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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

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Found 80 results

  1. Hello! I wanted to create a few interface-classes in a rather new project. Other programming languages, as C#/Java commonly agree on writing file names in a way similar to: IMyClass Personally, I use underscore within C++, just because I tend to go for long variable-names and it improves readability. Hence writing file-names with underscore seems just the native decision. Now, the I-prefix is pascal-case, which astonishes me in general, because iMyClass is more readable, but anyway: I would rather not want to use it and of course, nobody could force me to do so anyway. Nonetheless, I would like to know how you tackle interfaces in C++ in terms of naming? Currently, I'm considering: i_my_class.cpp (which looks a bit weird, never seen this before) imy_class.cpp (less readable) interface_my_class.cpp or my_class_interface.cpp I even thought about omitting the interface/prefix altogether in C++. Curious on how you deal with this! Thanks for your time!
  2. Why wont this code compile? How do i get this to compile (VC++ 2015)? typedef enum fpl_InitFlag { fpl_InitFlag_None = 0, fpl_InitFlag_Window = 1 << 0, fpl_InitFlag_VideoOpenGL = 1 << 1, } fpl_InitFlag; static void InitSomething(fpl_InitFlag initFlags) { if (initFlags & fpl_InitFlag_VideoOpenGL) { initFlags |= fpl_InitFlag_Window; } } int main(int argc, char **args) { InitSomething(fpl_InitFlag_VideoOpenGL); return 0; } Error C2676 binary '|=': 'fpl_InitFlag' does not define this operator or a conversion to a type acceptable to the predefined operator Error (active) this operation on an enumerated type requires an applicable user-defined operator function
  3. bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; } As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect... I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work. How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory? Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device)
  4. Basically my question is about what is going on here -> https://github.com/jjuiddong/Introduction-to-3D-Game-Programming-With-DirectX11/blob/master/Common/d3dApp.cpp He create a D3DApp framework from which other classes have to inherit in order to get a Window, a Renderer and a GameTimer. Now as you know Windows CallWindowProc() function require that CALLBACK macro in order for it to work, so since the MsgProc() in the code above is a virtual method inside the class, the author of the code use a trick to forward windows messages into it from outside the class #include "d3dApp.h" #include <WindowsX.h> #include <sstream> namespace { // This is just used to forward Windows messages from a global window // procedure to our member function window procedure because we cannot // assign a member function to WNDCLASS::lpfnWndProc. D3DApp* gd3dApp = 0; } LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { // Forward hwnd on because we can get messages (e.g., WM_CREATE) // before CreateWindow returns, and thus before mhMainWnd is valid. return gd3dApp->MsgProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { // Get a pointer to the application object so we can forward // Windows messages to the object's window procedure through // the global window procedure. gd3dApp = this; } Ok, I kind of get what's going on, my question is, if I inherit from D3DApp my derived class is going to call D3DApp constructor, in which case, what will be the value of "this"? The derived class adress? (that would allow for re-defining the virtual member function from the derived class and that's how I wish it is) Also, I don't quite get the need of wrapping the D3DApp* into an empty namespace, is this another trick? What it is achieving? Furthermore, what would happen if I where to do something strange and derive two different classes from D3DApp? What I mean is, is the gd3dApp pointer a global variable or each derived class get it's own? Doesn't seems the case since is not even part of the class... Much confusion
  5. I was wondering redifining all string literals in my program from "const char*" to "const wchar_t*" ? was feasable. MessageBox(0, "Important stuff", 0, 0); The code above is how my code looks, since I changed the project character set from Unicode to multybite character set. If I hadn't, would look like this MessageBox(0, TEXT("Important stuff"), 0, 0); MessageBox(0, L"Important stuff", 0, 0); And I don't like random L all over the place or extra typing trough TEXT(), that's why I'm not using Unicode right now, but I know I will need it in order to use kanjis, therefore I would like to be able to type MessageBox(0, "漢字禁止", 0, 0); Without weird L or TEXT macro. There is a way for me to instruct the compiler or whoever is that handle this stuff that all the literal strings in my program default to const wchar_t* instead of const char*?
  6. Hi guys, I'm trying to build my 3x3 rotation matrix algorithm for the sake of thoroughly understand it as much as I can The code below is what I just wrote from memory in an attempt to explain it to myself and test what I understand and what I do not. I roughly start to get it (saw it last week for the first time and kind of crashed my soul, at the time) and if I decompose it in small single pieces as I did below, it actually works and my point is being rotated to the appropriate coordinates (or almost, since the y component ends up getting 0ed out, so I think I just need to add back the p_proj_to_rA Vector to the final resoult to have it right). This being said, I completely missed the point of building a rotation matrix out of it, even though the whole time I was convinced to be moving toward the goal I mean I've made my matrix class with all the relevant operations/methods, but I just don't know how to do the final step to convert what I have below into a rotation matrix...and I do not mean the fomula, which I have in the book and I can copypaste that and have it work if I want to, what I need is to actually see how to derive that final matrix formula from what I have below, I need to understand how it correlate in a way that if I where to reason about the final rotation matrix formula in the book I could say "of course, it's obvious". So everyone that deeply understand rotation matrix and how to end up with one(without just copy-pasting the formula from a book or using a function that just give you one) is welcome to take on the challenge of making it look obvious to me, so that I can finish my program and end up with the correct one for wathever Axis of rotation I choose Or just link me wathever online resource helped you in the past Thanks Vector p = { 1, 1, 1 };// point that needs to rotate Vector rA = { 0, 1, 0 }; // rotation Axis p.computeMagnitude(); // sqrt( x*x + y*y + z*z ) rA.computeMagnitude();// sqrt( x*x + y*y + z*z ) //projection of our point on the rotation axis, which corresponds to the dotProduct since rA is of lenght 1 // Formula 1 dotProduct(p,rA) = px*rAx + py*rAy + pz*rAz // Formula 2 dotProduct(p,rA) = |p| * |rA| * cos(angleBetween) // proj_rA(p) = dotProduct(p,rA) = |p| * 1 * cos(angleBetween) = |p| * cos(angleBetween) //Solve Formula 2 for angleBetween //|p| * cos(angleBetween) = dotProduct(p,rA) // cos(angleBetween) = (dotProduct(p,rA) / |p|) // angleBetween = acos( dotProduct(p,rA) / |p| ) // proj_rA(p) = |p| * cos(angleBetween) // proj_rA(p) = |p| * cos( acos( dotProduct(p,rA) / |p| ) ) //projection of p on rA: double proj_to_rA = p.magnitude * cos(Vector::angleBetween(p, rA)); //vector p projected on rA, which is basically a longer or shorter version of rA Vector p_proj_to_rA = rA * proj_to_rA; //subtracting from p the (projection of p on rA) zeroes out the dotProduct(p,rA) so the resulting vector must be orthogonal to rA Vector p_perp_to_rA1 = p - p_proj_to_rA; //the cross product between two vector is a vector orthogonal to both of them //Formula 1 crossProduct(A,B) = |A|*|B|*sin(angleBetween) //Formula 2 v1.y*v2.z - v1.z*v2.y, //X // v1.z*v2.x - v1.x*v2.z, //Y // v1.x*v2.y - v1.y*v2.x //Z Vector p_perp_to_rA2 = Vector::crossProduct(rA, p_perp_to_rA1); //since rA, p_perp_to_rA1 and p_perp_to_rA2 are all perpendicular to each other, //if we now only consider p_perp_to_rA1 and p_perp_to_rA2 they describe a 2d plane //perpendicular to rA, and we rotate stuff based on this plane //Now the desired point of that plane is the sum (VectorX on p_perp_to_rA1 + VectorY on p_perp_to_rA2) double desiredRotation = toRad(-30); double X = cos(desiredRotation); double Y = sin(desiredRotation); Vector finalPoint = Vector(p_perp_to_rA1 * X) + Vector(p_perp_to_rA2 * Y); cout << "x,y,z{ 1, 1, 1 } -30 degree on the x,y,z{ 0, 1, 0 } Axis = " << finalPoint << endl; return 0; output:
  7. Hello everyone. I'm fairly new to game programming and I've started the beginner's path to learning how to do game programming incrementally, as suggested by Alpha_ProgDes (hope I spelled his name right) in his fantastic article about Game Programming for Beginners and the 10 requisite games that you absolutely need to know and finish in order to get real game programming experience. After about 4 or so months of trial and error and growing pains, I was able to complete a working (but not perfect with lots of bad practice, global variables, etc.) copy of Pong, Snakes and Breakout. Right now I'm just doing enough to get the games to work (passable) and then later, I will go and re-do them after getting better at this. Currently, I'm on the fourth game of this list, which is Missile Command, and I'm only a little bit into the game and I'm now stuck on the first 'logic' aspect of just getting the cannon to rotate and change angle based on the position of the mouse. No matter what I've tried, I just can't seem to get the cannon to angle properly as per the precise location of the mouse. When I run the game, the cannon will move arbitrarily towards the right side, but never turn and angle to the left, even if my mouse is on the left-hand side of the game screen. I've created some test output for the x and y coordinate of the mouse position as well as the cannon's angle but it hasn't helped me that much yet. If it is allowed in these forums, I can record a small video that shows the output and paste it here as a link. But I'm not sure. Here is my code for main as well as the Game, Vector2 and Cannon classes (I have other classes but I told myself I would only work on them once I've solved this particular logic problem): main.h #ifndef MAIN_H_ #define MAIN_H_ #include "game.h" int main(int argc, char* argv[]); #endif // MAIN_H_ main.cpp //****************************************** // Missile Command - v1.0.0 // By: Pedro Miranda Jr. (Glydion) // // Start Date: Wednesday May 31, 2017 // Finish Date: //****************************************** #include "main.h" int main(int argc, char* argv[]) { // Create the game object Game* game = new Game(); // Initialize and run the game if(game->Init()) { game->Run(); } // Clean up delete game; return 0; } Vector2.h #ifndef VECTOR2_H_INCLUDED #define VECTOR2_H_INCLUDED #include <math.h> class Vector2 { public: Vector2(); Vector2(float x, float y); ~Vector2(); float x, y; }; #endif // VECTOR2_H_INCLUDED Vector2.cpp #include "Vector2.h" Vector2::Vector2() { } Vector2::Vector2(float x, float y) { this->x = x; this->y = y; } Vector2::~Vector2() { } Cannon.h #ifndef CANNON_H_INCLUDED #define CANNON_H_INCLUDED #include "Entity.h" #include <math.h> // Define a missile speed in pixels per second /*const float MISSILE_SPEED = 550; class Missile : public Entity { public: Missile(SDL_Renderer* renderer); ~Missile(); void Update(float delta); void Render(float delta); void SetDirection(float dirX, float dirY); float dirX, dirY; bool state; // Check if the missile is alive private: SDL_Texture* texture; }; */ class Cannon : public Entity { public: Cannon(SDL_Renderer* renderer); ~Cannon(); // x, y, width and height for base piece float baseX, baseY, baseWidth, baseHeight; // cannon pipe angle double angle; // Missiles that the cannon fires //Missile missile; // Fire a missile //void FireMissile(); void Update(float delta); void Render(float delta); float GetCenterX(); float GetCenterY(); private: SDL_Texture* cannonTexture; // Texture for cannon pipe SDL_Texture* baseTexture; // Texture for cannon base SDL_Point center; }; #endif // CANNON_H_INCLUDED Cannon.cpp #include "Cannon.h" //****************************** // Missile function definitions //****************************** //****************************** // Cannon function definitions //****************************** Cannon::Cannon(SDL_Renderer* renderer) : Entity(renderer) { // Create cannon pipe texture SDL_Surface* surface = IMG_Load("images/cannon-top.png"); cannonTexture = SDL_CreateTextureFromSurface(renderer, surface); SDL_FreeSurface(surface); // Create cannon base texture surface = IMG_Load("images/cannon-base.png"); baseTexture = SDL_CreateTextureFromSurface(renderer, surface); SDL_FreeSurface(surface); // Set the cannon pipe's dimensions width = 32; height = 48; // Set the cannon base's dimensions baseWidth = 64; baseHeight = 24; // Set the cannon pipe's vertical position x = 417 - width; y = 505; // Set the cannon base's vertical position baseX = 432 - baseWidth; baseY = 545; // Set the cannon pipe's rotation pivot point center.x = (width / 2); center.y = height; // Set the cannon pipe's angle angle = 0.0f; } Cannon::~Cannon() { // Clean resources SDL_DestroyTexture(cannonTexture); SDL_DestroyTexture(baseTexture); } void Cannon::Update(float delta) { } void Cannon::Render(float delta) { // Set source rectangle for cannon pipe SDL_Rect rect; rect.x = (int)(x + 0.5f); rect.y = (int)(y + 0.5f); rect.w = width; rect.h = height; // Render the cannon pipe SDL_RenderCopyEx(renderer,cannonTexture,0,&rect,angle,&center,SDL_FLIP_NONE); // Set source rectangle for cannon base rect.x = (int)(baseX + 0.5f); rect.y = (int)(baseY + 0.5f); rect.w = baseWidth; rect.h = baseHeight; // Render the cannon base SDL_RenderCopy(renderer,baseTexture,0,&rect); } float Cannon::GetCenterX() { return center.x; } float Cannon::GetCenterY() { return center.y; } Game.h #ifndef GAME_H_ #define GAME_H_ // Preprocessors #include "SDL.h" #include "SDL_image.h" #include "SDL_ttf.h" #include "SDL_mixer.h" #include <iostream> #include <sstream> #include <stdio.h> #include <math.h> #include <cmath> // Inclusions for game objects #include "Cannon.h" #include "Vector2.h" #include "Ground.h" #include "Silo.h" #define FPS_DELAY 500 class Game { public: Game(); ~Game(); bool Init(); void Run(); private: SDL_Window* window; SDL_Renderer* renderer; SDL_Texture* texture; // Timing unsigned int lastTick, fpsTick, fps, frameCount; // Test float testX, testY; /* Fonts for testing */ TTF_Font* fontMouseX; TTF_Font* fontMouseY; TTF_Font* fontCannonAngle; std::stringstream xValue; std::stringstream yValue; std::stringstream angleValue; SDL_Texture* xTexture; SDL_Texture* yTexture; SDL_Texture* aTexture; int xWidth, xHeight, yWidth, yHeight, aWidth, aHeight; /* END */ // Game objects Cannon* cannon; // The cannon, both the pipe and the base Silo* silo; Ground* ground; // The ground SDL_Cursor* cursor; // The crosshair cursor Vector2* target; // The vector of the cursor void Clean(); // Cleanup function void Update(float delta); // Update game elements void Render(float delta); // Render game elements void NewGame(); // Start a new game double ConvertDegrees(double radians); // Convert radians to degrees void SetCannonAngle(Vector2* theVector); // Set the angle of the cannon pipe void ExplodeMissile(); // Explode the missile once it // has reached the target void CheckAsteroidCollisions(); // See if missile hits asteroid void CheckSiloCollisions(); // See if asteroid hits silo int GetSiloCount(); // Check if there are silos remaining }; #endif // GAME_H_ Game.cpp #include "Game.h" Game::Game() { window = 0; renderer = 0; } Game::~Game() { } bool Game::Init() { // Initialize the SDL video and audio subsystems SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // Create window window = SDL_CreateWindow("Missile Command v1.0", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL); if(!window) { std::cout << "Error creating window: " << SDL_GetError() << std::endl; return false; } // Create renderer renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if(!renderer) { std::cout << "Error creating renderer: " << SDL_GetError() << std::endl; return false; } // Enable TTF loading TTF_Init(); // Load the fonts fontMouseX = TTF_OpenFont("lato.ttf", 14); fontMouseY = TTF_OpenFont("lato.ttf", 14); fontCannonAngle = TTF_OpenFont("lato.ttf", 14); // Initialize resources SDL_Surface* surface = IMG_Load("test.png"); texture = SDL_CreateTextureFromSurface(renderer,surface); SDL_FreeSurface(surface); // Set mouse cursor to crosshair cursor = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR); SDL_SetCursor(cursor); // Initialize timing lastTick = SDL_GetTicks(); fpsTick = lastTick; fps = 0; // Set starting FPS value frameCount = 0; // Set starting frame count testX = 0; testY = 0; return true; } void Game::Clean() { // Clean resources SDL_DestroyTexture(texture); SDL_FreeCursor(cursor); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); // Clean test data SDL_DestroyTexture(xTexture); SDL_DestroyTexture(yTexture); SDL_DestroyTexture(aTexture); } void Game::Run() { // Create game objects cannon = new Cannon(renderer); ground = new Ground(renderer); silo = new Silo(renderer); // Start a new game NewGame(); // Main loop while(1) { // Event handler SDL_Event e; // If event is a QUIT event, stop the program if(SDL_PollEvent(&e)) { if(e.type == SDL_QUIT) { break; } } // Calculate delta and fps unsigned int curTick = SDL_GetTicks(); float delta = (curTick - lastTick) / 1000.0f; // Cap FPS delay to specific amount if(curTick - fpsTick >= FPS_DELAY) { fps = frameCount * (1000.0f / (curTick - fpsTick)); fpsTick = curTick; frameCount = 0; //std::cout << "FPS: " << fps << std::endl; char buf[100]; snprintf(buf,100,"Missile Command v1.0 (fps: %u)", fps); SDL_SetWindowTitle(window,buf); } else { frameCount++; } lastTick = curTick; // Update and render the game Update(delta); Render(delta); } delete cannon; delete ground; delete silo; Clean(); // Close the fonts TTF_CloseFont(fontMouseX); TTF_CloseFont(fontMouseY); TTF_CloseFont(fontCannonAngle); TTF_Quit(); SDL_Quit(); } void Game::NewGame() { } void Game::Update(float delta) { // Game logic // Input, get mouse position to determine // the cannon pipe's angle for rendering int mX, mY; SDL_GetMouseState(&mX,&mY); // Create the target vector, normalize it // and pass it to the cannon to set the // current angle target = new Vector2(mX,mY); SetCannonAngle( target ); // If there are no more silos, // start a new game if(GetSiloCount() == 0) { NewGame(); } // Update the cannon's angle cannon->Update(delta); /* Test Data */ // Stream the X, Y and Angle values xValue.str(""); // Clear the stream before piping the xValue xValue << "X: " << mX; yValue.str(""); // Clear the stream before piping the yValue yValue << "Y: " << mY; angleValue.str(""); // Clear the stream before piping the angleValue angleValue << "Angle: " << cannon->angle; // Set font color to WHITE SDL_Color textColor = {255,255,255}; //*************************************** // DEBUG - Prepare the fonts for testing //*************************************** // Render the X-coordinate SDL_Surface* temp = TTF_RenderText_Solid( fontMouseX, xValue.str().c_str(), textColor ); xTexture = SDL_CreateTextureFromSurface( renderer, temp ); xWidth = temp->w; xHeight = temp->h; SDL_FreeSurface(temp); // Render the Y-coordinate temp = TTF_RenderText_Solid( fontMouseY, yValue.str().c_str(), textColor ); yTexture = SDL_CreateTextureFromSurface( renderer, temp ); yWidth = temp->w; yHeight = temp->h; SDL_FreeSurface(temp); // Render the angle temp = TTF_RenderText_Solid( fontCannonAngle, angleValue.str().c_str(), textColor ); aTexture = SDL_CreateTextureFromSurface( renderer, temp ); aWidth = temp->w; aHeight = temp->h; SDL_FreeSurface(temp); } void Game::SetCannonAngle( Vector2* theVector ) { // Calculate arc tangent between the // the mouse's position and the center // axis of the cannon and convert to degrees double theAngle = atan2( theVector->x, theVector->y ); theAngle = ConvertDegrees(theAngle); cannon->angle = theAngle; } double Game::ConvertDegrees(double radians) { // Convert the angle from radians to // degrees and return the value return radians * ( 180 / 3.141592653589793238 ); } int Game::GetSiloCount() { int siloCount = 0; // If the current silo is still alive, // the game is not over if(silo->state) { siloCount = 1; } return siloCount; } void Game::Render(float delta) { // Clear the renderer SDL_RenderClear(renderer); // Render the game objects cannon->Render(delta); ground->Render(delta); silo->Render(delta); /* Setting source rectangles and then rendering the x, y and angle fonts */ // For x SDL_Rect rect; rect.x = 20; rect.y = 20; rect.w = xWidth; rect.h = xHeight; SDL_RenderCopy(renderer, xTexture, 0, &rect); // For y rect.x = 20; rect.y = 40; rect.w = yWidth; rect.h = yHeight; SDL_RenderCopy(renderer, yTexture, 0, &rect); // For angle rect.x = 20; rect.y = 60; rect.w = aWidth; rect.h = aHeight; SDL_RenderCopy(renderer, aTexture, 0, &rect); // Present the renderer to display SDL_RenderPresent(renderer); } That's the code. Attached to this post is a set of stills that show that the cannon is not angling properly towards the crosshair cursor, either on the left side or the right side of the video screen. Any help would be appreciated, folks. Thank you for your time.
  8. Hey, guys. I've tried to write my own game countless times. And I finished a very few of them, all because of bad design decisions, which made my code hard to read and even sometimes painful to look at. Even through 5 years of working as developer I'm still struggling to write a nice designed code. I read about design patterns a lot of times, it helped but not as much as I thought it would. Most of tutorials online using bad design practices. So, I want to ask you to suggest an open source plaformer-like/zelda-like game with which design is good in your opinion. I lookd a lot of them by myself but didn't found what would seem good for me.
  9. Good time of the day, members of the forum! I do not think that many have tried themselves in the development under Hololens, but nevertheless decided to write. In any case, all work with Hololens is reduced to UWP and DirectX 11. So I wrote a small prototype for easy initialization of primitives, etc. In the scene, and began testing on the piece of iron ... And I was very upset by the performance tests. A short excursion, for those who are not in the subject: - the construction of an image under Hololens, naturally a stereo image for this reason I use DrawInstanced with pre-prepared shaders. Shaders are very simple, conversion to world coordinates and projection of the species, color is set straight in the shader. Plus to switch the render in 2D Texture Arrays I use the geometry shader, that's basically all. For the test, I generated a grid of 10k - 30k and output them about 10 times ... for 10k grid and 10 calls - 30fps, for the last about 18 - 20fps. Sadness, I thought, and I decided that my hands are not growing in size and my brain does not want to work anymore ... I decided to look for flaws in my shit ... I measured the time for drawing 10 calls - about 800 ticks, it's kind of not that bad. Slightly optimized the sorting by materials, namely, switching between shaders minimized but in the loop there were updates of constant values for the shader namely transform for each object. Fps grew by 2-3 but the time to render the frame did not measure ... Although Unity seems to hold the bar 1.2 - 1.3 mm triangles at 10-15 fps ... I myself did not check the word for people. So, maybe someone can decide what can be crooked and what can be patched up ... P.S. The buffer of depth is 16 bit, and I use similar indices. Thank you in advance.
  10. This header is mentioned in the book I'm reading but there is no documentation on msdn... Is it like an... outdated and abandoned header? If so, what's the current default/recomended library for handling errors with directX?
  11. Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
  12. Image below, as you can see my "Init Direct3D" Demo project has a reference to "Direct3D Framework", and yet I cannot #include "D3DApp.h" ... what am I doing wrong? x_x
  13. Here's my dilemma, I have this bunch of variable inside a class protected: //Window HINSTANCE mhAppInstance{}; HWND mhWindow{}; std::string mWindowCaption{}; UINT32 mClientWidth{}; UINT32 mClientHeight{}; bool mWindowed{}; bool mMinimized{}; bool mMaximized{}; bool mResizing{}; //Timer GameTimer mTimer{}; bool mAppPaused{}; //D3D D3D_DRIVER_TYPE mDriverType{}; ID3D11Device* mDevice{}; ID3D11DeviceContext* mImmediateContext{}; IDXGISwapChain* mSwapChain{}; ID3D11Texture2D* mDepthStencilBuffer{}; ID3D11RenderTargetView* mRenderTargetView{}; ID3D11DepthStencilView* mDepthStencilView{}; D3D11_VIEWPORT mScreenViewport{}; //D3D Settings bool mEnable4xMsaa{}; UINT m4xMsaaQuality{}; and I have all 0 initiazed them trough curly brackets, but now I was thinking to take it a step further and write inside the curly brackets the initial state of my bools. To me this seems perfect because I have a huge list of variables with all their starting states as soon as I open the header page without need to scroll up and down if I where to initialize them inside the cpp, so flipping pages is faster than scroll up and down (at least for me)...but despite this convenience that seems obvious to me, It seems like everyone go and initialize their variable in the constructor. So I was wondering, I am doing it wrong and there are serious concerns and reason I should know about for not doing it in the way I am or is just a stylistic choice? (I don't think it is since too many people seems doing it that way...)
  14. Hello, I have been fighting for sometime now with exporting animations from Maya to my own engine using DirectX 11. I export the fbx file with all its content in it. So the problem i have is that the animation dosnt seem to rotate the joints correctly? Please see the attached screenshots. bindpose.png = Frame 1 (first keyframe is at frame 2), the bindpose, no animation applied. frame30.png = Frame 30, rotation applied to two joints. engine.png = Frame 30 of animation in engine, rotation != rotation in Maya I use my custom tool to export data from the fbx file using the fbx sdk. The following is how i extract the skeleton bind pose and inverse bind pose transforms using fbx sdk: (Note: freeze transformation have been applied to the mesh, so i ignore the geometry transform since its just an identity) FbxAMatrix localTransform = p_Node->EvaluateLocalTransform(); joint->m_Location = localTransform.GetT(); joint->m_Scale = localTransform.GetS(); joint->m_Rotation = localTransform.GetQ(); FbxAMatrix inverseBindTransform = p_Node->EvaluateGlobalTransform().Inverse(); joint->m_InverseLocation = inverseBindTransform.GetT(); joint->m_InverseScale = inverseBindTransform.GetS(); joint->m_InverseRotation = inverseBindTransform.GetQ(); Then i extract information about each join for all keyframes, in this example i only sample rotation: for( int i=0; i<rotationCurve->KeyGetCount(); ++i ) { FbxAnimCurveKey key = rotationCurve->KeyGet( i ); FbxTime time = key.GetTime(); FbxAMatrix transform = p_Node->EvaluateLocalTransform( time ); // setup frame JointFrame frame; frame.m_IsRotation = true; frame.m_Frame = time.GetFrameCount( m_AnimFramerate ); frame.m_Rotation = transform.GetQ(); joint->m_RotationKeyframes.add( frame ); } When i look at the rotation values from Maya i see that sometimes the axis of the quaternion is 0,0,0 assuming that the axis is mData[0-2]. So i must be doing something wrong here right? Thats the fbx part. Then in my engine i load the resources. This is how i setup and update the skeleton transforms: (Note: m_Rotation is a quaternion) void pmJoint::computeMatrices( pmJoint * p_Parent ) { if( m_IsDirty ) { pmMath::matrixCreateTransform( &m_LocalTransform, m_Location, m_Scale, m_Rotation ); } if( p_Parent ) { if( p_Parent->m_IsDirty || m_IsDirty ) { m_WorldTransform = m_LocalTransform * p_Parent->m_WorldTransform; m_IsDirty = true; } } else if( m_IsDirty ) { m_WorldTransform = m_LocalTransform; } for( pmUInt32 i=0; i<m_Children.count(); ++i ) { m_Children[ i ]->computeMatrices( this ); } } So as you can see, all bones operate in their localspace using their parents world to update their world. Then to get the render matrices i call this function: void pmJoint::computeRenderMatrices() { m_RenderTransform = m_InversBindTransform * m_WorldTransform; for( pmUInt32 i=0; i<m_Children.count(); ++i ) { m_Children[ i ]->computeRenderMatrices(); } } The animation part is simply lerping and slerping. I get the problem no matter if i interpolate or just show keyframe poses, so i left that code out. Any input, idea or crazy thought is welcome. Im at a loss here.
  15. This is a continuation of my previous topic, I am still super confused Situation: There is this "D3DApp" class that is basically a framework to inherit from that give us a Window, a Renderer and a GameTimer. My class "Direct3D11Engine" derives from "D3DApp". This is how the autor of "3d Game Programming using DirectX11" suggest to initialize my Direct3D11Engine class: bool Direct3D11Engine::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization return true; } Now, from what I can tell something weird is happening, because the D3DApp::Init() method is called from inside my "Direct3D11Engine" fully constructed object. At a first glance I would assume that a D3DApp object instance was default constructed and it's Init() method called, but that is not the case at all because if it was that way, then that instance would have his own ImmediateContext and swapChain and so on and my derived class would just have a bunch of nullptr instead, but I've tried to draw from within my "Direct3D11Engine" Draw() function and everything works, so that call to D3DApp::Init() indeed got my class variable all setup. What on earth is going on here?!
  16. #include "MyEngine.h" int main() { MyEngine myEngine; myEngine.run(); return 0; } MyEngine.h #pragma once #include "MyWindow.h" #include "MyShaders.h" #include "MyShapes.h" class MyEngine { private: GLFWwindow * myWindowHandle; MyWindow * myWindow; public: MyEngine(); ~MyEngine(); void run(); }; MyEngine.cpp #include "MyEngine.h" MyEngine::MyEngine() { MyWindow myWindow(800, 600, "My Game Engine"); this->myWindow = &myWindow; myWindow.createWindow(); this->myWindowHandle = myWindow.getWindowHandle(); // Load all OpenGL function pointers for use gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); } MyEngine::~MyEngine() { this->myWindow->destroyWindow(); } void MyEngine::run() { MyShaders myShaders("VertexShader.glsl", "FragmentShader.glsl"); MyShapes myShapes; GLuint vertexArrayObjectHandle; float coordinates[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; vertexArrayObjectHandle = myShapes.drawTriangle(coordinates); while (!glfwWindowShouldClose(this->myWindowHandle)) { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw something glUseProgram(myShaders.getShaderProgram()); glBindVertexArray(vertexArrayObjectHandle); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(this->myWindowHandle); glfwPollEvents(); } } MyShaders.h #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> #include "MyFileHandler.h" class MyShaders { private: const char * vertexShaderFileName; const char * fragmentShaderFileName; const char * vertexShaderCode; const char * fragmentShaderCode; GLuint vertexShaderHandle; GLuint fragmentShaderHandle; GLuint shaderProgram; void compileShaders(); public: MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName); ~MyShaders(); GLuint getShaderProgram(); const char * getVertexShaderCode(); const char * getFragmentShaderCode(); }; MyShaders.cpp #include "MyShaders.h" MyShaders::MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName) { this->vertexShaderFileName = vertexShaderFileName; this->fragmentShaderFileName = fragmentShaderFileName; // Load shaders from files MyFileHandler myVertexShaderFileHandler(this->vertexShaderFileName); this->vertexShaderCode = myVertexShaderFileHandler.readFile(); MyFileHandler myFragmentShaderFileHandler(this->fragmentShaderFileName); this->fragmentShaderCode = myFragmentShaderFileHandler.readFile(); // Compile shaders this->compileShaders(); } MyShaders::~MyShaders() { } void MyShaders::compileShaders() { this->vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER); this->fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(this->vertexShaderHandle, 1, &(this->vertexShaderCode), NULL); glShaderSource(this->fragmentShaderHandle, 1, &(this->fragmentShaderCode), NULL); glCompileShader(this->vertexShaderHandle); glCompileShader(this->fragmentShaderHandle); this->shaderProgram = glCreateProgram(); glAttachShader(this->shaderProgram, this->vertexShaderHandle); glAttachShader(this->shaderProgram, this->fragmentShaderHandle); glLinkProgram(this->shaderProgram); return; } GLuint MyShaders::getShaderProgram() { return this->shaderProgram; } const char * MyShaders::getVertexShaderCode() { return this->vertexShaderCode; } const char * MyShaders::getFragmentShaderCode() { return this->fragmentShaderCode; } MyWindow.h #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyWindow { private: GLFWwindow * windowHandle; int windowWidth; int windowHeight; const char * windowTitle; public: MyWindow(int windowWidth, int windowHeight, const char * windowTitle); ~MyWindow(); GLFWwindow * getWindowHandle(); void createWindow(); void MyWindow::destroyWindow(); }; MyWindow.cpp #include "MyWindow.h" MyWindow::MyWindow(int windowWidth, int windowHeight, const char * windowTitle) { this->windowHandle = NULL; this->windowWidth = windowWidth; this->windowWidth = windowWidth; this->windowHeight = windowHeight; this->windowTitle = windowTitle; glfwInit(); } MyWindow::~MyWindow() { } GLFWwindow * MyWindow::getWindowHandle() { return this->windowHandle; } void MyWindow::createWindow() { // Use OpenGL 3.3 and GLSL 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Limit backwards compatibility glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Prevent resizing window glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create window this->windowHandle = glfwCreateWindow(this->windowWidth, this->windowHeight, this->windowTitle, NULL, NULL); glfwMakeContextCurrent(this->windowHandle); } void MyWindow::destroyWindow() { glfwTerminate(); } MyShapes.h #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyShapes { public: MyShapes(); ~MyShapes(); GLuint & drawTriangle(float coordinates[]); }; MyShapes.cpp #include "MyShapes.h" MyShapes::MyShapes() { } MyShapes::~MyShapes() { } GLuint & MyShapes::drawTriangle(float coordinates[]) { GLuint vertexBufferObject{}; GLuint vertexArrayObject{}; // Create a VAO glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); // Send vertices to the GPU glGenBuffers(1, &vertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(coordinates), coordinates, GL_STATIC_DRAW); // Dertermine the interpretation of the array buffer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *)0); glEnableVertexAttribArray(0); // Unbind the buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return vertexArrayObject; } MyFileHandler.h #pragma once #include <cstdio> #include <cstdlib> class MyFileHandler { private: const char * fileName; unsigned long fileSize; void setFileSize(); public: MyFileHandler(const char * fileName); ~MyFileHandler(); unsigned long getFileSize(); const char * readFile(); }; MyFileHandler.cpp #include "MyFileHandler.h" MyFileHandler::MyFileHandler(const char * fileName) { this->fileName = fileName; this->setFileSize(); } MyFileHandler::~MyFileHandler() { } void MyFileHandler::setFileSize() { FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fseek(fileHandle, 0L, SEEK_END); this->fileSize = ftell(fileHandle); rewind(fileHandle); fclose(fileHandle); return; } unsigned long MyFileHandler::getFileSize() { return (this->fileSize); } const char * MyFileHandler::readFile() { char * buffer = (char *)malloc((this->fileSize)+1); FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fread(buffer, this->fileSize, sizeof(char), fileHandle); fclose(fileHandle); buffer[this->fileSize] = '\0'; return buffer; } VertexShader.glsl #version 330 core layout (location = 0) vec3 VertexPositions; void main() { gl_Position = vec4(VertexPositions, 1.0f); } FragmentShader.glsl #version 330 core out vec4 FragmentColor; void main() { FragmentColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } I am attempting to create a simple engine/graphics utility using some object-oriented paradigms. My first goal is to get some output from my engine, namely, a simple red triangle. For this goal, the MyShapes class will be responsible for defining shapes such as triangles, polygons etc. Currently, there is only a drawTriangle() method implemented, because I first wanted to see whether it works or not before attempting to code other shape drawing methods. The constructor of the MyEngine class creates a GLFW window (GLAD is also initialized here to load all OpenGL functionality), and the myEngine.run() method in Main.cpp is responsible for firing up the engine. In this run() method, the shaders get loaded from files via the help of my FileHandler class. The vertices for the triangle are processed by the myShapes.drawTriangle() method where a vertex array object, a vertex buffer object and vertrex attributes are set for this purpose. The while loop in the run() method should be outputting me the desired red triangle, but all I get is a grey window area. Why? Note: The shaders are compiling and linking without any errors. (Note: I am aware that this code is not using any good software engineering practices (e.g. exceptions, error handling). I am planning to implement them later, once I get the hang of OpenGL.)
  17. I have just noticed that, in quake 3 and half - life, dynamic models are effected from light map. For example in dark areas, gun that player holds seems darker. How did they achieve this effect ? I can use image based lighting techniques however (Like placing an environment probe and using it for reflections and ambient lighting), this tech wasn't used in games back then, so there must be a simpler method to do this. Here is a link that shows how modern engines does it. Indirect Lighting Cache It would be nice if you know a paper that explains this technique. Can I apply this to quake 3' s light map generator and bsp format ?
  18. Hi everyone, the code below is my setup for opening a console in a Win32 project (using visual studio) and having the cout print stuff on it, it is mostly copy-pasted from stackoverflow with some trial and error changes I did without being sure of what I was doing, but it works. Though now I want to understand it, code below void debugConsole(bool create = true); int WINAPI WinMain(HINSTANCE instance, HINSTANCE prevInstance, LPSTR cmdLine, int show) { #if defined(DEBUG) || defined(_DEBUG) debugConsole(); #endif return 0; } void debugConsole(bool create) { if (create) { //Create Console FILE* stream; AllocConsole(); freopen_s(&stream, "conout$", "w", stdout); } } So from what I can tell, I am telling it that now the stdout stream (stuff I send using std::cout) get written (that's why the "w") to the console output, which is specified using "conout$". So basically freopen_s job is to send a stream somewhere else? But where is the "conout$" coming from? There is like a switch inside freopen_s that tells it the meaning of "conout$", which would be "send stuff to console"? What is the FILE* stream sent to freopen_s doing though? also let's say that under that line I write freopen_s(&stream, "output.txt", "w", stdout); I tried this out and it creates said file and put the cout output into it, which is great, but what if I want both? How do I set it up in a way than now cout content is cloned and sent both to the console and to my output file? Thanks
  19. I'm converting a load of c++ code from 32 bit to 64 bit, and have run up to the predictable snag of fixup (relocation) pointers in binary files. Essentially there are a bunch of pointers in a binary file, but when saved on disk they are relative to the start of the file. Then on loading, the pointers are 'fixed up' by adding the address in memory of the start of the file to the offset, to give an absolute pointer which can be resaved in the memory location, and used at runtime as normal pointers. This is great but has so far been relying on the offset and pointer being 32 bit. The files are unlikely to be anywhere near 4 gigs so the offsets don't *need* to be 64 bit. My question is what would be best (or rather what do most of you guys do) for this situation? One particular quirk is that the code needs to compile and run fine as 32 bit and as 64 bit as it needs to run on both classes of device, and the binary files must be the same. The most obvious solution is to store all the offsets / pointers in the binary file as 64 bit. This would mean re-exporting all the binary files, but this is doable (even if somewhat of a pain). This would simplify things for 64 bit version, and require only slight modification for 32 bit. The downside is the file sizes / size in memory would be bigger + any cache implications. Keep the pointers as 32 bit offsets and do the pointer addition on the fly as the parts of the data need to be accessed. The files are kept the same and the only cost is the extra pointer arithmetic at runtime. I have a vague memory of seeing a presentation by a guy who did such relocation on the fly and found there was very little runtime cost. There also appears to me the question, even with 64 bit pointers, are they ever going to be more than a 32 bit value if the program is using a lot less than 4 gigs? I'm assuming yes as the address space may be past the first 4 gigs, and all the virtual memory address space / paging / randomization that goes on, but I just thought I'd check that assumption, as I'm not well versed on the low level details.
  20. Hi everyone, out of curiosity yesterday I was trying out chrono header with the goal of creating a 60fps loop, the code below is what I have so far and I wanted your opinion about it, if it is the proper way to do it, how it is usually done or how I could improve on it . Thanks #include <iostream> #include <chrono> #include <cstdint> using namespace std; using namespace chrono; using frame = duration<int32_t, ratio<1, 60>>; using ms = duration<float, milli>; int main() { time_point<steady_clock> fpsTimer(steady_clock::now()); frame FPS{}; while (true) { FPS = duration_cast<frame>(steady_clock::now() - fpsTimer); if (FPS.count() >= 1) { fpsTimer = steady_clock::now(); cout << "LastFrame: " << duration_cast<ms>(FPS).count() << "ms | FPS: " << FPS.count() * 60 << endl; } } return 0; } output:
  21. Hi everyone, I've randomly found this place trough google and this is my first post, I don't know if my beginner level is still too low even for the beginners sections therefore if it is, my first question would be to point me in the right place where I should ask my questions And if is ok, then this is my next question: I'm going trough the book "3d Game Programming with DirectX 11" and in the process of creating a swapChain I'm staring at this code below IDXGIDevice* dxgiDevice = 0; HR(md3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice)); IDXGIAdapter* dxgiAdapter = 0; HR(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**))&dxgiAdapter)); IDXGIFactory* dxgiFactory = 0; HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**))&dxgiFactory)); IDXGISwapChain* mSwapChain; HR(dxgiFactory->CreateSwapChain(md3dDevice, )&sd, )&mSwapChain)); From my understanding, in order to create a swapChain we need to use the same Factory used to create our Device otherwise for some reason everything explodes, therefore the call to QueryInterface() and the two calls to GetParent() are meant to give me back a pointer to said Factory. Question 1): Now I'm watching msdn and a IDXGIDevice has a GetAdapter() method in it, so I was wondering, using it would achieve the same as the line "dxgiDevice->GetParent(__uuidof(IDXGIAdapter),(void**))&dxgiAdapter));" or is a completely different thing?! Question2): Not much further in the book, the writer do this "mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBuffer));" so now we're using a reinterpret_cast and not "(void**)". Why this change? I am not very familiar with the different types of cast, so I can't tell the difference or the reason behind it x_x Also can you recomend me let's say a youtube video or some reading that properly illustrates the structure of Direct3D? Because I am kind of confuse about what is going on here, the whole hierarchy of this thing and basically I don't have a clear picture of how all the pieces fit togeter... Thanks
  22. Hi, i wish if everyone is having a good day My question is about I am reading the selected text from the listview String ^ItemSelected = listView1->SelectedItems[0]->Text; But i wanted to write the result to an ini file but since the Writeprivateprofilesection needs an parameter of type LPCWSTR i cannot pass ItemSelected to it WritePrivateProfileSection(ItemSelected,L"Key = Value", L".//Text.txt");
  23. I'm currently working on a Minecraft-like game ( a world made of blocks ). Until now it seems to be working very fine. But I can feel that the more blocks I'm adding to one world the slowlier it runs ( CPU throttles it ). My solution would be to put the vertex/index data of all same blocks ( same texture etc. ) into one one vertex/index buffer to relieve the CPU since I wont need that much draw calls anymore. Have you got any ideas of how I could do this the best way?
  24. What is the Blend Mode in SDL and explains each mode such as SDL_BLENDMODE_BLEND, help me!!!
  25. Hello everybody. I have implemented a 2D raycasting algorithm in my game engine but I must be doing something very wrong, since my game is pretty much unplayable if I cast around 10 rays each frame (it runs fine at around 5-6 casts per frame). I tried profiling but, as you can see from the two pictures, I ended up on STL territory, which tells me that the performance issues arise from my approach to the problem. I'm using the Sweep-and-Prune algorithm for my broadphase detection, which divides my entire map into sections, and colliders inside a section are only checked for collisions with other colliders from that section. This approach is used in my raycasting algorithm as well. Initially, I get a list of all colliders inside the raycast's radius and then I check the ray against every collider in that list. As far as I understand it the problem lies not in the Ray vs. Shape checks, but in the preparation work before that. Any tips or guidelines on how to correct my approach, or specifics of the algorithms, are most welcome. Thank you in advance. Raycast BroadCircleToOBB SOBB::GetSupportPoint