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Found 548 results

  1. I have never quite been a master of the d3d9 blend modes.. I know the basic stuff, but have been trying for a while to get a multiply/add blending mode... the best I can figure out is mult2x by setting: SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR); SetRenderState(D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR); //this isn't quite what I want.. basically I wonder if there is a way to like multiply by any color darker than 0.5 and add by any color lighter than that..? I don't know, maybe this system is too limited...
  2. Free mobile Zombie Road kill Action Racing game 'Dead Run : Road of Zombie' is updated to new version 1.0.6 Enjoy more fun playing with Cinematic camera and mission. **************** v1.0.5 Update**************** Cinematic camera moving Play time extension Add Control Tip. Add slope. Display combo Kill numbers.
  3. Currently on alpha test, silverpath online has active event currently that spawns bosses on event room. You can join free and feedback bugs, glitches or whatever problem you have encountered. Currently friends and community system is on progress you feedbacks are important to me, also alpha users will get prizes on beta regarding their alpha-end rankings. https://play.google.com/apps/testing/com.ogzzmert.online.game
  4. Hi! I've been trying to implement simple virtual globe rendering system using "3D Engine Design for Virtual Globes" book as a reference. What I do is I use 6 planes to form a cube, send it to GPU and use vertex shader to form a sphere and add random noise to simulate surface of the planet. The problem is how do I do CPU work on the vertex data from now on - how do I get world space coordinates of a terrain patch to perform LOD techniques, how do I do camera-terrain collision detection etc. ?
  5. Hey guys, Are lightmaps still the best way to handle static diffuse irradiance, or is SH used for both diffuse and specular irradiance now? Also, do any modern games use direct light in lightmaps, or are all direct lighting handled by shadow maps now? Finally, how is SH usually baked? Thanks!
  6. Hey guys So I was wondering how modern terrain and water geometry works both with and without tesselation. Essentially: 1) Is Geoclipmapping still the best CPU tesselation technique? 2) Is Geoclipmapping still used with tesselation? 3) Is non-tesselated water just flat? Is there any other (reasonable) ways to simulate it? Do people use Geoclipmapping for that too? Thanks!
  7. Hey guys,Anthony here from Atwo Studios bringing you some new updates for the new year!In this video I go over our game ROY, the new games and some general updates to the company!If you have not checked out ROY feel free to give it a try! Many people have said they enjoyed the game thus far!ROY: https://goo.gl/o6JJ5P
  8. Hi everybody, i'm ready to announce: Lights of Dreams IV v7.47. Candy World II v7.77. Candy Racing Cup v2.75. Candy World Adventures v4.75. Candy to the Rescue IV v5.57. Candy's Space Adventures v13.47. Candy's Space Mysteries II v4.57. They are available for download on my website: - Xilvan Design Websites - If you want to watch the videos of our games: - My youtube Channel - Hope you'll enjoy! Friendly, Xylvan, Xilvan Design.
  9. hi, until now i use typical vertexshader approach for skinning with a Constantbuffer containing the transform matrix for the bones and an the vertexbuffer containing bone index and bone weight. Now i have implemented realtime environment probe cubemaping so i have to render my scene from many point of views and the time for skinning takes too long because it is recalculated for every side of the cubemap. For Info i am working on Win7 an therefore use one Shadermodel 5.0 not 5.x that have more options, or is there a way to use 5.x in Win 7 My Graphic Card is Directx 12 compatible NVidia GTX 960 the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it ) https://turanszkij.wordpress.com/2017/09/09/skinning-in-compute-shader/ Now my questions is it possible to feed the compute shader with my orignial vertexbuffer or do i have to copy it in several ByteAdressBuffers as implemented in the following code ? the same question is about the constant buffer of the matrixes my more urgent question is how do i feed my normal pipeline with the result of the compute Shader which are 2 RWByteAddressBuffers that contain position an normal for example i could use 2 vertexbuffer bindings 1 containing only the uv coordinates 2.containing position and normal How do i copy from the RWByteAddressBuffers to the vertexbuffer ? (Code from turanszkij ) Here is my shader implementation for skinning a mesh in a compute shader: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 struct Bone { float4x4 pose; }; StructuredBuffer<Bone> boneBuffer; ByteAddressBuffer vertexBuffer_POS; // T-Pose pos ByteAddressBuffer vertexBuffer_NOR; // T-Pose normal ByteAddressBuffer vertexBuffer_WEI; // bone weights ByteAddressBuffer vertexBuffer_BON; // bone indices RWByteAddressBuffer streamoutBuffer_POS; // skinned pos RWByteAddressBuffer streamoutBuffer_NOR; // skinned normal RWByteAddressBuffer streamoutBuffer_PRE; // previous frame skinned pos inline void Skinning(inout float4 pos, inout float4 nor, in float4 inBon, in float4 inWei) { float4 p = 0, pp = 0; float3 n = 0; float4x4 m; float3x3 m3; float weisum = 0; // force loop to reduce register pressure // though this way we can not interleave TEX - ALU operations [loop] for (uint i = 0; ((i &lt; 4) &amp;&amp; (weisum&lt;1.0f)); ++i) { m = boneBuffer[(uint)inBon].pose; m3 = (float3x3)m; p += mul(float4(pos.xyz, 1), m)*inWei; n += mul(nor.xyz, m3)*inWei; weisum += inWei; } bool w = any(inWei); pos.xyz = w ? p.xyz : pos.xyz; nor.xyz = w ? n : nor.xyz; } [numthreads(1024, 1, 1)] void main( uint3 DTid : SV_DispatchThreadID ) { const uint fetchAddress = DTid.x * 16; // stride is 16 bytes for each vertex buffer now... uint4 pos_u = vertexBuffer_POS.Load4(fetchAddress); uint4 nor_u = vertexBuffer_NOR.Load4(fetchAddress); uint4 wei_u = vertexBuffer_WEI.Load4(fetchAddress); uint4 bon_u = vertexBuffer_BON.Load4(fetchAddress); float4 pos = asfloat(pos_u); float4 nor = asfloat(nor_u); float4 wei = asfloat(wei_u); float4 bon = asfloat(bon_u); Skinning(pos, nor, bon, wei); pos_u = asuint(pos); nor_u = asuint(nor); // copy prev frame current pos to current frame prev pos streamoutBuffer_PRE.Store4(fetchAddress, streamoutBuffer_POS.Load4(fetchAddress)); // write out skinned props: streamoutBuffer_POS.Store4(fetchAddress, pos_u); streamoutBuffer_NOR.Store4(fetchAddress, nor_u); }
  10. Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception? _lightBufferVS->viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&_lightBufferVS->position), XMLoadFloat3(&_lookAt), XMLoadFloat3(&up)); It looks like DirectX doesnt want the 2nd parameter to be a zero vector in the assertion, but I passed in a zero vector with this exact same code in another program and it ran just fine. (Here is the version of the code that worked - note XMLoadFloat3(&m_lookAt) parameter value is (0,0,0) at runtime - I debugged it - but it throws no exceptions. m_viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&m_position), XMLoadFloat3(&m_lookAt), XMLoadFloat3(&up)); Here is the repo for the broken code (See LightClass) https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/LightClass.cpp and here is the repo with the alternative version of the code that is working with a value of (0,0,0) for the second parameter. https://github.com/mister51213/DX11Port_SoftShadows/blob/master/Engine/lightclass.cpp
  11. Hello! I wrote a simple bones system that renders a 3D model with bones using software vertex processing. The model is loaded perfectly, but I can't see any colors on it. For illustration, you can see the 3D lines list, the bones ( 32 bones ) are in correct position ( bind pose ). Now, here's the problem. When I try to render the mesh with transformations applied then I see this: As you can see the 3D lines are disappearing, I'm guessing the model is rendered, but the colors are not visible for whatever reason. I tried moving my camera around the line list, but all I can see is some lines disappearing due to the black color of vertices? I'm not loading any textures, am I suppose to load them? However, if I render the vertices without applying ANY bone transformations, then I can see it, but it's a mess, obviously. If you're wondering why it's red, I have set color of these vertices ( only half of them ) to red and the rest half is white. First of all, my apologies for the messy code, but here it is: I'm not sure if vertices are suppose to have weights in them for software vertex processing. I'm storing them in a container, so you don't see them here. #define CUSTOMFVF ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE ) struct CUSTOMVERTEX { D3DXVECTOR3 Position; D3DXVECTOR3 Normal; DWORD Color; }; This is how I store the vertices in container and give them red and white color: This is how I create the device: For every frame: This is the UpdateSkinnedMesh method: I have debugged bone weights and bone indices. They are okay. Bone weights add up to 1.0f, so I'm really wondering why I can't see the model with colors on it?
  12. Game Title: Heroes and Legend Type: RPG + Online Description: Heroes and Legends is a role playing game similar to AD&D style play. This game features real time and turn based combat. Requirements: Blender, C++, Unreal, Git, yEd Looking For: 3D Modelers and 2D Artists Being part of this project you will get access to unlimited books, pluralsight, and be part of a permanent team. There are royalties and a contract ensuring partnership and pay.
  13. Hi, We sell presentation app which uses Direct3D 9. It works slow on laptops with dual video cards (Intel + NVIDIA or AMD). We have to ask users to manually choose NVIDIA video card for our app. Is there any API to automatically select dedicated NVIDIA/AMD video card in our app on Windows 10? Thanks,
  14. Van

  15. Van

  16. Snowy Environment

  17. The Pillars of Ethios

    From the album Ethios: Valiant Plume Saga

    The world of Ethios is held aloft by massive trees known as the Pillars.
  18. Melkyte

  19. Melkyte

  20. Gil (Expressions)

    From the album Ethios: Valiant Plume Saga

    © Keith Farnsworth

  21. Gil

    From the album Ethios: Valiant Plume Saga

    © Keith Farnsworth

  22. Gil (Attacking)

    From the album Ethios: Valiant Plume Saga

    © Keith Farnsworth

  23. Ellie (Helm)

    From the album Ethios: Valiant Plume Saga

    © Keith Farnsworth

  24. Ellie

    From the album Ethios: Valiant Plume Saga

    © Keith Farnsworth

  25. Fellblade Aradia

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