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About Capoeirista

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  1. No symbols loaded / not included pdb-file? (C++)

    These days you're probably better off using nullptr instead of 0... but essentially, yes Asserts allow a programmer to raise an error if continued execution of the code will result in a crash. In your case you have a couple of options. If you want the code to continue executing and just spit out an error message, at the start of your function use an if statement (as in your last post) to check if your soundPointer is null and output an error (then return from the function). If your soundPointer being null is going to a cause catastrophic failure in your game, you can use an assert. There's a lot of debate about how and when asserts should be used, but I don't want to get all philosophical
  2. No symbols loaded / not included pdb-file? (C++)

    You should be able to set break points in your own code, even if you don't have fmod.pdb - assuming your project is set up to generate debug information. You'll have to try and catch this crash in your own code - it sounds the code is running through a couple of FMOD function calls before it hits something that actually makes it crash (accessing an invalid memory address)... which is why you're not seeing anything in the callstack. Try putting in nullptr checks in your function that's trying to modify the volume, and assert if your sound object isn't valid.
  3. Why unresolved externals? (C++)

    Hah ha, no trouble
  4. Why unresolved externals? (C++)

    Are you linking to the XInput lib in your release build?
  5. Nobody Wants A Cybergod?

    I doubt that anyone on this forum doesn't understand the significance of the idea but that's all it is at the moment, an idea. All we have is your word that Rube is an actual 'thing'. People tend not to care about other peoples ideas; everyone has ideas. If you want help building it though this is the place; is an exceptional helpful community. Demonstrate what it is Rube can do, show us why we should care.
  6. OpenGL [Solved] OpenGl Shader Output

    Oh damn, thanks for that! I assumed that OpenGL would map the 'out' variable from the vertex shader to the 'in' variable of the fragment shader - assuming the types matched; had no idea the actual variable names had to be the same. Thank you, this was driving me a bit insane!
  7. OpenGL [Solved] OpenGl Shader Output

    I had a quick look at the fragment shader using NSight, and while the vertex shader looks like it has valid input parameters, I couldn't see anything relating to color in the fragment shader. I've attached a couple of screen-caps from NSight.
  8. Hey folks, Seeing some odd behaviour with a very simple OpenGL shader I'm trying to get working. Here's the vertex shader: #version 400 //////////////////// // Input Variables //////////////////// in vec3 inputPosition; in vec3 inputColor; //////////////////// // Output Variables //////////////////// out vec3 outputColor; //////////////////// // Uniform Variables //////////////////// uniform mat4 worldMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; //////////////////// // Vertex Shader //////////////////// void main( void ) { // calculate the position of the vertex using world/view/projection matrices gl_Position = worldMatrix * vec4( inputPosition, 1.0f ); gl_Position = viewMatrix * gl_Position; gl_Position = projectionMatrix * gl_Position; // store the input colour for the fragment shader outputColor = vec3( 1.0f, 1.0f, 1.0f );//inputColor; } And this is the fragment shader: #version 400 //////////////////// // Input Variables //////////////////// in vec3 inputColor; //////////////////// // Output Variables //////////////////// out vec4 outputColor; //////////////////// // Fragment Shader //////////////////// void main( void ) { outputColor = vec4( inputColor, 1.0f );//vec4( 1.0f, 1.0f, 1.0f, 1.0f); } If I try and use the 'inputColor' in the fragment shader everything is just rendered black... however if I explicitly set the colour (in the commented out code) everything renders correctly... so there's a breakdown in communication between my vertex and fragment shaders. Is there anything obvious I'm missing in the shader code? I'm not seeing any compilation warnings from the C++ code side of things, and all of the world/view/projection matrices are being passed in correctly. Thanks!
  9. Audio Integration into games?

    Audiokinetic have some great, free Wwise tutorials available online (you only have to pay if you want the certificate), you can check them out here. It's definitely worth running through them - as a sound designer the more you know about Wwise the better. You won't have to touch any code, but you'll need to understand how audio works in games.
  10. Interior Volume Detection

    Haven't figured out exactly how recast works yet, but it can output voxels for walkable surfaces it detects. The code is reasonably well documented too. I was half thinking I could grab it's interior edge detection algorithm to walk around the interiors of the geometry I'm looking at... then just extend the resulting mesh to the desired height. It's an impressive piece of tech; very quick generation and handles things like stairs without any trouble.
  11. Interior Volume Detection

    Hey JoeJ, Thanks for the awesome response The purpose of this is to automate the placement of sound occlusion volumes in the world, so a completely robust solution isn't necessary. I'm just trying to cut down the manual, repetitive work that sound designers have to do in our level editor. Performance isn't really an issue since this is all going to be done in an offline process, and while the voxel solution is working well so far it is by no means complete... just trying to cover all of my bases here I haven't tried Simplygon, but I have been looking at Recast - an open source navmesh generation system. It seems to do a really good job mapping out mesh interiors.
  12. Interior Volume Detection

    Sounds like you want something like a low poly occlusion mesh? Simplygon can generate this, but i have not tried yet: Your algorithm may work depending on your needs and inputs. Other ideas: * Voxelization + flood filling * BSP tree for exact solution Hey JoeJ I've been having a play with a couple of the ideas you suggested, and while the voxel flood fill seems to work quite well (although expensive) I'm not sure how to go about evaluating space with a BSP tree. I've been able to build a BSP tree of course, but I don't see how to extract the spatial information from it since it only really storing the relationship between individual polygons... if that makes sense I've read that you can represent the empty space using something called a solid-leaf BSP tree, but can't find any descriptions of the algorithm, just that it exists. Cheers!
  13. Interior Volume Detection

    Hey JoelJ Yeah a low-poly occlusion mesh is exactly what I'm after; a bounding volume that can trigger audio events when a player enters an indoor area. I'll have a look at simplygon, see if I can get something up and running. Voxelization is an awesome idea, and should be relatively easy to implement, thanks for that. I'll have to look in to BSP trees as well. Thanks!
  14. Hey folks, So I've got a reasonably interesting problem to solve and just wanted to reach out and see if I'm on the right track for a solution. Given a piece of geometry - typically the exterior of a building - I need to be able to generate a shape that represents it's interior volume. My geometric algorithm knowledge is a little lacking, but an approach I'm considering is: stitch a plane on to the 'floor' of the building geometry (to catch ray casts) work out where the center of the building is perform a bunch of raycasts from the center point to hit all of the interior bounds  stitch the resulting racast intersection vertices together (removing unnecessary ones) in to the desired volume Is this a reasonable approach to the problem? I should probably note that I'm likely going to have to handle both convex and concave pieces of geometry. Any suggestions would be greatly appreciated, thanks!
  15. Ah you probably still need the following include directory: c:\Program Files (x86)\Windows Kits\8.1\Include\um\ Since that's where Windows.h, you really just want to make sure that you're including and linking against the June 2010 SDK and not the Windows Kit SDK for DirectX.