Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

264 Neutral

About ahw

  • Rank

Personal Information

  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I don't have personal experience with those tools, so I'm in no position to give you personal feedback, but a quick search showed me this poll, which might give you some pertinent opinions. But clearly, if there is an integrated tool in Unity2D (I didn't know, so thank you for that!), you might want to see if it works for you, first. Then if you find it lacking, it'll be time to see if those dedicated tools answer your needs better. It's always nicer to work with integrated tools, if you're new to something. Once you get a bit of confidence, you can start looking around for better tools, as you'll be in a better position to judge whether you want to invest money or not. The main thing I wanted you to be aware of is the existence of these skeletal animation systems, because they are a great solution for people who want sprites but don't want/can't afford to do frame by frame animation.
  2. ahw

    Color interpolation between orange and blue

    If you just want to know how to do a gradient, I'm not sure you need much help. But if you want to learn about sunsets and sky colour, you may want to look up Rayleigh scattering and associated phenomena. A good start would be this article linked from the Wikipedia page on Rayleigh scattering. I get a feeling you might want to reformulate your original question. What do you want to know, really? The colour of the sky throughout a day/night cycle? The colours to use to properly light your scene?
  3. Nowadays if you really have no experience drawing and don't want to learn 3D, you may want to look into skeletal animation for 2D graphics. The idea is to use sprites, but not in the classic way. It's much easier to see it in action than me trying to make a concise written explanation, so I suggest you look up the three softwares (I know of) who do this : Spriter from BrashMonkey, Spine from Esoteric Software and Dragon Bones from Egret Technologies. But essentially, you draw your character in a certain stance and then you use bones (like in 3D animation) to animate. With all the cool tools provided, it's much much easier to produce decent work quickly than hand animating everything. Spriter also has tons and tons of free content to test the whole concept. I hope this helps
  4. ahw

    I don't get c++11.

    That was the single best explanation I've read about those damn lambda expressions since I've first heard about them and pointlessly tried to grok them. Thank you very much!
  5. Wow, very interesting essay :) I'm not sure it needed to be quite that long, but certainly you are making your point (or maybe you are writing a MSc thesis or something, in which case I guess you've a good start, there :) ) I like how you're trying to have a proper scarcity based resource system (your commodity, if I understood your text right) and a more normal one in the form of raw materials. It's a nice way to have people still be able to drop unrealistic amounts of something while introducing scarcity. What this suggests to me (and perhaps you did write it and I missed it?) is that even though players are weary of item degradation systems, you could very well have the degradation be dependent on the raw materials, and NOT commodities. This would introduce a sink for those raw materials (because I still think an economy with nonperishable, illimited resources at all is silly) I.e. you've you super boosted item thanks to all those are earned commodities and some raw materials. And as long as your own that item, those commodities are tied up and not put back into the overall pool. But those raw materials that were used in the creation of the item... they could very well degrade, rendering the item less effective (but not useless! That's a very important subtlety, I think). So you've to get raw materials once in a while to keep your item in perfect condition. Nothing wrong with that right? People could understand the idea of oiling their blade, their armour, feeding their horse, etc. If you don't want to stop in your quests to go picking mushrooms or what have you, you just stop by a crafter and buy some from him. Because the raw materials degrade, they can't be stocked for very long (to prevent excessive stockpiling), but since this would be useful for crafters, they could craft a special item to make raw materials degrade more slowly... using some commodity. Mmmmh, I like it, there is definitely something to your idea :)
  6. I think you would find issue 136 of the Escapist relevant. you never know ;)
  7. in which case you could try to convert your button to a normal button, rather than submit, and simply call submit() in the onClick event?
  8. ahw

    Tribute to the dead

    well, I'll be damned, but this is a sweet idea :) I've playing with this sort of things in RPGs for a while, but I really like your take on it. You ever heard of Wraith RPG or its spiritual successor Orpheus ? They're both tabletop RPGs centered on the dead and afterlife. Still your take is very original. Bravo !
  9. ahw

    Horror/Survival Game Brainstorm

    a little research can go a long way... so for example, you could read a few roleplaying games (paper ones) and their take on the role of the zombies. A particularly relevant example would be All Flesh Must Be Eaten, where you play a zombie. There are numerous expansions on the basic book, with enough variations on the basic premises that I'm sure you'll find something to suit your tastes. A look at the Frankenstein myth would also be relevant, IMHO, in which case you could check out another RPG called Promethean : The Created. You could then look up the references that these games used to focus yourself on a paricular flavour of zombies. I also cannot help but mention the episode of Southpark called Night of the Living Homeless. Their spin on the whole zombie thing might offend you, but you can't fault them for being original!
  10. ahw

    Moving Cloud

    mmmh... I dont think u understand what you are doing here. I've never implemented the algorithm, but if you read carefully the article it's actually fairly simple. what you want to do is "morph" from one perlin noise texture to the next. now the trick is that your clouds are displayed by combining different noise textures with different "frequencies". So what you should have is an interpolation routine for each "frequency", independantly of each other. In the article, he shows you the pseudo code for only one such frequency. One thing he mentions is that you should morph the textures at different rates, depending on which frequency they represent. For example, the highest frequency texture (which represent the smallest details) should be updated often, whereas the lowest frequency texture (which represents the bulk of the cloud) should evolve slowly. let's say, you have 3 frequencies: texture1 is 128x128, then from it you get the smaller 64x64 texture2, then from that texture3 which is 32x32. you would update texture1 every second, texture2 every .5 sec, and texture3 every .25 sec (these are random numbers, but notice that the higher frequencies will be updated more often, as recommanded in the article). The interpolation is between a given frequency texture and its next incarnation, not between frequencies! For example, at the update time for texture1, you create texture1b which is the "target" texture. Until the next update for texture1, the actual texture1 that you use to create the overall cloud texture is an interpolation between texture1 and texture1b... hope this helps?
  11. ahw

    applying texture to a sphere

    I've been looking at this problem as part of my MSc, n as JollyJeffers puts it, this is a non-trivial problem that still has me banging my head against the walls... I would recommend you go read up on sphere mapping at Virtual Terrain Project. You could also spend some time on Wikipedia reading on Map Projections, too. Good luck with this :)
  12. I don't use Managed DirectX, but I've recently been using the GUI that's provided in the DirectX Framework (DXUT) and it certainly does have some nice functionality. What it does not have however, is documentation... but you can look at the CustomUI sample, maybe that's what you are thinking of?
  13. there is a GPU centric approach to terrain rendering in the book ShaderX3, although the focus of the article is more on the fact that it can be done, rather than terrain rendering itself (IMO). Not too sure if there are more resources online about it though :-/ (cos I'd be interested, myself)
  14. ahw

    three bars, nine colors

    I don't really see the problem... Take your blue gauge. Have a background colour, say black. Then your first value is represented by dark blue. Then on top of that your second value is represented by light blue. If light blue value is inferior to dark blue value, then light blue is on top. If dark blue is lower, then dark blue is on top... In fact, you could have more than two. Simply render the smaller values on top of the higher values... here is some ASCII art (with # being dark blue, % light blue): +---------------+ +---------------+ |########%%%%...| |%%%%%%####.....| +---------------+ +---------------+ 0 100 0 100 Darklands used such a system to show what the max stat could be and the current stat, all out of a 100%.
  15. ahw

    How do you generate skybox textures?

    I would usually use Bryce or some other 3D program, then setup a camera with a 90degrees field of view. Then simply render a picture for front, top, bottom, left, right, back. Seriously. Was there something else you were thinking of? Otherwise you might want to check a plugin that corrects image distortion from photographs, then ADD a distortion to simulate a 90deg FoV? Although I doubt that would work very well...
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!