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Found 1621 results

  1. Hello, So a long while ago i asked a question about effecinet mip offset in a linear memory data array, essentially i wanted to load all the data in one go but still allow access to individual faces or mip levels. The method i used was basically to create a look up table when ever the user created an image that stored pointers into the byte data, that is probably the correct solution, however i did come up with a pieace of useless math today after thinking about it: inline Uint32 TextureOffset(const TextureDesc& info, Uint32 mipLevel, Uint32 arraySlice, Uint32 byteCount) { Uint32 pow = Mathf::Pow(4, mipLevel); Uint32 A = byteCount / info.m_ArraySize; // Total bytes to a surface + mips Uint32 B = CalculateSurfaceSize(info.m_Width, info.m_Height, info.m_Format); // Total bytes to top level surface return (arraySlice * A) + B + (B * (Mathf::Floor(pow / 3) / pow)); // offset bytes } The above will find the exact offset to the mip and array level, but its waaay to expensive to be useable i think. Woder what method anyone else would use, i know alot will just create a List or vector of each surface pretty sure thats what nvidia does but it would be nice to be able to load everything into a big bulk container and just dip into the data at the specific offset you need too. The annoying think about the look up is having to loop through and create the offsets to access the data. I thought an elegant pieace of math would exist but i guess i was wrong xD
  2. Since my last entry, I've worked out the level design through six levels worth. During that time, I added a few more food types and features that I thought would add some variety to the game: Added cherries, oranges, and pears -- purely for variety. Added bananas, which make the snake shrink instead of grow. If the snake shrinks down to just a head and tail, it takes a small amount of damage. Added a new trigger for spawning food and danger items based on whether any part of the snake occupies a region on the map. Not representative of how many food items will actually spawn (I was just testing things out here), but here's some bananas! All of the various triggers, and the effects food have on the snake, are working out nicely I think. It makes for some fun game play, and fun moments with the sound triggers in the mix. I've been organizing the level design in "groups of 3" -- there's sort of a running theme for three levels, and then I try to change things up. The first three levels have relatively open maps, with an increasing number of barriers. Then things change at level 4, where the maps look at little more like the above -- long channels the player has to navigate through and around. At level 7, the maps will change again, etc. One thing I did come across when adding sound effects triggers though... It's entirely possible they will overlap. This doesn't work well if the intent is to have narration from some off-screen character, which is exactly what I'm doing. I can end up with the same character saying multiple lines simultaneously. So I'll be looking into how to deal with that before I release. I'm thinking triggered sounds should be placed in some kind of priority queue. After recording some of the dialog for the triggered sounds across several sessions, I realized I'll probably need to re-record all of in one go when the campaign is complete. My voice tends to change in timber slightly depending on the time of day, how I'm feeling, etc. I'm also considering whether to add the concept of "lives" into the mix. My original thinking was if you lose all your health, that's it -- the campaign would be over. Play testing has made me reconsider this. I'm also thinking it would be neat to give players another reason (besides just getting the highest score for bragging rights) to score points, by having some threshold at which the player gains an extra life.
  3. Tape_Worm

    Gorgon Update #10

    This is a small update that addresses some bugs regarding state changes that come up in certain edge cases. These can lead to improper states being set, or older states taking precedence over new states. As usual, the new update can be retrieved from the GitHub releases page. The latest version at this time is 3.0.88.320. Detailed information about what’s been fixed is available on the commit log for the release. View the full article
  4. Yyanthire Studio

    Fight2Gif.gif

    From the album: Moonrise

  5. Yyanthire Studio

    Fight2Gif.gif

    From the album: Moonrise

  6. Welcome to our thirtieth blog post! Where our normal blog posts have typically featured bosses and other various gameplay aspects, we think taking a step into our development process, particularly things that have been changing recently, would be a good idea. As such, here are some of the things we’ve changed and what we’ll likely be working towards next. --- First comes alterations done to our open world system- particularly as it relates to how our World Map generates. Originally, our node system was generated as described in one of our previous blogs. More info about that here. Now, we’ve gone ahead and fully reworked that original design. While the prior design definitely does work and get the job done, this new methodology will work significantly faster and add additional scalability (all that is left is we need to fix some of those very obvious rendering bugs!). The new code is based a lot more around math, specifically matrix multiplication. The end result always allows for a series of X nodes to be generated while still retaining ‘freedom’ from looking too much like a “spider web” (ie, crossing lines, as shown above). We’re now able to generate spawns more math dependent rather than Unity dependent, freeing us up from some of the raycast calls. --- Next, we’d like to talk about a few misc things, namely some Options Menu reworks and current things we’re developing towards. A few key things to note: our long-awaited resolution and fullscreen adjustments are finally in. They did not come without a few bugs, however. Which prompts a good programming lesson: while working with any sort of changing variable, be sure to always reference that true variable, don’t reference a copy of it. One of the bugs we had was that very, very old code would reference the screen resolution at the start of the game. What this means is that if the game was started in 1920x1080 but then changed to 1280x720, the game would still think we were in 1080 while we were actually in 720. This in turn messed up a very basic part of the game which is scrolling the camera (on instance in which you change your resolution). The fix is very easy- reference the Application’s screen resolution on each call. Simple things like that, had they been done all that time ago, would have saved us the time cost now both in discovery of the bug and resolution of it. Next key aspect is the FPS Cap: this is fairly important overall when it comes to weaker computers. Fragment’s Moonrise is a fairly resource-intensive game. There will be multiple Units on the screen at any given time, each firing off their very complex AI each frame. While we can get the game to run at a solid 60 FPS on modern computers, older computers will still chug. Testing the game on one of our laptops, we’d only get 40-50 FPS. While we will of course be optimizing as much of the code as we can at a later date, its still good to allow the Player to drop their FPS down to 30 as they desire. With capping FPS to 30, our weaker computer runs the game great. Our primary goal is to get this game to run on as many computers as possible; medium tier computers will run this without any problems. But we want the vast majority of computers in use by people today to at least achieve a solid 30 FPS and still be able to play and enjoy the game. Now, onto our next steps. RTS games in general feature a lot of buttons, and our game is no different. There are quite literally dozens of buttons to be used, and while our current hotkey scheme should suffice for the general population of right-handed players, hotkey alterations are still a must. So one of the areas we’ll be coding for is both the ability to rebind hotkeys alongside a comprehensive list of ALL hotkeys (both static and rebind-able) with a description listed so the player always knows exactly how things work at any given moment. --- Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future! If you’re brand new, consider checking out our trailer and overall description of the game here.
  7. Hi Fellow gamedevs, I've finished my third book on the 2D Shader Development series and wanted to share it with you. I'm eager to know what you think about it since, well, I made it for you. The book covers some of the techniques used to draw from scratch using shaders from basic line rendering using smoothstep to 2d signed distance fields to create shapes, also how to modify the uv sampling to get texture deformations and some animations discussing trigonometric functions. I feel these techniques are incredibly helpful on my daily game dev practice, and finally got to share them in this book. Here is the link to the Gumroad page with a 20% discount for gamdev.net users valid for the next 24 hours: https://gumroad.com/l/procedural-texture-manipulation/gamedevnet-launch-20 Please, let me know if you have any questions I'm here to help! Thanks for your support!
  8. Twin Stone Studio

    The Last Roman Village

  9. RoKabium Games

    Aura ruins

    From the album: ScreenShotSaturday

    These old ruins and remnants from Auras ancient Junit civilization can be seen in the background in some parts of this cold world. There are also some enormous old fossilized bones that makes you wonder what kind of huge creatures that used to roam this planet.
  10. Rubikon

    #ScreenshotSaturday: Hit it

    We are slowly but surely chipping away on our character animations. Here is a rough preview of our light attack animation. You will be able to attack with a single hit, a combo or a heavy attack later on. What do you think? https://rubikon.dev/ https://www.reddit.com/r/Rubikon_Game/ https://twitter.com/GameRubikon https://www.instagram.com/rubikongame/