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Found 67 results

  1. Trexioas Xavier

    OpenGL How was VGUI made?

    Valve made their own GUI library called VGUI. I am wondering how were they able to make their GUI library and what methods they used to make it. Did they use Win32 API or something else. Is there an open source code for VGUI? Please answer these questions and help me out as much as you can.
  2. I am trying to make a map editor with Assembly and C... Everything used to work, but now, I get these errors: cd C:\Editor wmake -f C:\Editor\Editor.mk -h -e C:\Editor\Editor.exe wasm SOURCE\MEASM.ASM -i="C:\WATCOM/h" -mf -6r -d1 -w4 -e25 -zq SOURCE\MEASM.ASM(2): Error! E032: Syntax error SOURCE\MEASM.ASM(3): Error! E032: Syntax error SOURCE\prologue.mac(1): Error! E032: Syntax error SOURCE\prologue.mac(1): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(4): Error! E535: Procedure must have a name SOURCE\prologue.mac(4): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(6): Error! E523: Segment name is missing SOURCE\prologue.mac(6): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(11): Error! E535: Procedure must have a name SOURCE\prologue.mac(11): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(14): Error! E525: Data emitted with no segment SOURCE\prologue.mac(14): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(15): Error! E525: Data emitted with no segment SOURCE\prologue.mac(15): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(19): Error! E506: Block nesting error SOURCE\prologue.mac(19): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(22): Error! E535: Procedure must have a name SOURCE\prologue.mac(22): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(24): Error! E525: Data emitted with no segment SOURCE\prologue.mac(24): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(25): Error! E525: Data emitted with no segment SOURCE\prologue.mac(25): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(28): Error! E535: Procedure must have a name SOURCE\prologue.mac(28): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(30): Error! E525: Data emitted with no segment SOURCE\prologue.mac(30): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(31): Error! E525: Data emitted with no segment SOURCE\prologue.mac(31): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(32): Error! E525: Data emitted with no segment SOURCE\prologue.mac(32): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(33): Error! E525: Data emitted with no segment SOURCE\prologue.mac(33): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(34): Error! E525: Data emitted with no segment SOURCE\prologue.mac(34): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(37): Error! E535: Procedure must have a name SOURCE\prologue.mac(37): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(39): Error! E525: Data emitted with no segment SOURCE\prologue.mac(39): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(40): Error! E525: Data emitted with no segment SOURCE\prologue.mac(40): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(41): Error! E525: Data emitted with no segment SOURCE\prologue.mac(41): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\prologue.mac(42): Error! E525: Data emitted with no segment SOURCE\prologue.mac(42): Note! N591: included by file SOURCE\MEASM.ASM(4) SOURCE\MEASM.ASM(5): Error! E032: Syntax error SOURCE\MEASM.ASM(6): Error! E032: Syntax error SOURCE\MEASM.ASM(9): Error(E42): Last command making (C:\Editor\MEASM.obj) returned a bad status Error(E02): Make execution terminated Execution complete I haven't used assembly for a while, and I don't really remember how to fix these errors. Here is the main assembly file: IDEAL JUMPS include "prologue.mac" P386 ; 386 specific opcodes and allows all the necessary crap... P387 ; Allow 386 processor MASM .MODEL FLAT ;32-bit OS/2 model .CODE IDEAL PUBLIC SetPalette2_ PUBLIC SetVGAmode_ PUBLIC SetTextMode_ PUBLIC inkey_ PUBLIC PutHex_ ;============================================================================== ; void SetPalette2(unsigned char *PalBuf,short count); ;============================================================================== Proc SetPalette2_ near push esi mov esi,eax mov cx,dx mov bx,0 cld mov dx,3C8H sp210: mov al,bl out dx,al inc dx lodsb out dx,al lodsb out dx,al lodsb out dx,al dec dx inc bx loop sp210 pop esi ret endp ;============================================================================== ; void SetVGAmode(void); ;============================================================================== Proc SetVGAmode_ near push ebp mov ax,13h int 10h ; Set 320x200x256 pop ebp ret endp ;============================================================================== ; ;============================================================================== Proc SetTextMode_ near push ebp mov ax,3 int 10h pop ebp ret endp ;============================================================================== ; ;============================================================================== Proc inkey_ near xor eax,eax mov ah,1 ;see if key available int 16h jz ink080 ;nope xor ax,ax int 16h jmp short ink090 ink080: xor ax,ax ink090: ret endp ;============================================================================== ; ;============================================================================== Proc HexOut_ near and al,15 cmp al,10 jb short hex010 add al,7 hex010: add al,'0' stosb ret endp ;============================================================================== ; void PutHex(char *buf,UINT mCode); ;============================================================================== Proc PutHex_ near push edi mov edi,eax mov eax,edx shr al,4 call HexOut_ mov eax,edx call HexOut_ xor al,al stosb pop edi ret endp end This file includes another file that I found on the Internet a while ago called "Prologue.MAC" Here is the code for it: P386 Macro SETUPSEGMENT SEGMENT _TEXT PARA PUBLIC 'CODE' ASSUME CS:_TEXT Endm macro PENTER STORAGE ;; 17 - Enter a procedue with storage space ;; Procedure enter, uses the 286/386 ENTER opcode push ebp mov ebp,esp IF STORAGE sub esp,STORAGE ENDIF ENDIF endm macro PLEAVE ;; 18 - Exit a procedure with stack correction. mov esp,ebp pop ebp endm macro PushCREGS ;; 19 - Save registers for C push es push ds ;The Kernel is responsible for maintaining DS push esi push edi cld endm macro PopCREGS ;; 20 - Restore registers for C pop edi pop esi pop ds ;The Kernel is responsible for maintaining DS pop es endm Can I have an Idea of what I could do to fix these errors? I am using OpenWatcom compiler. I *have* gotten Watcom to work before. In fact, this is one of the first few times it has not worked with me... Thanks in advance! -yaboiryan
  3. ricvalerio

    NPC scripting - Example with quest

    npc scripting 2.mp4 Here's a short clip of my WIP on the NPC scripting department. You can see devlog videos at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg. On this NPC's script, highlighted bold the events and actions showcased. upon accepting quest, send chat+clip to player "Fight me!" on combat, send chat+clip "For Honor" at 35%, cast self heal and "How bold of you" at 1%, stop the fight, reset, and grant quest completion This quest is actually a SLAY kind of quest, and what I did was at 1% (because the NPC can't die in this specific scenario, it's effectively set as immortal), he just resets, and grants the death to the quest system. A bit hacky, and I might need to rethink this later on, to maybe be a specific quest objective type by itself, or some other mechanism that prevents that specific player from being able to kill the NPC, while allowing other factions to do so. There are bugs as well, like the resetting itself, the rotation does not reset properly, but that will be quick to fix tomorrow. 🙂 What are your thoughts?
  4. Hey all, we are currently discussing about different data formats to serialize a visual data structure similar to Unreal Blueprint and I wanted to get more input from other people to get a better decision. We are currently refactoring our build-tool to provide a more flexible way of defining configurable pipelines or pipeline pieces and decided for a visual node based approach. Our nodes are of different type performing different actions and have their desired input/ output pins like in this example Some pins (including output) are optional, most of the input pins have to be connected. Those processors are used in the build-tool only for now, there will be other pipelines in the future we want to configure in the same way, and are connected automatically at runtime by an Actor Approach System that scans the in- and output pins of every pre-defined processor to connect them to a task graph. This way we will keep the flexibility we currently have but gain much more control over edge cases. Because we aren't set to a single programming language, there will be some kind of compiler that is intended to process the result of our configuration and either create source code for a specific language (like C# for the tooling or C++ for the engine) or straight compile it into a plugin assembly that can be loaded from the build-tool. From this reason and because we want to keep the possibility to write those files without graphical tools, we need a grammar that is capable of handling the complexity of those node graphs but is at the same time as simple (and not binary) enougth to be editted on disk using a text editor. I already looked at the most common formats like JSON seems to be getting very complex and the minified form our code produces isn't very readble XML has been removed from the list because I think that it's grammar is too old-school and parsing is more complex than JSON YAML, TOML and AXOM seems to be an alternative because it is slim and simple but parsing it is a nightmare and I don't realy like the strict whitespace handling So long story short, does anyone of you know of an already existing "language" that would fit our needs or do you have any idea for a slim but powerfull grammar? Thanks in advance!
  5. Hi, everyone! I recently decided to dig a little deeper into Perlin's rabbit hole. So far, it's working out nicely. But now, I struggle with things that come on top of that. Simply put: how will I get the most out of that? To keep things easy and visual, let's pretend, I'd plot the results onto a texture. Let's also say, I'd have some pre-defined value ranges like for example 0-.33 would get a red pixel, .34-.66 a green one and .64-1 would get a blue one. So we'd now have a texture with clear shapes of either one color, right? Now, my question would then be: Is there a CPU-friendly, algorithmic way to a) get some information about those shapes (like their center point, area and perimeter). b) tell something about any given point within those areas (like their distance to the nearest border or to the center) Thanks a lot! :)
  6. Hello, I have implemented a structure based in Node (particles) and Beams (edges), to perform a cloth simulation. ( like BeamNG does to perform deformation physics ) I'm wondering to know how could I stop constraint relaxation dynamically after some crash, to simulate a car chassis crash and avoid a complete recovery due to constraint solving. (this is my current constraint solve code, more in http://web.archive.org/web/20080410171619/http://www.teknikus.dk/tj/gdc2001.htm ) Thanks
  7. Abrasive

    Unity Networking

    Hi guys, since UNET is deprecated Unity game engine has no any official networking solution for the moment. I wrote a short article about it recently - https://www.noobdoaaa.com/read=13 Which networking solution do you plan to use for Unity multiplayer games in 2019? Please share your experience.
  8. Hello, i am trying to create a tactical fps like pubg, rainbow six siege. In this video you'll see the FPS Controller including - (leaning) ADS - Reloading (WIP) - Recoil (WIP) - FPS Locomotion System https://www.youtube.com/watch?v=WGWpjmjsB58 critique is welcome 😉
  9. Hi everyone. I'm working on a vehicle (more specifically: cars) simulation in Unity3D with a complete drivetrain system of engine, gearbox, differential, and wheels as separate components. Each component will update itself with the torque passing through the system. More specifically: The torque starts from the engine initially, then through the clutch and gearbox to the differential, where the torque is splinted appropriately to two sides (either active wheels or axle differentials). The wheels update themselves and pass the force to the rigidbody. The feedback torque from the wheels is then passed through the system back the the engine in the next step to determine engine torque for this next step. Currently my system is at early step where the engine never stall, the clutch is permanently locked. So the engineRPM is a simple (wheelLeftRPM + wheelRightRPM) * 0.5f. I'm trying to simulate the open differential by splitting the torque 50-50 to both active wheels simply: wheelLeftTorque = wheelRightTorque = engineTorque * gear * 0.5f. This works OK when the torque comes from the engine. But in the case where the torque comes from one of the active wheel or outside, for example, when the car is jacked up and one wheel got spun when the engine is not running. In this case, the other wheel will spin the other way. I've watched some videos about open diff to be able to understand this. When one wheel is spinning and the diff case is held static, the spider gear that sits in between the side gears of two wheel axle, would spin (because the sun gear that the spider gear is connected to is held static, so it can only spin on its own axis). This rotation of the spider gear transfer rotation of one side gear to the other, making the other wheel spins the other way. Mathematically, since wheelSpeedLeft + wheelSpeedRight = 2.0f * CageSpeed, when CageSpeed is 0, then wheelSpeedLeft and wheelSpeedRight must have opposite sign, which illustrates the opposite rotations of the wheels. However, that's in term of speed and power flow. Since I'm working with torque, I don't know how the flow of torque going from one wheel to the other in this case. What is t