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Found 522 results

  1. Hey guys! I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++. The full source code is hosted on github: https://github.com/fleissna/flyEngine I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine. I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine. I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together. Features I have so far: - Dynamic shader generation based on material properties - Dynamic sorting of meshes to be renderd based on shader and material - Rendering large amounts of static meshes - Hierarchical culling (detail + view frustum) - Limited support for dynamic (i.e. moving) meshes - Normal, Parallax and Relief Mapping implementations - Wind animations based on vertex displacement - A very basic integration of the Bullet physics engine - Procedural Grass generation - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays) - Caching mechanisms for textures, shaders, materials and meshes Features I would like to have: - Global illumination methods - Scalable physics - Occlusion culling - A nice procedural terrain generator - Scripting - Level Editing - Sound system - Optimization techniques Books I have so far: - Real-Time Rendering Third Edition - 3D Game Programming with DirectX 11 - Vulkan Cookbook (not started yet) I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-) There are some videos on youtube that demonstrate some of the features: Procedural grass on the GPU Procedural Terrain Engine Quadtree detail and view frustum culling The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it. Bye, Phil
  2. I have attached my project in a .zip file if you wish to run it for yourself. I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles. Is there anyone who could help with this? Errors when I build my code: 1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Renderer.cpp #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h #pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp #include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h #pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h #pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; } Game.zip
  3. Before read everything i am honest: Payment after release you get your percentage lifetime for that project. Second: i dont need your inspirations, ideas, music or designs. My head is full with that. I need workers who i can trust. Please let us talk in discord. I got a lot of stuff planned, there is much work to do. But first my team and me try to start with a small mini game and we need maybe exactly you. Planned for more than pc, like ps4, xbox one and mobile - so its very important to us to hopefully welcome a programmer. The mini game will be part of the planned big game. There will be never before seen guns and gameplay, you will get deeper info if youre a safe part of the team. I need: Programmers Animators Zbrush pros Join here please: https://discord.gg/YtjE3sV You find me here: Joerg Federmann Composing#2898
  4. I wasn't sure if this would be the right place for a topic like this so sorry if it isn't. I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds. I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run. if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
  5. Hello everyone! I need to fill lua table with functions from script file like this: function init() end function update() end I need to create table on stack and fill it with this functions from specified file. How can I do this?
  6. I like to build my A - Team now. I need loyal people who can trust and believe in a dream. If you got time and no need for direct pay please contact me now. We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. If I get the best people together for a team, everything should be possible. What i need: - Programmer c++ - Unity / Unreal - we must check whats possible, please share your experience with me. - Sculpter, 3D Artist - Animator - Marketing / Promotion What i do: - Studio Owner - Director - Recruit exactly you - Sounddesign - Main theme composing - Vocals - Game design - Gun, swords, shields and weapon design - Character, plants and animal design Please dont ask about the Name of the Game, about Designs or Screenshots. The game will be defintitly affected about our and your skills if you join the team. Planned for the big Game: - 1st person shooter - online multiplayer - character manipulation - complete big open world with like lifetime actions and reactions - gunstore with many items to buy - many upgrades for players - specials like mini games So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do. discord: joerg federmann composing#2898
  7. Hi! Depending on how the char array is passed I need to add many many % signs to actually get an % in the final place it is used. For example here i need 16 (!) signs since every pass it converts half of them each time it is passed (i got lots of nested functions that use an char array). Any way around this? It's kind of annoying to need to figure out how many % is "the right amount" for any given situation. sprintf(tempText, "Risk of hostilities: %d %%%%%%%%%%%%%%%%", www.ambushRisk[mood][0]);
  8. Hey! We`re currently 2 active "developers" working on our first Game, which is made with UnrealEngine4. Below I have attached our Project with actual images and an InGame Trailer. We`re looking for: - Art-Director/Concept Artist, who is able to help us create believable characters and different story rich environments and keep the motivation up with sketches! - Unreal4 Developer, who is able to work regulary on the project and has experienced with Networking, Blueprints and C++. Additionally we have this small task called "We need a Game launcher for our Testers" ^^ P.S. We`re expecting a portfolio for showcasing your "skills",so we`ve a better understanding on what you`re capable of. Who we are: Myself will completely be focused on the Character-Aspect (3D Modeling, 3D Rigging and Animating with all the fancy UE stuff). Our other team-member is more of a tech-artist, which is taking care of UI/UX, MaterialSetups, Animation-Systems and Postprocessing. In addition he`d be able to help out. We`re a really dedicated, young team, which are putting a lot of time and effort into the project and that is also expected from our future developers. Goals: Our plan is to release the Game as an early Alpha version @the end of 2018 on Steam. We`ve already a completely networking prototype with a few gameplay mechanics. Our next goal is to create characters, build a believable animation-system and hardly iterate over game ideas! Every week we`ve a meeting in discord and want an updated version. As SCM we`re using PlasticSCM and we`re planning everything with Jira! So, if you`re interested, just send me an Mail/PM/Comment and we`ll have a nice talk =) Payment: We`re hard working on a "prototype", which is actual fun and playable to get our feed in the social media and find supporters. Our hope is to get some money over patreon to be able to pay our developers in the future. But in fact we aren`t expecting anything ... we want to make this game and boost our skill levels ... and publish it on Steam! Our main goal is to learn and build a better understanding of game development. If we get some money out of it ... *hurray ! When we get money, the revshare will be based on your absolved tasks on jira. We`re currently discussing this "Money"-stuff and I guess it will take some time till we have a proper solution and can give a clear payment-offer. mfg Traumwolf I´m also available on Discord (Traumwolf#2004)
  9. We Are Inbound, Currently A Team Of 8 Looking For More Members. We Are Currently In Pre Production Looking For More Members. We Are Currently Working On A Open World RPG Game And Are Going To Be Using The Unreal Engine, What We Are Looking For: -UE4 Programmers -Community Managers To Recruitment Team Members Faster (Must Have Experience) - Environment Artist/Character Artist If Interested Email Me At Liondude12@gmail.com Or Dm me on discord at riobio55#1958
  10. I'm getting back into C++ after not playing with it for many years. Being spoiled as a C# programmer I'm finding quite a few things about the Visual Studio environment surprisingly puzzling. I'm used to just being able to add a class to a folder, and I want to structure my code in folders with matching namespace, but whenever I try to add a class to a folder Visual Studio just puts it in the root. I can of course move it but I can't help thinking - if VS is making it so hard for me to do what I want am I doing something wrong? How do you structure your C++ code?
  11. EntityX vs anax

    I've been looking around for an entity architecture for a while now. I've used a traditional inheritance model and experimented with a self written mixin system. For my next private project I wanted to experiment with entity component systems. I found a lot of great articles about it and I generally like the idea behind it. I don't want to create my own implementation right away but use an existing, proven one. I found entityx & anax. Generally I like the style of entityx more and the integrated event system is a plus, too. But then I found this article showing entityx has quite bad performance in comparison. Also anax seems to have a more active github repo. I know this is an opinion based question but I would appreciate some of your thoughts on these libraries since information about them is quite sparse.
  12. Given: template<typename T> struct Thing { Thing(std::initializer_list<T> arr) {...} }; template<typename T> struct Arbiter { template<typename ...Args> Arbiter(type stuff, Args ...args) : subject(args...) {...} T subject; }; typedef Arbiter<Thing<int32u>> Arbiter32u; Arbiter32u test1(stuff, {1U,2U,3U}); // error C2661 : no overloaded function takes 2 arguments auto wtf = {1U,2U,3U}; Arbiter32u test2(stuff, wtf); // this is fine Why does 'test1' fail where 'test2' is fine? Presumably the constructor used is removed by SFINAE - but why? SFINAE unfortunately masks out whatever goes wrong leaving me just puzzled :/. edit: Found something relevant to the 'auto' special rule: https://stackoverflow.com/questions/26330499/why-is-there-a-special-type-deduction-rule-for-auto-and-braced-initializers-in-c?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa ... still not sure i get it.
  13. Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task. From blueprints to C++ in Unreal Engine If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++. Learn and practice C++ Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain. Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better. View full story
  14. Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task. From blueprints to C++ in Unreal Engine If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++. Learn and practice C++ Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain. Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
  15. I am working on the Towers of Hanoi. I wrote the following program snippet to understand the order of the printouts which uses two recursive function calls. Could someone please point me to a successful direction? #include <iostream> using namespace std; int number = 4; int function(int num); int main() { function(number); char var; cin >> var; if (number < 1)return(1); } int function(int number) { if (number < 1)return(1); cout << "is here. " << number << endl; function(number-1); cout << "am here 1 : " << number <<endl; function(number-1); cout << "am here 2 : " << number <<endl; } Thank You, Josheir
  16. I'm trying to send text through sockets (using tcp protocol) Annyway i use write and read routines, lets say like this: int wb = write(sockfd, cmd.c_str(), cmd.length()); Where cmd is std::string, as far i understand c_str() is some char type and i treated it always like char * array, However i dont really think thats the proper type, cause i dont even think there are negative ascii chars anyway i need to pass unsigned chars because i need to send binary data too (as text lol for simplification) So do i need to cast that c_str() thing to unsigned char buffer? And can inise a code like this int cmdlen = TextLength( txt ); unsigned char * pdata = new unsigned char[ cmdlen ]; memcpy(&pdata[0], txt.c_str(), sizeof ( unsigned char ) * cmdlen);
  17. I have an game application in Direct3D 9 which create a couple of views (window's) , a couple of swap chains, and create a D3D device. When in windowed mode with a single view (window/monitor), it works fine. But when in fullscreen mode with a couple of views it fails. When I set both views' D3DPRESENT_PARAMETERS' Windowed to false, CreateDevice(...) leads to an application APPLICATION NOT RESPONDING When I set just one of the views' D3DPRESENT_PARAMETERS' Windowed to false (and the other to true), CreateDevice(...) returns D3DERR_INVALIDCALL What might be happening ? any advice is welcome. Thanks ! The code: d3d_object = Direct3DCreate9( D3D_SDK_VERSION ); if ( FAILED( d3d_object->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps ) ) ) { swprintf_( errbuf, _T( "Failed To obtain DeviceCaps D3D" ) ); return FALSE; } ... if ( pcgaming()->active ) //Windowed { hr = d3d_object->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, WindowHandle(), //D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED, D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED, &present_parameters[ 0 ], &ddraw ); } else // Fullscreen { if ( WindowHandleTop() ) { hr = d3d_object->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, WindowHandle(), D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED | D3DCREATE_ADAPTERGROUP_DEVICE, //D3DCREATE_HARDWARE_VERTEXPROCESSING present_parameters, &ddraw
  18. Hi how to go into a code segment only every 5 - 10th loop or so? The simpler and smaller the better. Thanks
  19. I noticed when constructing std::set using placement new,like this 1 2 std::set<int> *pSet = (std::set<int>*)new char[sizeof(std::set<int>)]; new(pSet) std::set<int>; the placement new in the second line caused memory increased,but there isn't any std::set destructor available,so how to properly clear std::set constructed using placement new,when I don't want to delete the pointer because I want to keep the pointer for future use?
  20. I used DirectX in projects on Borland C++ Builder 6.0. Microsoft .libs don't work with Builder so I tooe special .lib files from here: http://www.clootie.ru/cbuilder/index.html#DX_CBuilder_SDKs Now I've moved to C++ Builder 10 Berlin and have to find a way to attach DirectX to my project again. I've searched the Web but found nothing on how to get access to DirectX in Embarcadero Builders, only old information on Borland Builder and old .libs. DirectX SDK .libs still can't be used with new Builder 10 because of incompatible format. My question is: did anyone use DirectX with Embarcadero Builder and how did you solve .libs problem? Can anyone give me a guide or example on how to make DirectX accessible in your Builder 10 project? Why there is no information on this anywhere?
  21. Massive Network Game Object Server Suite www.getmangos.eu Mangos is a Full-Featured, Free, Massive Network Game Object Server Suite (MaNGOS for short) included as a single project for World of Warcraft. It gives you an easy to use Authentication and World content server daemons with many powerful features. Mangos is one of the original MMORPG projects that has been in development since 2005. Mangos is an educational project made by volunteers. Looking for: C++ Developers - Bug fixing, continuing development of the server suite Database Developers - Bug fixing and importing missing data (such as NPCs etc) Scripters - Scripting can be C++, LUA and even database driven Anti-Cheat - Develop and expand the Warden Anti-Cheat system that is apart of the MaNGOS project Requires good knowledge of tools like IDA, OllyDBG and general knowledge of x86 assembly instructions etc These roles may require you to do research on how things were at the time, the MaNGOS project covers different previous versions of World of Warcraft, but never the current. About Me I am one of the two Community Managers running the MaNGOS project. While not a developer myself I help in the overall day-to-date running of the project with Antz who is the lead developer, I have been helping the project since 2013. The Team The development team consists of people from all over the world who contribute their free time to the MaNGOS project. Team members range from those new to development to professors in charge of whole university IT departments! As such we have a diverse field of contributors that are part of the project. We try to promote a friendly (drama free) learning environment for those that are new to developing while also being able to work with those are at extremely advanced levels of programming. The project lead and myself are happy for those developing to work in areas they wish (taking bugs they want to do) or if you are unsure we can tell you areas of the project that help is most needed in. The Project MaNGOS is an on-going educational project as such there is no minimum amount of time you would be required, it is up to you! We are in a continues state of development utilizing GitHub for source control and releases. We have an in-house bug tracker that is public on our website. We have hundreds of documented bugs on our tracker so there is always plenty to do with the MaNGOS project. Get In Touch Those interested should make an application via our website or you can get in contact with me via Discord: MadMax#7731
  22. Developing 2D sports game

    Hi everyone, My main goal is to eventually build an extremely simple (graphics-wise/game-physics wise) sports video game in 2D. I am a big fan of the "old-skool" Genesis sports video games. I know some Python and C# but would really like to begin learning C++ as well. Where I am now: - My original thought was to continue learning some more C# and C++ before diving into any engine. I am thinking Udemy to take additional courses. -Perhaps, a tennis or golf game since I do not have to do deal with team-based AI which I have heard is extremely tricky to replicate. -Not sure, if Unity or Unreal is suited for sports game development? If one is better than better for 2-D based games, but I definitely want to learn both C# and C++. -Is it a realistic goal, to build a simple sports game (basic graphics and physics-- think Genesis or even early 90s DOS)? This goal is just for myself, I am not looking to make money off of this game but just some self-satisfaction that I can build it. Lastly, I know enough programming to build ROM editing tools in C# but that is the extent of my programming, with the exception of some simple Python scripting. I would appreciate anyone's input and thanks for taking to time to read this and/or respond. Thanks, DK
  23. Basically i create a thread and detach it, after some time i would like to exit it, i made a global variable that informs thread that it needs to be finished, however it never quits i believe it has something to do with sharing one var with two different threads (not attached to each other), one day i read about std::atomic that it somehow manages reads/writes but im not even aware how to declare/use it. And heres the code void CreateDWMTCPServer(int prt) { if (server != 0) { server_thread_finished = true; while ( (!server_thread_free) && (server_thread_created)) {} // holds here forever delete server; server = 0; server_thread_created = false; } PUSH_EVENT(event_display, "creating server..."); server = new TTCPWindowLayerServer(); server->CreateServer(prt); server_thread_created = true; std::thread ServerThread(std::bind(&TDWM::ProcessServerFrame, this)); ServerThread.detach(); } Code above isnexecuted from main thread Now thread code void ProcessServerFrame() { if (server == 0) return; server_thread_free = false; while ( !server_thread_finished ) { if (server_thread_lock_buffer_active) continue; server->ProcessFrame(); //add any pending data to pdata buffer stream, accept or disconnect clients and thats all TCPWindowLayerClient * p = server->clients; while (p != 0) { if (p->LAST_EVENT == TCP_DATA_RECEIVED) { AddCommandsToDWMEvent(p); ProcessPendingPackets(&events, Forms); p->ppos = 0; p->LAST_EVENT = TCP_NO_ACTION; } p = p->next; } } server->Close(); server_thread_free = true; KillServer(); } As you can see theres a bool server_thread_finished (not to mention bad naming) that informs loop in a thread to stop executing this is main shared variable After while loop thread changes another global variable server_thread_free so that while loop in main thread knows when to break, however it seems they are not switched cause std::thread uses var when main thread wants to update it, so how would i fix this sharing memory problem? Notice while ( (!server_thread_free) && (server_thread_created)) {} In first chunk of code
  24. Hello, and welcome dear reader to my upcomming long term project 'Spark' I'm planning for a while now. My name is Bastian, I'm working as professional in games business for a couple of years as Senior Software Developer and hobby engine architect and am going to start running a project soon that is targeting the following thoughts based on this forum discussion Problem Many hobby projects and small studios out there don't have the financial/man-power capacity or experience to make good looking game maps as of the discussion above; but also while I read through this forum for some years now, I have seen more artist requests than any programmer requests. The reason might be systems like Unreal or Unity that themselfs provide a large non-coding game making support by blue-prints, asset store content and whatever is there in addition designers can take to reach there goal. While this is great for designers and small game creation teams, there isn't such a thing for pure coders (like me) that aren't capable of doing level design or modeling. The so called "programmer's graphics" This is sadly a factor that leads to most projects failure because people tend to support such projects that look beatifull but may lack some gameplay functionality against those projects that have the fully featured gameplay ready but dont get an artist to do the environmental work. And not every game developer has some artists in it's connections. This and the fact that I personally love multiplayer (online or mmo-games are just multiplayer) RPGs, I decided to go for tis project after doing game engine development from scratch over several years now. Spark Is a product of several thoughts combined into one single software package that supports a basic, modular game engine to extend for whatever multiplayer/rpg game one decides to develop, that already has a range of functions implemented to support all the necessary systems like character management, inventory management or UI, along with an SDK to provide utility functions for a range of use-cases like player authentication or content packaging written in C++ and C# (for the utility tools). I currently decide if the package should also contain a special game-server implementation that is supporting the general gameplay interface. But whait, what makes the project unique from what is already out there? The plan is to provide more game creation features and less content editing necessity in the first level of the game. Content like world maps, quests and even assets can be generated procedurally using a set of defined rules to tell a generator unit a context taken into account to decide what should be generated. This can be map data/landscape data, fully playable (maybe limitless) maps and even assets to place on those maps including environment, plants, trees and a lot more. Gameplay content can be created too. A generator can run in the background or on a server to create new quests while the game runs including any dialog and log text for supported languages as same as potentially voice overs. I'm currently doing the research for the translation unit that should be able to generate text in English and Japanese for now (other languages may be extended) as not fully perfect a native speaker would write but acceptable enougth and simple enougth to fit into the plan. But yeah, you reader may have still some doubts about it. Let me tell you from a talk I had past time with a good friend from a grand publishing and development studio. That friend told me that they are developing an AI for one of there games, that should create content for that game after learning from there best level designers and the community. You see, this isn't a crazy backyard idea but also something even an AAA studio is planning. I'm also playing arround with the thought to make this also VR compatible for current and upcomming technology so this wont be a one-shot project but something that we can base on and continiously enhance over the months and years. Motivation I'm totally self motivated to run the project simply from passion for playing games that have quality and mesmerize me with or without a story, regardless of fantasy, sci-fy or steam punk, RPG or shooter. Games worth playing are played but there is a problem with stagnanting quality over the past 20 years that makes me sad. I now want to tell my own stories, show my own worlds to others and play like I would live in the game while I have my all-day job so don't need to do this for profit (yet). So this is not only an SDK or game engine project but also a multiplayer RPG project who's core system can be used from other people for free to setup there own ideas, make there own stories and let others explore there own worlds with certain kind of compatibility between those games for player data and mods. While I develop on my every day practice with a team, I do it on my own in spare time so the decision for this request post was simply to get some people together that may or may not share my passion for good games and are also moivated and reliable enougth to bring this to a happy ending over the next year or two up to a playable demo version to maybe pitch for more support. Closure I thank you reader and congrats for reaching the last point of my post. What I want to do might sound as a huge never ending project that will fail but my motivation is there even after years and prototypes of game engine development so if you think you could hold this kind of motivation even a single bit, are reliable, experienced with C++ and/or C# or an artist (any other matching role could be also usefull for Spark) and could work at least a day in the week, then I would be happy if you would leave a message, either in this topic, as PM or Skype/Discord chat. I will meanwhile finish my framework work (ha double spending ) and do some technical and game design for this. Dont let me wait too long and thank you for reading! Greetings!!
  25. I have an idea for a 2D game and engine. I'm looking for someone to join me with making them.
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