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Member Since 28 Aug 2009
Offline Last Active Yesterday, 07:21 AM

#5326382 Render cubemap to another cubemap with transparancy?

Posted by Zervoxe on 06 January 2017 - 02:04 AM


I see there are Bios updates available(try specifically the 64bit one)(strictly speaking the Bios lacks something).



#5325779 Worlds within worlds!

Posted by Zervoxe on 02 January 2017 - 07:21 PM

I assume you know there is quite a bit of a difference between portals like in the games like Portal and Prey, and Portal Rendering system which is used for a quite different purpose? This does not exclude one from the other to be combined.(or as you rather grossly(I use grossly because I can't think of any scene management system which doesn't allow for this to happen) described it worlds within worlds).

#5325756 Worlds within worlds!

Posted by Zervoxe on 02 January 2017 - 05:20 PM

So, first you made the only comparison on how you clipped the scenery according to the portal, now you require it to prove light and shadow as well?

you are aware it was impossible for them to develop something which was flat out impossible for hardware to calculate at the time as it was not hardware accelerated(eg it did not benefit from having an insanely powerful GPU?)

#5325751 Worlds within worlds!

Posted by Zervoxe on 02 January 2017 - 05:07 PM

the first portal rendering usage in games, didn't even have dared to try using render to texture, that means even something like mirrors was impossible had it not been for the original portal rendering technique used back then.

Duke Nukem 3D from 1996 used it.

then you also have Marathon from 1994.

#5325704 Worlds within worlds!

Posted by Zervoxe on 02 January 2017 - 01:29 PM

Vague topic title made sound important with "!", vague description of a system, mentions an idea and a non described acronym.

This makes it very hard to even wonder what this topic is about. :mellow:

#5325325 Game Programming Complexity

Posted by Zervoxe on 29 December 2016 - 10:27 PM

This of course is all my subjective opinions, so feel free to disregard it if you will.

"I'm not so much experienced programmer on gaming but just know Python well and some C# and JS knowledge. "

Just because you know a programming language does not mean you know programming, that being said I do not know your how much experience in actual programming you have.


"please don't advice me game engines' 

-Godot- game developing video tutorials

what are not theoretical to teach you general logic on game programming

most of them show how to clone existing game or teach you how to clone video instructor's game"


Why wouldn't you follow these tutorials? a lot of people would actually suggest you learn by making your own clone of chess,tic tac toe, snakes, tetris or similar games to build up the basic knowledge needed to continue on.


"-don't give me the fish but teach me to fish -"

why not have both?

Developing a clone is not easy, is it easier as you know what to copy, probably, but you learn ALOT of an engine by seeing the process. after seeing actually code, you can look up their functions and learn what they do and more importantly, why they did it.


It isn't only the code specifically you should look at, but the functions they use, when,how and why.

Very important things to learn when learning an engine.(and you will probably trip over and pick up some bad habits and look at your code even possible the next day and facepalm yourself for writing such code)


"Game Engines like Unity, Unreal, Duality, Löve and most last Godot. I'm sure now that gonna continue with Godot and not to change it."
This is what most people trying to learn game development do wrong, can't learn one engine, next!, can't learn that, next! and so on.

That cycle will continue until you learn to buckle down and try see the similarities instead of the differences of each engine. afterall many engines does things in very similar manners even if their languages differ.

Learn by looking at examples of scripts, tiny sample games, alter them, play with them,"taste" them, read the documentation of the functions/classes so that you have a better grasp of all their functions/methods.


I would suggest like Kirlim's suggestion reading about design patterns and programming paradigms.

#5284493 Is Programming an RTS Game still good?

Posted by Zervoxe on 31 March 2016 - 09:50 AM

I bought mine on Amazon a few years back, of course I bought mine non-used, so it was a tad expensive considering(wanted to make sure I got the following CD).

Definitively a recommended read in my opinion

#5281795 array factory error with angelscript class

Posted by Zervoxe on 17 March 2016 - 09:31 PM

Heh, I am truly sorry but it seems I've wasted your time making you look for something, seems I forgot to replace one of all the headers in angelscript and that of course did compile it just doesn't work because the compiled code didn't agree anymore.

#5228369 AI for base-building strategy

Posted by Zervoxe on 11 May 2015 - 09:15 AM

I believe Starcraft Brood War has quite an API allowing you to program your own AI.

#5201026 Global Property Singleton

Posted by Zervoxe on 31 December 2014 - 12:13 PM

r = engine->RegisterObjectMethod("MyClass", "const string name() const", asMETHOD(MyClass, get_name), asCALL_THISCALL); assert(r >= 0);

shouldn't this be

r = engine->RegisterObjectMethod("MyClass", "const string &name() const", asMETHOD(MyClass, get_name), asCALL_THISCALL); assert(r >= 0);

like in your C++ class?

#5133703 Co-Op has started to vanish

Posted by Zervoxe on 22 February 2014 - 07:29 PM

Personally I see a few Co-Op games, but most of them tend to make bad decisions on how to make the story work while either playing alone or playing with someone.


in some cases they find a quite good balance between Co-Op and Single player being on the same story but this usually is rare to find. Either they make Co-Op to intrusive or they split the Co-Op too much that you barely notice that you are playing with another person. There is also the fact of single player where the AI might be "dumb as bread" and is completely useless or doesn't even partake in lets say 'boss' fights in a meaningful way.


There is one workaround which would make it work flawlessly and that is having two separate storylines one made for multiple people and one made for one person although this would probably increase development time quite noticably and thus not valued from a company's perspective.


Another issue in some Co-Op games is the Co-Op campaign where the story, rarely give the same immersion as a single player story would, even more noticed is tendencies to being too simple or overly complex making you feel like, "ahh, god I have to help my friend ontop of this ledge again to make him open the door for me" every other 5 minutes.

#5089160 Rawinput x64 bit problem

Posted by Zervoxe on 26 August 2013 - 06:59 AM

UInt nSize = 40;
BYTE m_Buffer[40];

The size difference between 32bit and 64bit.

use something like:

uint8 buffer[sizeof(RAWINPUT)] = {};
uint32 size = sizeof(RAWINPUT);

Your nick is confusing, but thank you, this worked splendidly.

Thanks for all the fast replies guys.

#4517750 Best Game Engine for Indie Game?

Posted by Zervoxe on 28 August 2009 - 04:57 PM

StemCell / DevCell

Looks very mature and seems capable of great graphics etc.