory location 0x0051eca0.. Direct3D9: (ERROR) :SetSamplerState failed. D3D9 Helper: IDirect3DDevice9::SetSamplerState failed: D3DERR_UNSUPPORTEDTEXTUREFILTER Direct3D9: (ERROR) :Unsupported mag filter. Direct3D9: (ERROR) :Invalid texture sampler state value. SetSamplerState failed. First-chance exception at 0x76e1f328 in RTG Renderer.exe: Microsoft C++ exception: long at memory location 0x0051eca0.. Direct3D9: (ERROR) :SetSamplerState failed. D3D9 Helper: IDirect3DDevice9::SetSamplerState failed: D3DERR_UNSUPPORTEDTEXTUREFILTER Direct3D9: (ERROR) :Unsupported texture address mode. Direct3D9: (ERROR) :Invalid texture sampler state value. SetSamplerState failed. First-chance exception at 0x76e1f328 in RTG Renderer.exe: Microsoft C++ exception: long at memory location 0x0051eca0.. Direct3D9: (ERROR) :SetSamplerState failed. D3D9 Helper: IDirect3DDevice9::SetSamplerState failed: E_FAIL Direct3D9: (ERROR) :Unsupported texture address mode. Direct3D9: (ERROR) :Invalid texture sampler state value. SetSamplerState failed. First-chance exception at 0x76e1f328 in RTG Renderer.exe: Microsoft C++ exception: long at memory location 0x0051eca0.. Direct3D9: (ERROR) :SetSamplerState failed. This happens when i load up my "standard" shader. Im assuming the sampler states are set internally? // //Standard sampler states // sampler TexDiffuseSamp = sampler_state { Texture = <g_TexDiffuse>; MinFilter = ANISOTROPIC; MaxAnisotropy = 8; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; }; sampler TexNormalMapSamp = sampler_state { Texture = <g_TexNormalMap>; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; }; //shadow map samplers sampler TexShadowMapSamp[2] = { sampler_state { Texture = <g_TexShadowMap0>; AddressU = CLAMP; AddressV = CLAMP; }, sampler_state { Texture = <g_TexShadowMap1>; AddressU = CLAMP; AddressV = CLAMP; }, }; // // PostProcess velocity samplers // sampler CurFramePixelVelSampler = sampler_state { Texture = <g_CurFrameVelocityTexture>; MinFilter = POINT; MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; }; sampler LastFramePixelVelSampler = sampler_state { Texture = <g_LastFrameVelocityTexture>; MinFilter = POINT; MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; }; sampler RenderTargetSampler = sampler_state { Texture = <g_RenderTargetTexture>; MinFilter = POINT; MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; };
  13. No but thats a good idea.
  14. Really stuck with this bug, In my DirectX applicaiton, im using shaders for shadow mapping and motion blur. Although Im sure this isnt causing the problem I am expierencing. When the application initialises for about the first 10 seconds or so there is a very jumpy FPS which eventually settles down and the application then runs smooth. ive tried removing all textures to see if it was some kind of caching problem but there is the same problem with less textures. If anyone has expierenced this, could they give me some advice? Cheers. Ash.