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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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  1. This is basically a repost of http://www.gamedev.ru/flame/forum/?id=228402 . As many programmers know, there is quite a lot of undefined behavior in C++ shifts. So let's make our own ones! Since the task is relatively small, it seems worth doing WELL, to save everyone using it a bit of time. Motivation: 0. Well-defined semantics rulez. 1. For many cases (e. g. shifts by a constant) the result should be exactly the same as built-in shifts, with no performance penalty. 2. For many other cases performance does not matter. 3. If old code (with built-in shifts) worked, then, presumably the shift amount was always in the allowed range, and the branch in the new code would have essentially 100% prediction. 4. For the cases, where shifts are variable, and performance matters so much, that even predicted branches make difference (e. g. coding/decoding) - well there built-in shifts still remain. Hopefully, it is <5% of code. My present attempt: // This software is in the public domain. Where that dedication is not // recognized, you are granted a perpetual, irrevocable license to copy // and modify this file as you see fit. template<typename L,typename R> L shl(L value,R amount) { if(amount>=R(sizeof(L))*8) return L(0); if(amount<R(0)) { if(amount<=-R(sizeof(L))*8) { if(value<L(0)) return L(-1); return L(0); } return value>>(-amount); } return value<<amount; } template<typename L,typename R> L shr(L value,R amount) { if(amount>=R(sizeof(L))*8) { if(value<L(0)) return L(-1); return L(0); } if(amount<R(0)) { if(amount<=-R(sizeof(L))*8) return L(0); return value<<(-amount); } return value>>amount; } I subject it to scrutiny of the community. Basically, pretty please, check that all corner cases actually work. Quite a bit of trickery went into the writing this code, to satisfy the rules of C++. As you can imagine, there are A LOT of corner cases, and I am not confident everithing works correctly. Some useful links: http://www.gamedev.ru/flame/forum/?id=228402 - original post (in Russian) http://en.cppreference.com/w/cpp/language/operator_arithmetic - for language-lawering http://en.cppreference.com/w/cpp/language/implicit_cast#Integral_promotion - likewise http://rextester.com - for testing snippets http://gcc.godbolt.org - for testing assembly output P. S. Does anyone see a nice way to do it in C? Templates are C11, macros evaluate arguments multiple times, and lots of functions are ugly. I'm asking because it seems like a good candidate for inclusion into stb_* (right along with stb_divide.h), and maybe if we ask really nicely, Sean Barrett can do just that.
  2. Hi there! We are working on an fantasy based RPG with some really challenging gameplay. We've got two writers (and we are sure we need no more), a couple of designers, one coder, one musician and one PM. Here is the deal. We want to publish a demo within a 3-4 months from now. We got a popular Youtuber who would promote the game. Now we need the following additional members possising SOME of the listed skills: 2 designers who know substance designer, photoshop, 3ds max/maya. Specifically a character artist and an environment artist. 2 more programmers with experience in Blueprint, C++ and Unreal Engine. You'll get rev share after we publish the full game. However experienced applicants may get some money in exhange for the right to get that rev share. Publishing would not be an issue. Important: Quitters, dudes runing over 9000 other projects, lurkers, and those who got 'only 30 minutes per week' are highly unwelcome. Yes, this is an indie project. But we want to get it done. We communicate in Hacknplan and Discord. And yes we love discipline and consistency! So get ready for real deadlines and regular team calls! If you are interested PM me or better e-mail Paul: pauldando21@icloud.com TY to Scounting Ninja I flamed below for some remarks BR, Alex
  3. Hi, quick question.. Why is the type of "fooBar" ambiguous? template< typename T > struct Bar { }; template< typename T1, typename T2 > struct Foo; template< typename T > struct Foo< T, Bar< T > > { }; template< typename T > struct Foo< float, Bar< T > > { }; Foo< float, Bar< float > > fooBar; I would expect that the second version of Foo is more specialized than the first... (I am building a compiler and I would like to understand the template specialization selection algorithm) Cheers!
  4. 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.
  5. 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!
  6. Basically I wanted to become more familiar with matrix usage, starting 2D, so I put up a basic setup where I have an "interactive wheel" that spits out whatever angle its handle is set to (image below) Now I have my basisVector y and x because I get the feeling those are needed, and I have a horizontal line floating on top of y. My goal would be to rotate that line with a vector Matrix multiplication based on the angle I get from my interactive wheel, as you would do in 3d I guess (the whole point of this is to get me familiar with matrices usage after all, so it need to be done that way), the problem is that from here I don't know how to proceed to build my rotation matrix, where to place my elements, what multiply with what...I am kind of lost. so this below is the code situation, and I need some help to get from where I am to where I want to be... float angle = mHandle->getHandleAngle(); D2D1_POINT_2F basisX = { 1,0 }; D2D1_POINT_2F basisY = { 0,1 }; //draw line mBrush->SetColor(D2D1::ColorF(0.87f, 0.3f, 0.36f, 1.f)); D2D1_POINT_2F lineP1 = D2D1::Point2F(mOriginX - 100, mOriginY - 150); D2D1_POINT_2F lineP2 = D2D1::Point2F(mOriginX + 100, mOriginY - 150); mRenderTarget->DrawLine(lineP1, lineP2, mBrush, 2.f); //replace draw line above with a line rotated by a rotation matrix mRenderTarget->DrawLine(D2D1::Point2F(),//Begin point D2D1::Point2F(),//End point mBrush, 2.f);
  7. So it's been a while since I took a break from my whole creating a planet in DX11. Last time around I got stuck on fixing a nice LOD. A week back or so I got help to find this: https://github.com/sp4cerat/Planet-LOD In general this is what I'm trying to recreate in DX11, he that made that planet LOD uses OpenGL but that is a minor issue and something I can solve. But I have a question regarding the code He gets the position using this row vec4d pos = b.var.vec4d["position"]; Which is then used further down when he sends the variable "center" into the drawing function: if (pos.len() < 1) pos.norm(); world::draw(vec3d(pos.x, pos.y, pos.z)); Inside the draw function this happens: draw_recursive(p3[0], p3[1], p3[2], center); Basically the 3 vertices of the triangle and the center of details that he sent as a parameter earlier: vec3d(pos.x, pos.y, pos.z) Now onto my real question, he does vec3d edge_center[3] = { (p1 + p2) / 2, (p2 + p3) / 2, (p3 + p1) / 2 }; to get the edge center of each edge, nothing weird there. But this is used later on with: vec3d d = center + edge_center[i]; edge_test[i] = d.len() > ratio_size; edge_test is then used to evaluate if there should be a triangle drawn or if it should be split up into 3 new triangles instead. Why is it working for him? shouldn't it be like center - edge_center or something like that? Why adding them togheter? I asume here that the center is the center of details for the LOD. the position of the camera if stood on the ground of the planet and not up int he air like it is now. Full code can be seen here: https://github.com/sp4cerat/Planet-LOD/blob/master/src.simple/Main.cpp If anyone would like to take a look and try to help me understand this code I would love this person. I'm running out of ideas on how to solve this in my own head, most likely twisted it one time to many up in my head Thanks in advance Toastmastern
  8. Hi Guys, I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue. I am trying to set the pixel shader resources and am getting the following error on every loop. As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn. ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv); I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer. At this stage I am out of ideas. Any help would be greatly appreciated
  9. Currently looking for a programmer familiar in UE4 and is experienced with blueprints or C++ (the blue print part is less required, its just how I interact with the system currently). I'm a project manager currently building a scifi dungeon crawler. A genre I feel is VERY under represented but in demand by a pretty hardcore / devoted audience. I've done some preliminary research, started assembling a Trello board of features, and ended up "building" a very detailed game. Ever since then I've been doing 2 week sprints knocking out cards. The form below has more information, and feel free to ask whatever you want. The video is worth a watch to see what is built already. Check out a quick video on what I have so far. Interested? Here is a quick form to fill out.
  10. I have this Direct2D framework set up, it render a constant 60FPS and this is my code in my draw call: mRenderTarger->Clear(D2D1::ColorF(0.41f, 0.41f, 0.41f, 1.0f)); GetCursorPos(&mMouse); ScreenToClient(mhWindow, &mMouse); D2D1_POINT_2F point2 = D2D1::Point2F(mMouse.x, mMouse.y); //wrapper function of the Direct2D FillEllipse function drawPoint(point2, 6.f, D2D1::ColorF(1.0f, 0.15f, 0.30f, 1.f)); Now even without moving the mouse too fase, the point drawn kind of lag behind a bit, and moving the mouse faster, the point is drawn as far as 5cm from my mouse cursor so the lag is visible. Any idea why this accurs and how to fix it?
  11. Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions. In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding). My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster. Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
  12. hi, guys, how to understand the math used in CDXUTDirectionWidget ::UpdateLightDir the following code snippet is taken from MS DXTU source code D3DXMATRIX mInvView; D3DXMatrixInverse( &mInvView, NULL, &m_mView ); mInvView._41 = mInvView._42 = mInvView._43 = 0; D3DXMATRIX mLastRotInv; D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot ); D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix(); m_mRotSnapshot = mRot; // Accumulate the delta of the arcball's rotation in view space. // Note that per-frame delta rotations could be problematic over long periods of time. m_mRot *= m_mView * mLastRotInv * mRot * mInvView; // Since we're accumulating delta rotations, we need to orthonormalize // the matrix to prevent eventual matrix skew D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11; D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21; D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31; D3DXVec3Normalize( pXBasis, pXBasis ); D3DXVec3Cross( pYBasis, pZBasis, pXBasis ); D3DXVec3Normalize( pYBasis, pYBasis ); D3DXVec3Cross( pZBasis, pXBasis, pYBasis ); https://github.com/Microsoft/DXUT/blob/master/Optional/DXUTcamera.cpp
  13. Hi, So yesterday I had this really weird bug, which fortunately I managed to work around, but I'd still like to know whats going on in the first place. So here's the deal: For my script-systems C++-function-bindings, I (variadic) templates like this: template<typename Return, typename Class, typename... Args> using Function = Return (Class::*)(Args...); template<typename Return, CheckHasReturn<Return> = 0> static void Call(size_t index, Class& object, Function func, CallState& state) { auto value = (object.*func)(getAttribute<Args>(index, state)...); returnValue<Return>(0, state, value); } This allows for me to call a function-pointer from a bunch of arguments stored continuously in memory. In case you aren't familiar with variadic templates (or didn't know this was possible): getAttribute<Args>()... inserts the getAttribute-function for each individual template argument, like that: void test(int, float) { } Call(&test) => index = 1; func(getAttribute<int>(index), getAttribute<float>(index)); Now here's the important part: Since I'm using the (default) cdecl/thiscall calling order, attributes are evaluted right-to-left, so index starts at the maximum value and is decremented in getAttribute(). And now to the bug: Inside my plugin-projects, getAttribute would sometimes get called out of order. An example of such a function would be: void ShowOptions(event::CallState& state, const std::vector<core::LocalizedString*>& vOptions, int selection, bool allowCancel, bool playSounds); Now here's what happened: Instead of calling getAttribute<bool>(3), getAttribute<bool>(2), ... it was calling getAttribute<const std::vector<core::LocalizedString*>&>(3) first, which resulted in an misinterpretation of the last "bool" argument as a vector-type (it was still being inserted into the correct argument-slot, kind of obvious since there likely would've been a compile-error otherwise). After that, it would resume to calling the leftover getAttribute-functions in the "correct" order (in reality though, this resulted in an early crash). Now my question is: How can this happen? Is there any clause in the C++-standard that allows for argument-evaluation to happen out-of-order under certain circumstances, maybe just in conjunction with the variadic-function unpacking "trick" I've used here? Or could it be a compiler-bug (in which case I'd be tempted to smack MSVC finally; that thing is just getting messier and messier)? You'd probably need to know what else I tried to pin down the exact problem in order to know for sure, so here: - Since it only happens inside the plugin-projects (loaded via DLL), I've made sure that all compiler-settings match. - I've also found out that under no circumstances, neigther in the plugin projects nor the main engine codebase, any such bug could be directly reproduced. As in, I've tried to reduce the involved code for the function-binding (which is quite a lot) to a minimal working example, but all attempts failed to yield a similar result - all the arguments/functions were evaluted/called in the required order. - What I've been able to do is pinpoint the problem to (appearently) the getAttribute<>-function. Long story short, I'm supporting const vector<>& and similar constructs via an specialized templated class inside getAttribute: namespace detail { template<typename Arg> struct AttributeHelper { static Arg Call(size_t& index, CallState& state) { return state.GetAttribute<core::CleanType<Arg>>(index--); } }; template<typename Arg> struct AttributeHelper<const std::vector<Arg>&> { static std::vector<Arg> Call(size_t& index, CallState& state) { return state.GetAttribute<std::vector<Arg>>(index--); } }; } template<typename Arg> decltype(auto) getAttribute(size_t& index, CallState& state) { return detail::AttributeHelper<Arg>::Call(index, state); } The actual code is a lot more complicated, but as I've seen, the "bug" is triggered when one of the AttributeHelper specializations are being choosen. Now again, I couldn't reduce this problem to a more simplified version of the code, but it seems thats the root of the problem here. I've actually been able to workaround the issue by using an std::index_sequence instead of manually counting the index (which imposes a few additional limiations, but oh well). The issue still remains though, and I still don't have any damn clue whats exactly going on or why. I know this is probably a deeply complicated technical issue, and I don't require immediate help, but I'd still like to know if the experienced behaviour (out-of-order evaluation of function arguments under specific circumstances) is actually valid or just another microsoft-related bug. Any ideas? Thanks!
  14. Hey guys I'm a newbie here and interested in game development. A little background, I went to college for a while and learnt C++ and Java, however due to personal reasons at that time I was not able to get most out of my classes. You can say that I'm a little proficient in C++ like I know how to use loops, functions and abit of pointers. I'd like to do game development in my free time and build my portfolio at the same time. So how do I go about this? I understand that there are many things in game dev such as cameras, math, AI and the engine. I do not know where to start. should I go back and brush up on my C++ or can I dive into something that is less intensive and learn and build from there? I'm currently reading the book by Jason Gregory of Naughty Dog, Game engine architecture. I'm pretty sure most of the technical stuff would fly over my head but the concepts are very interesting. One of my goals would be to build an engine in the far future. Can you guys fill me in on what to do and how to approach this? Khairul
  15. I am watching at this page -> https://msdn.microsoft.com/en-us/library/windows/desktop/dd371301(v=vs.85).aspx HRESULT CreateStrokeStyle( [ref] const D2D1_STROKE_STYLE_PROPERTIES &strokeStyleProperties, [in, optional] const FLOAT *dashes, UINT dashesCount, [out] ID2D1StrokeStyle **strokeStyle ); notice the second optional argument followed by two non-optional ones...how in the world am I supposed to use the function without passing the second argument, if it is on the middle?! x_x
  16. 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
  17. 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
  18. 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)
  19. 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*?
  20. 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:
  21. 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.
  22. 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.
  23. 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?
  24. 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.
  25. 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