Page:53 - News Archived: 3437

Title Date
Looking to form a team - Link Fri, 21 Aug 2015 12:06:50

Unpaid PositionGreetings Game dev I am an indie developer from Malaysia. I am currently working on own project that is about Mecha fighting not action base . It is about assembly your own mecha team and fight through mission. It is just at a very early stage and I am looking for programmer and designer as well as music composer and marketing people to help me with this project. Currently I am doing the graphic myself so the programmer will be an urgent need. It will be a mobile game so it is nice to have a programmer who know about mobile game development. This project will be revenue shares so there will be no pay until the game release and get to launch.Free

Modeler needed rev-share - Link Thu, 20 Aug 2015 09:30:08

Unpaid PositionHello We are a small group of game developers. We are hard at work on a demo of our 3D actionRPG game. It will have a fantasy theme and will be built using the Unreal Engine 3. We will however keep a moderate scope in mind whilst still attempting to create something meaningful. We are looking for a modeler to join our team. -Blender 3D is preferable however 3ds Max and Maya are acceptable -must have knowledge of mesh optimization for game engines -must be able to bake normal maps and do textures PBR is a plus Please Reach me on Skype to apply. Skype name imransadiq1995 Thanks for readingFree

CONTRACTPAID Programmer for Pirate themed game UE4 - Link Thu, 20 Aug 2015 04:41:06

Paid PositionProject TitlePiratesDescriptionAn Unreal 4 Engine GamePirates is a multiplayer combat-sim themed in the 18th century Caribbean.You are placed in the role of a pirate and will find yourself battling other pactscompeting for precious bootyand working together to pillage and plunder ports and villages. Your arsenal options consist of melee ranged and explosives.FeaturesMultiplayer combat FPSTPSDedicated server support. Up to 64 players supported.2 teams pirate factions.Colour coded with separate themes flags and symbolsCustomisable pirate player. There are no static classes. You may create your own Decide the balance of abilities and the look of your pirate. 13 full presets 5 starting 7 unlockablesMelee combat 4 directional parry system Swords axes and more unlockable weapons. Ranged combat and Explosives Matchlock Flintlock Percussion Crossbow Bow Grenade launcher Grenades and more.3 Tier market w weapon mods. Upgrade to a higher tier musket add a bayonet or an axe to it. Mod a pistol into the hilt of your cutlass.Unlockables achievements9 gamemodes to accompany the combat system Sea battles Tomb raiding Pillaging Booty hunt etc Objective versus and cooperative. Sea battle campaign features RTS FPSTPS mixed. A player on each team commands the ship while the others man the cannons or snipe. Sink the enemy ship or board and fight.Large variety of maps with unique objectivesSteam IntegrationVoiceTaunt system variety to choose from. Each full preset has its own voice library 7 are unlockables.Humour and comedic goreCustom Map and Mod SupportMultiple OS Windows Mac and LinuxFull use of DX11 Maxwell architecture features and optimisations.Design Documenthttpwww.miriscus.compiratesdesign-documentTeam NameMiriscusTeam StructureChris myself - Project lead and artist Im a freelance 3D artist.Benjamin Roach - ArtistAlex - Programmer May not be able to continue with the project looking to replace him with a paid programmer.Talent RequiredSomeone who can help us put together an alpha or beta video showcasing some of our basic features.Preferably a coder who knows C but 100 Blueprints will do fine for getting a video demo for Kickstarter.This is a paid position for producing an alphabeta build.If the fund-raiser is decent the paid position may continue beyond beta.There are no royalties work is paid.IndieDB Pagehttpwww.indiedb.comgamespiratesContactSkype DIFTOWPhone 954 470 6628Paid

3D Modellers Needed for Pioneer - The New World - Link Tue, 18 Aug 2015 22:18:18

Unpaid PositionHi thereJonathon here from CaveBear Games. Weve talked to our existing members in our game development team and we believe the time is right to expand the team to match our current workload and paceCaveBear Games is working on an exciting medieval open world game called Pioneer - The New World. This isnt your typical fantasy medieval game or survival game. Pioneer focuses on the best parts of genres such as survival crafting sandbox city building and role-playing games. with a large focus on player interaction and the worlds detail.About CaveBear GamesCaveBear is a small indie development team formed in 2014 with the common objective of producing games that are fun to make and play. Every member of the team has relative experience or talent with regards to his or her role. We run a friendly yet dedicated team.We currently consist of around 9 members though we need to expand to fill the current skills gap.None of us are being paid for this project yet. If we produce a product that we can market on platforms such as Steam Greenlight then members who remain on the project will be paid for their work fairly and equally.We want people who are passionate about producing a product of high quality and inputting on a variety of levels outside their role. If you cant commit to this project and arent serious about working with us then this may not be for you.Were always learning and appreciate any input people may have on the project.For the projects intellectual safety we have not included all the fine details regarding the project or project management. This will be fully disclosed when we feel the time is right with new applicants.About Pioneer - The New WorldPioneer is currently being described by us as an open world medieval RPG. While this remains true to a certain point the full extent of Pioneer is something we believe the games industry has not seen before.From the players first few moments in the game it soon becomes apparent the player has been stranded in an undiscovered world. Fighting against the environment the player must satisfy his hunger thirst maintaining a healthy character. Hunting and Gathering will play a big part in early to mid part of the game.As Pioneer is a multi player game in time the player will meet other players. This may lead to conflict and the formations of families.Working with other players you can develop your family house from a small holding to a hamlet and onto a village and town. Progressing through these different stages will unlock additional building and weapon options to help the player progress further.While most games are focused heavily on combat Pioneer will also have a more developed domestic side allowing players to stay at home farm and take up tasks and roles within a town.Exploration is a big point for Pioneer our world will be expansive diverse and filled with islands ready to be claimed by righteous groupsPeriodPioneer is set in the age of exploration. The Roanoke Colony the first British Colony has been established on the American Continent trade routes are beginning to be established with far off lands and the discovery of new and fascinating animals and foods are being tasted by European settlers for the first time.While set in a fictitious map the world of Pioneer primarily stays the same in terms of ecological diversity and Biomes.Our focus with Pioneer is to produce a true to life realistic medieval experience because of this we rely heavily on historical reference.Free

C Programmer Wanted - Link Tue, 18 Aug 2015 13:50:35

Unpaid PositionPlease note this project is revenue share based on time spent working on the game. Due to the late entry to the game we can offer an equal share of the revenue with respect to your period of time working on the game.So basically its less of a cut but less work overall. Ideally this position is for someone who wants to get into the indie game industry and have a title to their portfolio.We are a team of three searching for an additional full time C programmer for our recently greenlit PC game Kradens Crypt. You can read about the game here or watch a video hereThe project has been in development since August 2013. The fundamental design of the game is more or less done but we have regular meetings to discuss the feasibility of new ideas at this stage.We are ideally searching for a programmer whoIs passionate about the game idea. Has some experience of making games. Is looking for a dedicated team potentially for future projects Has an interest in the game design. Interested in getting into the indie game industry. Knowledge of Monogame Farseer Spine is a plus.Please contact us with your portfolio or proof of your capabilities at contactkradenscrypt.comFree

Looking for 2D designeranimator - Link Mon, 17 Aug 2015 12:17:27

Unpaid PositionRight now I am wanting to make a game in C but I can not design I really need a designeranimator to help me with pixel are or whatever 2D graphics are called. I am wanting to make a rpg gameengine I am planning to release it to public with source code so no profit will be made.Free

Looking for Designers for Interim Projects - Link Sun, 16 Aug 2015 16:58:00

Unpaid PositionI am a programmer who made a 2d engine in clisp for the purpose of building large game. That larger game is on hold pending the creation of a dedicated team. In the interim I want to practice smaller game development tasksskills. Anyone who is interested in making a short 30m-90m puzzle platformer please contact me with any ideas you might have. This is a low-commitment thing since what I really am trying to do is build proof of concepts for as many features as I can make.Free

Lua Choice System for my Visual Novel Engine - Link Mon, 24 Aug 2015 16:39:45

Hello Gamedev-community I am working on a Visual Novel engine which originally just worked fine with XML but now shall use Lua. Thus I try to provide a quite clean scripting interface for myself. I already took some inspiration from the RenPy-engine which is using Python. Though now I ended up with an issue for which my solutions feel dirty or too complicated while there might be a much faster and less complex way. By the way I am using Lua as a scripting language passing all the information to C. This is how my current Lua-file looks like location school_outdoor -- Changes the current location to the outdoor of a school. blendin angry y -- This blends a new character in the y is already defined. y Hi How are you -- This is the first dialogue message on the screen. m I am fine - how about you -- This will appear once clicking any key. However when I try to think of a choice system it ends up relying on Lua-tables. On the one side that must not be a bad thing I presume but on the other side it does not feel right. I am going to try to explain what I want Let us imagine there are 2 choices in real there will be more though A question would be like Do you want to eat cake or pizza Answer 1 Id like to eat pizza Answer 2 I wanna eat cake On each answer there are commandsfunctions to be done. Answer 1 or 2 would end up with dialogue message according to the selection and commands to run a different path of the dialogue tree. For example switching to another filelabel but also increasing or decreasing stats of the player. RenPy handles it like this menu Buy her an Iguana gift iguana b Ill take an iguana my good man Buy her a Corn Snake gift corn snake b Ill take a Corn Snake my good man Buy her a tortoise gift tortoise b Give me your slowest tortoise please Source httprenpy.orgwikirenpydoctutorialsRemembering_User_Choices Is there any possibility to provide something similar in Lua The variables are no deal but the general structure. I also like how they can declare the choice-state by saying menu. I thought about using goto to seperate certain paths in my dialogue tree once an answer got selected. Currently I am using Lua 5.1 so I would just update it for that. However goto does not feature variability like doing goto var in the very beginning of the script. I could not track the current position of the dialogue once the document is closed and then re-entered. Unless I use a variable representing the label and then run if-loops. Might be a solution but makes it all more and more blown up of code. In contrast I could just define a new dialogue-file which is planned anyway. Although I wanted to use new files only for completely new sections of the game and huge changes in the storyline. Is it worth using goto and representing flags which will be checked the beginning with ifs to return the current label or is it better to keep everything seperated in new files Especially Are Lua-labels considered good or bad design decision Thinking about how to structure the choices gave me so many bad solutions which would not even fully work out. For example choice I want a cake. y Oh we can buy one at the store. choice I want a pizza y Pizza is super delicious choice_end The first choice-function could initiate the choice selection turn a boolean true and also add its string to the first dialogue-variable for choices maybe in some Lua-table instead of a variable. Since the choice selection is now true the y Oh we can buy one at the store. would be stored in the mentioned Lua-table to be executed when the first selection is done. This is the point were I start disliking the idea because I would need a Lua-table and I feel like I am thinking way too complicated. I would have to check what entries in the table are the choices and then find their according commands. Finally the choice_end would stop the searching for new choice-functions. Is using a Lua-table to store all the data in a rather bad solution Would it not be a quite slow method to operate that much with a Lua-table This questions is a bit related to the first too. Thanks for taking your time to read this thread and I hope you might know some solution and could explain how I could tackle my issue.

My scene management failed - Link Mon, 24 Aug 2015 15:30:52

I read some articles on the subject but Im still struggling with this. My system contains the following classes Mesh - created only once per file. has a hierarchy of MeshNodes and RenderMeshDatasattached to them. It also contains AnimationData also called AnimationSet objects one per animation i.e walk shoot etc. SceneManager - contains a cache of meshes and a SceneGraph SceneGraph - basically contains just a single root SceneNode SceneNode - a node with a transformation childs and a RenderMeshData object contains vertices uvs normals etc that can be attached to it. SceneManager has a method for attaching which is more like copying a Mesh object to a SceneNode. It copies the Meshes MeshNode hierarchy to SceneNode setting it as the root node of the Meshes hierarchy. This worked fine for static objects until I wanted to implement skeletal animation which I successfully implemented before in a less adaptive and more hackish system. it was very basic no animation blending and animation adding that I now want I know I should have this AnimationController class to handle this but Im not sure what exactly it needs to handle and has permissions to access. At start I thought I can get rid of a Skeleton class which I had in the previous code but now Im not sure if I can. Im also not sure on how to set an index for each bone or SceneNode for the vertex shader to use. Any help will be much appreciated

sRGB on diffuse textures or gbuffer color texture - Link Mon, 24 Aug 2015 14:47:15

Reading the following articlehttpjohn-chapman-graphics.blogspot.hu2013_01_01_archive.html The last two paragraphs made me curious For a deferred renderer there is a pitfall which programmers should be aware of. If we linearize a non-linear input texture then store the linear result in a g-buffer prior to the lighting stage we will lose all of the low-intensity precision benefits of having non-linear data in the first place. The result of this is just horrible - take a look at the low-intensity ends of the gradients in the left image below Clearly we need to delay the gamma correction of input textures right up until we need them to be linear. In practice this means writing non-linear texels to the g-buffer then gamma correcting the g-buffer as it is read at the lighting stage. As before the driver can do the work for us by using an sRGB format for the appropriate g-buffer targets or correcting them manually. From all the other resources Ive read you should declare your input diffuse textures as _SRGB and your gbuffer color texture as non-SRGB which is contradictory to this. Which is correct Should the diffuse textures be sRGB or the gbuffer color texture be sRGB effectively delaying the conversion untill sampling it in the lighting stage

Skinned animation questions - Link Mon, 24 Aug 2015 14:26:26

Hi Guys Ive recently been trying to implement skinned animation and Im not getting anywhere with it. Ive tried googling for solutions but so many resources contradict each other or omit key parts of explanations. As an aside a link to a visual step-by-step guide on vertex skinning would be appreciated Ive written an exporter in Python which writes out my Blender scene in JSON so I essentially have two separate problem areas getting the scene exported from Blender and getting the exported scene renderd in my engine To start things off I have 2 questions 1. Should the bind pose matrix of a bone contain the scalerotationtranslation of a bone relative to the bones parent If so what should the scalerotationtranslation of the root bone be relative to 2. When calculating the per-frame transforms of a bone should I recurse up through the parent bones and multiply all the transforms of the parent bones for the current frame together UPDATE 3. What exactly is the bind shape matrix How does it differ from the bind pose matrices of individual bones

One or multiple octrees - Link Mon, 24 Aug 2015 14:14:10

Hey guys I want to implement octrees in my hard coded raycastingraytracing algorithm no OpenGL or DirectX. Im also able to load Wavefront OBJ files. But with more and more triangle meshes involved rendering takes longer and longer. I think octrees are a good data structure for storing surfaces. I dont know which form of octrees is better. one octree for the whole rendering scene multiple octrees one for each object Whats your opinion PS Visit my blog where I explain computer graphics

Programming scientific GUIs data and gui layout - Link Mon, 24 Aug 2015 13:48:51

I am looking for some advice on books or knowledge about programming GUIs specifically for scientific data analysis. In terms of this stuff there seems to be general books on separate topics like - Scientific programming such as solving differential equations and plotting results. - Design patterns like model view controller for GUI applications. None of these things I read seem to help me when dealing with a real world problem. Such as Lets say I have a class that represents some data in this example just an array of numbers I will load from a text file and store it in an Object data.rawData Now say I want to double the value of each number. What is the best way to do this Create a new object and store it in something like Put it in a new field of the original data object so there is data.rawData and data.doubledData Now lets say I want to display the numbers of the original and doubled data in a GUI. Then it comes down to design patterns and stuff but everything I have found is too general. So I guess I am after a book or resource whos focus is on GUIs built for scientific data processing but also goes into the actual software architecture behind the scenes. But I guess any book that could teach how to write something like Word would be useful. Thanks

Creating a fancy weapon slot system for my game - Link Mon, 24 Aug 2015 13:35:04

Hey again people I realize I have another topic on animation on here too but I find that working on problems in parallel seems to spare me on. I have a weird way of being productive but it seems to work for me I have limited programming experience but despite that Ive been working on a prototype for a game for about 3 years and its going surprisingly well Id also like to add that Im open to suggestions but Id like to keep them within my grasp CS graduate with 3 years hobbyist XNAMonogame experience 3 years total and also not completely rip my code apart and start from scratch even if there are better ways of doing it. However Im very open to making changes to my current design pattern. So all players in my game have 3 empty item slots. At the beginning they can equip any 3 items from a randomly drafted item pool and use them any combination that they see fit. Balancing this will be a whole world of pain but Ill worry about that later There are currently 5 types of item Passive Activate Deploy FixedGun and PivotGun. -Passive items obviously affect the player if they are simply equipped for the duration of the round. -Activate items create a simple effect then have some effect on the player or surroundings - also given a cooldown time. -Deploy items drop an entity into the GameSpace such as a turret defensive barricade or minion for example. -FixedGun items are guns that only fire forwards or in a set directionpattern think MegamanMetroidCastlevania. -PivotGun items are guns which will rotate and aim at the cross-hair. The bullets will move at an angle and are aimable with the mouseright analogue stick Think AbuseCapsized. Ive currently designed it so that with any player any item can simply be loaded in with an arsenal-changing method whenever the player starts the level or enters a shop. This is working fine at the moment and the under-the-bonnet code makes it very easy to create new items so that if I do create one everything required is in a single CSJSONXML sheet and no other code in the whole solution has to be changed. Obviously its nearly always impossible to predict any future hitches they maybe come up but Ive been constantly tweaking my hierarchy and would like to consult you guys to see if it makes sense I mixed up FixedGun and Gun in my diagram. Whoops FixedGun inherits from Gun so just swap the two names around when looking at the above diagram Ive made a few types of items to test this hierarchy and account for future changes and they seem to be working well. When the guns are fired FixedGun and PivotGun they generate the bullets accordingly Which inherit from BaseProjectile then these bullets are added to a static BulletList in the GameSpace. I kept this list static and public since there will only ever be one instance of the GameSpace at any given time. These bullets are then checked against every Entity nearby I implemented spatial hashing. This allows very interesting tactical combinations. For example if I choose to un-anchor the shop players can use weapons with knockback to shoot the shop around and it will collide with tiles and bullets. Force can also be applied to existing bullets since the BaseProjectile itself inherits from the Entity class. This allows bullets to effectively hurt players or enemies destroy certain props or move the props or for projectiles to hit other projectiles a force gun could blow mines away for example. I want to keep this consistent because I like a massively interactive environment and dont want anything to be hacked in and miss out on this web of co-interactivity. This also gives a cool domino type effect. So as another example I could hypothetically place a jump pad on the floor then place mines then shoot the mines at the jump pad and the mines will constantly bounce on that pad or into the next one giving a seamlessly transitioning GameSpace. Also despite the items working well Ive really struggled with setting up the PivotGun weapons and havent finished implementing them yet. I want the bullets to do a number of things -Bullets originate in the weapons nozzle -Bullets start at the same angle as the weapons angle when fired -Bullets move towards the cross-hair -A muzzle flare effect to originate over the nuzzle when fired and be attached to the end at the correct angle The diagram below shows how I effectively want it to play out As it stands Ive got the bullets moving from the players shoulder to the cross-hair. The gun also aims at the cross-hair but in this fashion In this current state the aim of the gun is not taken into consideration as its positioning is offset from the players arm. Its worth noting that I draw my guns WITH the arm attached in the PNG file as I like to my my players arm position differently depending on the gun. The bullet travels as intended and the aiming works to an extent but Id like the actual end of the gun to aim toward the cross-hair and for the bullets to originate inside the nozzle like an actual gun. I considered giving the character a completely straight arm with the gun centered every time but this really limits my creativity Heres a bit of pseudo for how the bullet is created Assume everything else is working fine Little code should be passed into the actual bullet Vector2 gunPosition position gunOrigin direction new Vector2mouseVector.X mouseVector.Y - gunPosition direction.Normalize if spriteEffect SpriteEffects.FlipHorizontally gunRotation floatMath.Atan2-doubledirection.Y -doubledirection.X else gunRotation floatMath.Atan2doubledirection.Y doubledirection.X Rotation should account for nozzle position startingPos must be inside the nozzle Nozzle need to be attached to end of gun startingPos new Vector2intnozzleRect.X intnozzleRect.Y spriteBatch.DrawsingleRedPixel gunOrigin manualOffset angle etc... Draws a red rectangle over what I define as the nozzle if gunFired bullet b new bulletstartingPos gunRotation velocity This is in its simplest form. Id like to have it so every time I create an instance of a PivotGun I can manually feed in an offset for the nozzle then the gun can aim and bullets can originate based on that. My trigonometry is very rusty though So I guess based on that my 2 questions are 1. Is my hierarchy pattern design decent 2. How would I add this new behaviour to cross-hair-aimable guns Has to take into account varying bullet sizes and gun shapessizes Help would be greatly appreciated

Is ray tracing hard or is it just me - Link Mon, 24 Aug 2015 13:30:02

Hi all I have the humble goal of writing the most simple ray tracer possible. No shadows or specularity just primary rays that intersect a single sphere so I end up with a 2d circle on a plain background. The ray tracing algorithm is simple and easy to understand but every time I look at some code or read whatever snippet on the web I can find I just get lost. What are the odds of a decent programmer figuring this out without a math degree Does anyone know of a simple code example or an easy to follow tutorial I think most just assume a great deal of prerequisite knowledge and am not sure where to start. Any info getting this done would be greatly appreciated. Thanks

DX12 problem with layered MRT - Link Mon, 24 Aug 2015 12:52:53

rerndering to the first layer works just fine but the second layer looks this resource descs httppastebin.comzetRzV9t rtv desc httppastebin.com905tW9Lx dsv desc httppastebin.comYtY6rLL2 vertex shader httppastebin.com8UYhzNKW geometry shader httppastebin.comt5nBAWFA pixel shader httppastebin.comLjbchrre ---------- for rendering gbuffer srv desc httppastebin.comguDMnWqP screenquad vs httppastebin.comqUz0YRiy screenquad gs httppastebin.com1LymhJ4W screenquad ps httppastebin.comyBehwuBz

Unity WebGL Export Graphical Issues - Link Mon, 24 Aug 2015 12:47:47

Hi Im currently hoping to port my Week of Awesome III entry to WebGL using Unitys exporter and have been faced with a strange issue available herehttporymus.comMEDIADIUWoA3WEB Notice the two following issues Issue 1 Notice here how the visual appears stretched despite being forced to a 169 resolution same as the original. It seems like the UI Canvas anchor system may be at work Issue 2 Notice the texture material of the primitive it is off should be centered as per the original entry. I was able to sort all other issues but these two visual issues which may very well be related are puzzling me. Things Ive tried so far - Changing the Rendering Path - Changing Batching settings - Forcing resolution 1280X720 - Reviewing all UI anchors - Confirming original sprite sizes - Googled Stack-overflowed to no avail Thoughts anyone

2D OpenGL lightning using shaders - Link Mon, 24 Aug 2015 12:12:17

Hello everybody Ive been following Ben Arnolds youtube channel tutorials on making a game and a game engine ... He had a tutorial on making simple 2D lighting effects using shaders. However after implementing that it doesnt really satisfy me I mean the light barely looks like it really lights up the scene and my biggest problem is that i want the scene to be completely black and the light will shine through and reveal the real texture color of the walls and ground and everything. But when i set the walls color to black or its alpha value the light has no affect on it.. Should it be like that Ive tried so many modifications to my shaders and played with them but could not get what i want.. That is what I have at the moment As you can see I do have a light that makes the surrounding bricks look brighter but it doesnt look quite correct and also as i have mentioned if the entire scene is completely dark the light wont make the texture light up in the darkness. I want to achieve an effect similar to this for example pay attention to second 048 and forwards.. Like in this video where if a place is dark the light hits it and makes it visible in it colors again.. I have a separate shader for this light point and for the scene.. I can provide the code samples if needed ... any help with that would be greatly appreciated I am thoroughly confused p.s. I did actually check out the source code from github of the game in the video but it is like so much more complicated and different than what i am doing plus a lot of the code and the comments are in croatian ...

ClearRenderTargetView doesnt work - Link Mon, 24 Aug 2015 11:34:39

Within Microsoft sample it does work. the background color is changed with second parameter.Full-Screen But in my code it doesnt workbackground of control static control I fill width and height of the DXGI_SWAP_CHAIN_DESC with the width and height of the static control. But doesnt work. m_spContext-gtClearRenderTargetViewm_spRenderTargetView ColorsLime m_spDXGISwapChain-gtPresent00 Attached Files 5.93KB 6 downloads

How to handle with vertex which is transformed vertex position in - Link Mon, 24 Aug 2015 11:19:31

Im porting D3D9 to D3D11 There are some function in code struct SCREEN_VERTEX D3DXVECTOR4 pos D3DXVECTOR2 tex Ensure that were directly mapping texels to pixels by offset by 0.5 For more info see the doc page titled Directly Mapping Texels to Pixels float fWidth5 floatm_d3dPresentParam.BackBufferWidth - 0.5f float fHeight5 floatm_d3dPresentParam.BackBufferHeight - 0.5f Draw the quad SCREEN_VERTEX svQuad4 svQuad0.pos D3DXVECTOR4-0.5f -0.5f 0.5f 1.0f svQuad0.tex D3DXVECTOR20 0 svQuad1.pos D3DXVECTOR4fWidth5 -0.5f 0.5f 1.0f svQuad1.tex D3DXVECTOR21 0 svQuad2.pos D3DXVECTOR4-0.5f fHeight5 0.5f 1.0f svQuad2.tex D3DXVECTOR20 1 svQuad3.pos D3DXVECTOR4fWidth5 fHeight5 0.5f 1.0f svQuad3.tex D3DXVECTOR21 1 m_spD3DDevice-gtSetTexture0 pTexture m_spD3DDevice-gtSetRenderStateD3DRS_ZENABLE FALSE m_spD3DDevice-gtSetFVFD3DFVF_XYZRHW D3DFVF_TEX1 m_spD3DDevice-gtDrawPrimitiveUPD3DPT_TRIANGLESTRIP 2 svQuad sizeofSCREEN_VERTEX m_spD3DDevice-gtSetRenderStateD3DRS_ZENABLE TRUE m_spD3DDevice-gtSetTexture0 NULL Because ofD3DFVF_XYZRHW the vertex is theTransformed vertex position. How can i do with it in HLSL. for example in HLSL struct VS_INPUT float4 Pos POSITION maybe POSITIONT struct PS_INPUT float4 Pos SV_POSITION PS_INTPUT VSVS_INPUT input PS_INPUT output PS_INPUT0 out.Pos input.Pos return output float4 PSPS_INPUT inputSV_Target return float41.0f 1.0f1.0f1.0f

Collision Detection techniques. - Link Mon, 24 Aug 2015 09:53:31

Hi folks I know there are a ton of tutorials and examples on the web. But I am am looking for something very specific I guess. Until now I always constructed my maps with tiles. With tiles collision detection can be handled pretty easy because they are rectangles. In XNAMono one can easily check for collision via Rectangle.Intersects. What I want to do now is to load entire sprites and use them as ground or walls. The problem is they are never a simple rectangle. In most cases those are shapes which consist of several rectangles. Lets say the example below could be one of the sprites which represent the bounds for a platformer level Are there any techniques to detect collision for a shape like this I mean sure I could find a workaround like defining multiple rectangles for a single shape. I just wanted to make sure whether there is already a existing approach I could use for something like this. As mentioned above my intention is to use this collision detection for a 2D platformer-ish game. Any suggestions

OpenGL- Render texture with transapare - Link Mon, 24 Aug 2015 07:15:09

i have a png image which draw it into my rectangular mesh in opengl the problem is the image background is transparent but when i bind it to my mesh its background gets white i want the image background to still be transparent. i tried glEnableClientStateGLES10.GL_COLOR_ARRAY and glColorPointer but didnt work as i want. UPDATE the render openGL code void renderGL10 gl First allocate texture if there is not one yet. if DRAW_TEXTURE mTextureIds null Generate texture. mTextureIds new int912 gl.glGenTextures2 mTextureIds 0 for int textureId mTextureIds Set texture attributes. gl.glBindTextureGL10.GL_TEXTURE_2D textureId gl.glTexParameterfGL10.GL_TEXTURE_2D GL10.GL_TEXTURE_MIN_FILTER GL10.GL_NEAREST gl.glTexParameterfGL10.GL_TEXTURE_2D GL10.GL_TEXTURE_MAG_FILTER GL10.GL_NEAREST gl.glTexParameterfGL10.GL_TEXTURE_2D GL10.GL_TEXTURE_WRAP_S GL10.GL_CLAMP_TO_EDGE gl.glTexParameterfGL10.GL_TEXTURE_2D GL10.GL_TEXTURE_WRAP_T GL10.GL_CLAMP_TO_EDGE if DRAW_TEXTURE mPage.getTexturesChanged gl.glBindTextureGL10.GL_TEXTURE_2D mTextureIds910 Bitmap texture mPage.getTexturemTextureRectFront CurlPage.SIDE_FRONT GLUtils.texImage2DGL10.GL_TEXTURE_2D 0 texture 0 texture.recycle mTextureBack mPage.hasBackTexture if mTextureBack gl.glBindTextureGL10.GL_TEXTURE_2D mTextureIds911 texture mPage.getTexturemTextureRectBack CurlPage.SIDE_BACK GLUtils.texImage2DGL10.GL_TEXTURE_2D 0 texture 0 texture.recycle else mTextureRectBack.setmTextureRectFront mPage.recycle reset Some global settings. gl.glEnableClientStateGLES10.GL_VERTEX_ARRAY if DRAW_TEXTURE gl.glEnableClientStateGL10.GL_TEXTURE_COORD_ARRAY gl.glTexCoordPointer2 GL10.GL_FLOAT 0 mBufTexCoords gl.glVertexPointer3 GLES10.GL_FLOAT 0 mBufVertices inja khasiate transparent ro faAl mikonim ke betoonim too CurlPage be kaaghaz alpha bedim gl.glEnableGLES10.GL_BLEND gl.glBlendFuncGLES10.GL_SRC_ALPHA GLES10.GL_ONE_MINUS_SRC_ALPHA gl.glDisableGLES10.GL_LIGHTING gl.glDisableGL10.GL_TEXTURE_2D Draw front texture. if DRAW_TEXTURE gl.glEnableGL10.GL_BLEND gl.glEnableGL10.GL_TEXTURE_2D if mFlipTexture mTextureBack gl.glBindTextureGL10.GL_TEXTURE_2D mTextureIds910 else gl.glBindTextureGL10.GL_TEXTURE_2D mTextureIds911 gl.glBlendFuncGL10.GL_SRC_ALPHA GL10.GL_ONE_MINUS_SRC_ALPHA gl.glDrawArraysGL10.GL_TRIANGLE_STRIP 0 mVerticesCountFront gl.glDisableGL10.GL_BLEND gl.glDisableGL10.GL_TEXTURE_2D int backStartIdx Math.max0 mVerticesCountFront - 2 Log.dmVerticesCountFront mVerticesCountFront int backCount mVerticesCountFront mVerticesCountBack - backStartIdx Draw back facing blank vertices. gl.glColor4f1.0f 0.0f 0.0f 0.5f gl.glDrawArraysGLES10.GL_TRIANGLE_STRIP backStartIdx backCount Disable textures and color array. gl.glDisableClientStateGLES10.GL_TEXTURE_COORD_ARRAY gl.glDisableClientStateGLES10.GL_VERTEX_ARRAY OnSurfaceCreated Method Override public void onSurfaceCreatedGL10 gl EGLConfig config mCurlMesh.setupgl gl.glClearColor0f 0f 0f 0f gl.glShadeModelGL10.GL_SMOOTH gl.glHintGL10.GL_PERSPECTIVE_CORRECTION_HINT GL10.GL_NICEST gl.glHintGL10.GL_LINE_SMOOTH_HINT GL10.GL_NICEST gl.glHintGL10.GL_POLYGON_SMOOTH_HINT GL10.GL_NICEST gl.glEnableGL10.GL_LINE_SMOOTH gl.glDisableGL10.GL_DEPTH_TEST gl.glDisableGL10.GL_CULL_FACE gl.glDisableGL10.GL_DITHER

Problem in shifting from D3D9 to D3D11 - Link Mon, 24 Aug 2015 05:52:58

Sorry for my poor english. Im shifting D3D9 to D3D11. There are code with D3D9 --------------------------------------------------------------------------------------------- HSASSERTpTexture NULL ON_ERROR_RETURNpTexture NULL E_INVALIDARG struct SCREEN_VERTEX D3DXVECTOR4 pos D3DXVECTOR2 tex Ensure that were directly mapping texels to pixels by offset by 0.5 For more info see the doc page titled Directly Mapping Texels to Pixels float fWidth5 floatm_d3dPresentParam.BackBufferWidth - 0.5f float fHeight5 floatm_d3dPresentParam.BackBufferHeight - 0.5f Draw the quad SCREEN_VERTEX svQuad4 svQuad0.pos D3DXVECTOR4-0.5f -0.5f 0.5f 1.0f svQuad0.tex D3DXVECTOR20 0 svQuad1.pos D3DXVECTOR4fWidth5 -0.5f 0.5f 1.0f svQuad1.tex D3DXVECTOR21 0 svQuad2.pos D3DXVECTOR4-0.5f fHeight5 0.5f 1.0f svQuad2.tex D3DXVECTOR20 1 svQuad3.pos D3DXVECTOR4fWidth5 fHeight5 0.5f 1.0f svQuad3.tex D3DXVECTOR21 1 m_spD3DDevice-gtSetTexture0 pTexture m_spD3DDevice-gtSetRenderStateD3DRS_ZENABLE FALSE m_spD3DDevice-gtSetFVFD3DFVF_XYZRHW D3DFVF_TEX1 m_spD3DDevice-gtDrawPrimitiveUPD3DPT_TRIANGLESTRIP 2 svQuad sizeofSCREEN_VERTEX m_spD3DDevice-gtSetRenderStateD3DRS_ZENABLE TRUE m_spD3DDevice-gtSetTexture0 NULL ------------------------------------------------------------------------------------------ I shift it with D3D11 as below bit doesnt work. Would you tell me whats the problem with it it will crash because of out of memory.I think I released memory already ---------------------------------------------------------------------------------------- Compile the vertex shader ID3DBlob pVSBlob nullptr hr CompileShaderFromFile LRAddInAppsAITAITLibrarySrcLibPreviewTutorial02.fx VS vs_4_0 pVSBlob HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Create the vertex shader hr m_spD3DDevice-gtCreateVertexShader pVSBlob-gtGetBufferPointer pVSBlob-gtGetBufferSize nullptr m_spD3D11VertexShader HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Define the input layout D3D11_INPUT_ELEMENT_DESC layout POSITION 0 DXGI_FORMAT_R32G32B32A32_FLOAT 0 0 D3D11_INPUT_PER_VERTEX_DATA 0 TEXCOORD 0 DXGI_FORMAT_R32G32_FLOAT 0 16 D3D11_INPUT_PER_VERTEX_DATA 0 UINT numElements ARRAYSIZE layout Create the input layout hr m_spD3DDevice-gtCreateInputLayout layout numElements pVSBlob-gtGetBufferPointer pVSBlob-gtGetBufferSize m_spD3D11InputLayout pVSBlob-gtRelease HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Set the input layout m_spD3D11DeviceContext-gtIASetInputLayout m_spD3D11InputLayout m_spD3D11InputLayout-gtRelease Compile the pixel shader ID3DBlob pPSBlob nullptr hr CompileShaderFromFile LRAddInAppsAITAITLibrarySrcLibPreviewTutorial02.fx PS ps_4_0 pPSBlob HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Create the pixel shader hr m_spD3DDevice-gtCreatePixelShader pPSBlob-gtGetBufferPointer pPSBlob-gtGetBufferSize nullptr m_spD3D11PixelShader pPSBlob-gtRelease HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Set ViewPort float width FLOATm_d3dDXGISwapChainDesc.BufferDesc.Width float height FLOATm_d3dDXGISwapChainDesc.BufferDesc.Height Setup the viewport D3D11_VIEWPORT vp vp.Width FLOATwidth vp.Height FLOATheight vp.MinDepth 0.0f vp.MaxDepth 1.0f vp.TopLeftX 0 vp.TopLeftY 0 m_spD3D11DeviceContext-gtRSSetViewports 1 vp Create Vertex Buffer Ensure that were directly mapping texels to pixels by offset by 0.5 For more info see the doc page titled Directly Mapping Texels to Pixels float fWidth5 floatm_d3dDXGISwapChainDesc.BufferDesc.Width - 0.5f float fHeight5 floatm_d3dDXGISwapChainDesc.BufferDesc.Height - 0.5f Draw the quad SCREEN_VERTEX svQuad4 svQuad0.pos XMFLOAT4-0.5f -0.5f 0.5f 1.0f svQuad0.tex XMFLOAT20 0 svQuad1.pos XMFLOAT4fWidth5 -0.5f 0.5f 1.0f svQuad1.tex XMFLOAT21 0 svQuad2.pos XMFLOAT4-0.5f fHeight5 0.5f 1.0f svQuad2.tex XMFLOAT20 1 svQuad3.pos XMFLOAT4fWidth5 fHeight5 0.5f 1.0f svQuad3.tex XMFLOAT21 1 D3D11_BUFFER_DESC bd ZeroMemory bd sizeofbd bd.Usage D3D11_USAGE_DEFAULT bd.ByteWidth sizeof SCREEN_VERTEX 4 bd.BindFlags D3D11_BIND_VERTEX_BUFFER bd.CPUAccessFlags 0 D3D11_SUBRESOURCE_DATA InitData ZeroMemory InitData sizeofInitData InitData.pSysMem svQuad hr m_spD3DDevice-gtCreateBuffer bd InitData m_spD3D11VertexBuffer HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Set vertex buffer UINT stride sizeof SCREEN_VERTEX UINT offset 0 m_spD3D11DeviceContext-gtIASetVertexBuffers 0 1 m_spD3D11VertexBuffer stride offset m_spD3D11VertexBuffer-gtRelease Set primitive topology m_spD3D11DeviceContext-gtIASetPrimitiveTopology D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP Create the constant buffers bd.Usage D3D11_USAGE_DEFAULT bd.ByteWidth sizeofCBNeverChanges bd.BindFlags D3D11_BIND_CONSTANT_BUFFER bd.CPUAccessFlags 0 hr m_spD3DDevice-gtCreateBuffer bd nullptr m_spD3D11CBNeverChanges if FAILED hr return hr bd.ByteWidth sizeofCBChangeOnResize hr m_spD3DDevice-gtCreateBuffer bd nullptr m_spD3D11CBChangeOnResize if FAILED hr return hr bd.ByteWidth sizeofCBChangesEveryFrame hr m_spD3DDevice-gtCreateBuffer bd nullptr m_spD3D11CBChangesEveryFrame if FAILED hr return hr hr this-gtOnResetD3DDevice HSASSERTSUCCEEDEDhr ON_ERROR_RETURNFAILEDhr hr Render a triangle CBNeverChanges cbNeverChanges XMFLOAT4X4 tmpView m_camera.GetViewMatrix m_View XMLoadFloat4x4tmpView cbNeverChanges.mView XMMatrixTranspose m_View m_spD3D11DeviceContext-gtUpdateSubresource m_spD3D11CBNeverChanges 0 nullptr cbNeverChanges 0 0 Initialize the projection matrix XMFLOAT4X4 tmpProjection m_camera.GetProjMatrix m_Projection XMLoadFloat4x4tmpProjection CBChangeOnResize cbChangesOnResize cbChangesOnResize.mProjection XMMatrixTranspose m_Projection m_spD3D11DeviceContext-gtUpdateSubresource m_spD3D11CBChangeOnResize 0 nullptr cbChangesOnResize 0 0 m_spD3D11DeviceContext-gtVSSetConstantBuffers 0 1 m_spD3D11CBNeverChanges m_spD3D11DeviceContext-gtVSSetConstantBuffers 1 1 m_spD3D11CBChangeOnResize m_spD3D11DeviceContext-gtVSSetShader m_spD3D11VertexShader nullptr 0 m_spD3D11DeviceContext-gtPSSetShader m_spD3D11PixelShader nullptr 0 m_spD3D11DeviceContext-gtDraw 4 0 m_spD3D11VertexShader-gtRelease m_spD3D11PixelShader-gtRelease m_spD3D11CBNeverChanges-gtRelease m_spD3D11CBChangeOnResize-gtRelease m_spD3D11CBChangesEveryFrame-gtRelease ----------------------------------------------------------------------------------------

DirectX for WinRT tutorials - Link Mon, 24 Aug 2015 04:15:50

Ive been searching high and low for some tutorials on how to get up to speed with Windows RT dev for DirectX. Been searching on google for weeks and nothing comes up do I have the wrong keywords. Now I do know DirectX in general and have written my own engine which has Direct3D11 support in it already. I need to port my game to WinRT Surface and Windows Phone but I can never seem to find anything on how to get started on that. Microsoft has a DirectX template but its a bit hard for me to follow because its as if in order to understand it you have to understand how the API for Windows RT works ahead of time. I will make note of one thing. My game uses OpenGL ES and OpenAL since was previously designed to be cross platform for iOS Android Blackberry MacOSX and Win32. I have libANGLE and OpenAL-Soft and Ive already ported my game to use Direct3D under windows with libANGLE thanks to Hodgman and I also have an XAudio2 port of OpenAL-Soft for WinRT. Regardless of this I still need to learn how the windowing system and how events are handled as well as how Direct3D for WinRT should respond to those events. Any links or books Thanks. Shogun.

Compiling SDL with MinGW on Window 8.1 - Link Sun, 23 Aug 2015 23:39:20

I am new to SDL and to cross-platform in general. I want to recompile SDL just to make sure I can eventually change it if needed and then a few demos on my Windows 8.1 development machine. I would also like to use open source compilers if possible so I installed codeblocks IDE MinGW and tried to compile the SDL 2.0.3 source code. It first failed saying it needed ddraw.h so I installed Direct X SDK I only plan on using OpenGL but I am told that DirectX is required for joystick input but then I found on a forum that it was replaced by Windows 8.x SDK so I installed Windows 8.1 SDK and added the include directories but now I get ...Includeumwinnt.h938error error Must define a target architecture. so I am starting to wonder if using MinGW is a valid way to compile SDL on Windows. I looked at some of the wiki on codeblocks about recompiling SDL but they are 10 years old httpwiki.codeblocks.orgindex.phptitleUsing_SDL_with_CodeBlocks I also looked at some info on the SDL site but they mention an August 2007 DirectX SDK so it does not look too recent either httpwww.libsdl.orgextraswin32crossREADME.txt

C Storing different types in a unordered_map - Link Sun, 23 Aug 2015 23:14:30

Hi for my current project I need a fast data-oriented yet flexible entity component system which integrates good with my build system Qt Build Suite CMakes syntax gives me cancer. I looked for some projects came across EntityX and Anax and few more but none was easy to integrate into my project. So I had to implement my own one. I thought it wont be as hard as it appears now. My naiv approach was to create an stdunordered_map with an RTTI-ID as key and an stdvectorltIBaseComponentgt as a value. Well today I learned the principle of object slicing. So how do I go about this I want my Scene class aka World in some implementations to hold every component in acontiguous memory block. How do I go about this P.S Are there any baseclasses for a stdvector

D3D12 Avoid waiting on a Fence for depth prepass - Link Sun, 23 Aug 2015 20:28:25

Ive got a decent setup going. I track N frames currently 2 I generate all my draw calls on a thread then submit them to a CommandQueue and signal that frames fence. Then I switch to the next frame and do the same procedure so that Im constantly generating draw calls and never waiting for any substantial time on the GPU to finish. Now I want to do a depth prepass and Im struggling to figure out how to do so without waiting. First Id submit my drawcalls for the depth prepass but then Id have to wait until it completed before submitting my drawcalls that use the results. Since the signalling the fence sets a point in the queue that you can wait for Id essentially by lockstepping each frame. Should I make a separate CommandQueue thats only responsible for the depth prepass Or is there some other aspect that Im missing

How to work with legacy textures using DirectX11 - Link Sun, 23 Aug 2015 20:01:34

Hi there I have a legacy texture 2d in the one of these formats 8bppIndexed 16bppArgb1555 16bppRgb555 24bppRgb How I can use DirectX11 to show them Thank you for your attention.

Unreal Engine 4 - Animations - Link Sun, 23 Aug 2015 19:12:49

hi guys im from Argentina and i want to make a video game horror one i want to throw you back on how i started ... ok since a loong time ago i started making video games .. my first one was a game called psicosis played by markiplier in youtube i got a little of a good motivation because the video grow up to 1 million views for a game that i made in only 1 hour of work... really bad one hahaha next i moved up to a new horror game called HOTEL 666 made in fps creator you can found it on google too so here is the thing i moved from unity to unreal engine 4 because it brings to me a lot of features like shadows and good shaders so its best for me.. so here is my trouble i really never did any animation on blender or even 3D max... here is the thing i started doing some changes on a 3D character on unreal engine i put the camera of a 3d player animated to his head so now i have a true fps camera i can see my legs and all are working just great but here is the thing i want to do some animations like to grab a flashlight or even show with those hands a flashlight by pressing f anyone knows if i need to reanimate all the character or i can do it in the animation editor because is a really new world to learn how to animate but i only want to make that player grab a flashlight and keep it while it runs or walk... Here is an image what i just donehttpsforums.unrealengine.comattachment.phpattachmentid16587d1415473303 for the momment this is what i did just did... and it works really well with the prefab animations of UDK but i want to change some things like i said... do some flashlight animations and another things like crouch.. is there a way to do this without so much effort or a new software to do 3d animations thanks in advansed guys have a great day

What game engine would you recommend - Link Sun, 23 Aug 2015 17:24:25

What game engine would you recommend for developing a 3D fighting game similar to the ones below

Post Processing Causing Terrible Swimming - Link Sun, 23 Aug 2015 16:33:06

Hi guys I was very excited to come up with a nice post-processing effect that looks great when nothing is moving but when things move characters or camera I see terrible swimming. I double-checked everything and it looks exactly like it does when I do the same operations in Photoshop. I feel like the swimming cant be fixed. Im downsampling to half screen size post processing my effect then upsampling back to screen size. Even when I dont downsample I get swimming its minor but the effect is a lot less pronounced too. Any help or ideas would be appreciated.

Your suggestions for a good cross platform sound API for games - Link Sun, 23 Aug 2015 15:54:27

Im currently using SDL2 for my OpenGL engine along with its sound mixer. It works and is easy to use but I notice a very slight delay when audio is played. I dont notice this same delay in Linux. This annoys me just enough to start looking at other audio API packages. Any suggestions

DX11 changing window coordinate origin upper-left -62 lower-left - Link Sun, 23 Aug 2015 12:52:10

hi there I want to change the window coordinate origin to use OpenGL conventions ie. lower-left is 00. In GLSL the default is lower-left however you can change to upper-left usinglayoutorigin_upper_left. Is there such a thing in HLSL that changes to lower-left best regards Yours3f

AngelScript class property with indirection - Link Sun, 23 Aug 2015 10:17:01

I have a class named Actor that has a pointer to class Transform that represent actors position here is Actor.h class Actor public Actor void Update void Render void Start int AddRef int Release asILockableSharedBool GetWeakRefFlag void SendCScriptHandle msg Actor other const char GetName return this-gtm_name int GetX return this-gtx3 int GetY return this-gty void SetXint _x this-gtx3 _x public int refCount asILockableSharedBool weakRefFlag const char m_name int x3 int y int z bool active AngelCoreAngelToolsAngelMathHelperVectorlt3gt rotation AngelCoreAngelToolsAngelMathHelperVectorlt3gt Position asIScriptObject controller Transform t Actor And Actor.cpp asILockableSharedBool ActorGetWeakRefFlag if weakRefFlag weakRefFlag asCreateLockableSharedBool return weakRefFlag void ActorStart this-gtt new Transform scriptMgr-gtStartcontroller int ActorAddRef return refCount int ActorRelease if --refCount 0 delete this return 0 return refCount void ActorSendCScriptHandle msg Actor other if other other-gtcontroller scriptMgr-gtOnSendMessageother-gtcontroller msg this ActorActor refCount 1 this-gtt new Transform t-gtposition-gty 150 this-gtx3 21000 this-gty 510 controller 0 this-gtactive true weakRefFlag 0 void ActorUpdate scriptMgr-gtUpdatecontroller HERE I WANT THIS VALUE BE SAME AS IN SCRIPT stdcout ltlt nnnCurrent ltlt this-gtt-gtposition-gtx and Transform.h class Transform public Transform Transform public AngelCoreAngelToolsAngelMathHelperVectorlt3gt position AngelCoreAngelToolsAngelMathHelperVectorlt3gt rotation AngelCoreAngelToolsAngelMathHelperVectorlt3gt scalling in my script manager i register t as one of actors properties engine asCreateScriptEngineANGELSCRIPT_VERSION Set the message callback to print the human readable messages that the engine gives in case of errors r engine-gtSetMessageCallbackasMETHODScriptManager MessageCallback this asCALL_THISCALL assert r gt 0 Register the string type RegisterStdStringengine Register the generic handle type called ref in the script RegisterScriptHandleengine Register the weak ref template type RegisterScriptWeakRefengine Register the game object. The scripts cannot create these directly so there is no factory function. r engine-gtRegisterObjectTypeActor sizeofActor asOBJ_REF asOBJ_VALUE asOBJ_ASHANDLE asOBJ assert r gt 0 r engine-gtRegisterObjectBehaviourActor asBEHAVE_ADDREF void f asMETHODActor AddRef asCALL_THISCALL assert r gt 0 r engine-gtRegisterObjectBehaviourActor asBEHAVE_RELEASE void f asMETHODActor Release asCALL_THISCALL assert r gt 0 r engine-gtRegisterObjectBehaviourActor asBEHAVE_GET_WEAKREF_FLAG int f asMETHODActor GetWeakRefFlag asCALL_THISCALL assert r gt 0 The objects position is read-only to the script. The position is updated with the Move method r engine-gtRegisterObjectMethodActor int get_x const asMETHODActor GetX asCALL_THISCALL assert r gt 0 r engine-gtRegisterObjectMethodActor int get_y const asMETHODActor GetY asCALL_THISCALL assert r gt 0 RegisterTypeltTransformgtTransform RegisterTypeltVector3gtVector3 RegisterTypeltVector2gtVector2 RegisterTypeltVector4gtVector4 r engine-gtRegisterObjectPropertyVector3 float x asOFFSETVector3 x if r lt 0 return r r engine-gtRegisterObjectPropertyVector3 float y asOFFSETVector3 y if r lt 0 return r r engine-gtRegisterObjectPropertyVector3 float z asOFFSETVector3 z r engine-gtRegisterObjectPropertyVector2 float x asOFFSETVector2 x if r lt 0 return r r engine-gtRegisterObjectPropertyVector2 float y asOFFSETVector2 y if r lt 0 return r r engine-gtRegisterObjectPropertyVector4 float x asOFFSETVector4 x if r lt 0 return r r engine-gtRegisterObjectPropertyVector4 float y asOFFSETVector4 y if r lt 0 return r r engine-gtRegisterObjectPropertyVector4 float z asOFFSETVector4 z r engine-gtRegisterObjectPropertyVector4 float w asOFFSETVector4 w REGISTER TRANSFORM POSITION r engine-gtRegisterObjectPropertyTransform Vector3 position asOFFSETTransform position r engine-gtRegisterGlobalPropertyVector3 data data if r lt 0 return r r engine-gtRegisterObjectPropertyTransform Vector3 rotation asOFFSETTransform rotation if r lt 0 return r r engine-gtRegisterObjectPropertyTransform Vector3 scalling asOFFSETTransform scalling if r lt 0 return r assertr gt 0 engine-gtRegisterObjectPropertyActor Vector3 Position asOFFSETActor Position HERE I REGISTER t engine-gtRegisterObjectPropertyActor Transform transform asOFFSETActor t above is registeration of all properties so far. my problem is when i change actors transform from script file like below the actual actor transform in .cpp file is not changed void Start self.transform.position.x42242 self.transform.rotation.y1 self.transform.scalling.z2 DebugStringStartCalled n n self.activefalse self.Position.x10000 void Update bool data DebugStringActive DebugStringn Transform PositionY self.transform.position.x IT PRINTS 42242 BUT IN ACTOR.cpp IT PRINTS A DEFAULT UNKOWN VALUE I WANT THESE TO VALUE BE SAME DebugStringn Transform RotationX self.transform.rotation.y DebugStringn Transform ScallingZ self.transform.scalling.z self.transform.position.y what is the problem I have to mention that when I delete pointers and register properties normally it works well.

Game Code Review - Link Sun, 23 Aug 2015 07:14:02

Me and my pal are studying in a university of applied sciences here in Finland and as an extra curricular activity were programming some games. Now weve gotten some relatively working stuff done 2D platformer stuff with C and SDL but the problem is that pretty much nobody in our school even uses C or have written any sort of game engine code and so we cant really find anyone there to give any useful feedback on the code. I know the code is a mess could use documentation and if I used a ton of effort I could probably figure out ways to refactor it in some sensible way. But it would be so wonderful if someone could just skim it through and give us just a couple of pointers how to make everything make more sense. Heres what weve got so far httpsgithub.comIanuariusKnightBrawltreemasterSources Im not necessarily asking anyone here to go through the code its around 35 classes but if someone could point us to a place where we could get some feedback on our code that would be EXCELLENT.

Assimp importing incorrect number of textures - Link Sun, 23 Aug 2015 00:16:00

Hey all Ive started using Assimp in my project and Ive run into an odd issue. Ive got a simple textured cube Ive created in Blender and exported to OBJMTL format. Here they are pretty shortcube.obj Spoiler Blender v2.75 sub 0 OBJ File www.blender.orgmtllib cube.mtlo Cubev 0.500000 -0.500000 -0.500000v 0.500000 -0.500000 0.500000v -0.500000 -0.500000 0.500000v -0.500000 -0.500000 -0.500000v 0.500000 0.500000 -0.499999v 0.499999 0.500000 0.500000v -0.500000 0.500000 0.500000v -0.500000 0.500000 -0.500000vt 0.000000 0.000000vt 1.000000 0.000000vt 1.000000 1.000000vt 0.000000 1.000000vn 0.000000 -1.000000 0.000000vn 0.000000 1.000000 0.000000vn 1.000000 0.000000 0.000000vn -0.000000 0.000000 1.000000vn -1.000000 -0.000000 -0.000000vn 0.000000 0.000000 -1.000000usemtl Material.001s offf 111 221 331f 822 732 642f 523 633 243f 624 734 344f 725 835 445f 126 436 846f 441 111 331f 512 822 642f 113 523 243f 214 624 344f 315 725 445f 516 126 846 crate.png Spoiler Blender MTL File None Material Count 1newmtl Material.001Ns 96.078431Ka 0.000000 0.000000 0.000000Kd 0.640000 0.640000 0.640000Ks 0.500000 0.500000 0.500000Ni 1.000000d 1.000000illum 2map_Kd crate.png When I call the ReadFile function on the OBJ file I am calling with 2 flags aiProcess_Triangulate and aiProcess_JoinIdenticalVertices. The scene seems to be properly created from this call. I can get the vertices UVs normals and indices correctly and render them just fine. The issue is with the materials. When I call scene-gtmNumMaterials it returns 2 even though I only have 1 texture used in this mesh. The first loads the texture successfully but then the second is some ghost material or one that Im unaware of and it is throwing my mesh off. Am I missing some flags that should be present or operating with some false assumptions that are causing me to have issues If anyone could help me understand more about whats going on here that would be great ThanksUPDATE Using a workaround basically just ignoring the first material I can get it to work perfectly fine but that still leaves my original question. Every time Assimp creates a scene it seems to generate a material at index 0 that is NULL. In other words if my OBJ has 2 materials in it the mesh will have 3 but the first will always be NULL. Does anyone know the reasoning behind this

Downsampling and Upsampling - Link Sun, 23 Aug 2015 00:08:51

Hi guys Im not sure about a few things relating to downsampling and upsampling. If it matters Im only downsampling to 12 the screen size. Should I use point sampling and do all the work myself in a shader or should I use linear sampling and enhance that with a shader D3D11_FILTER_MIN_MAG_MIP_POINT or D3D11_FILTER_MIN_MAG_MIP_LINEAR Im pretty sure I use D3D11_TEXTURE_ADDRESS_CLAMP is that right Also do I simply render a quad with coordinates -1-1...11 That seems fine but I want to make sure. And finally about upsampling do I need to do anything special to bring it back to screen size I know there are a few techniques like average tent etc. I will try them all but first I want to make sure Im doing the basics correctly. Thanks a lot.

Virtual Texture useful for this - Link Sat, 22 Aug 2015 21:26:09

Good evening I have to render a landscape with terrain and lots of buildings in it. Some of them are landmarks. A landmark is a building with a texture. Usually there are relatively compared to the overall buildings few landmarks on screen and they are far apart but they tend to have textures with high resolution. I have to code for a system where video memory is a concern and where only around 30 MB would be available for the landmarks textures at a time. With potentially dozens of landmarks on screen at a time and texture sizes in the mb range this is a problem. My question is now what the most appropriate technique would be for me to keep texture memory usage low. My first thought would be something like Virtual texturing Megatexture but is this really necessary if the landmarks are so sparsely distributed or would some simple customized mipmapping scheme be more appropriate Thanks for any suggestions.

DDS files and transparency with DirectX - Link Sat, 22 Aug 2015 20:34:00

Hi there forum posters This is my first post here and I hope my problem isnt too mundane to merit a response from some of you pros. I am editing a texture in photoshop the dimensions of the file are 2048 x 2048 pixels. I am dividing the texture into 256 pixel squares so I can animate a grass animation within my engine. I am on photoshop cs6 with the nvidia texture plugin. Here is what I am usually looking at for a texture. When I try to save as a .DDS file i select DXT5 format disable mipmapping and when I preview the texture I get this. I looked around and I guess Im suppose to have an alpha mask channel in my photoshop file. so I do that select the texture and remove that from the alpha. Still when I try to save the dds texture I end up like this Ive tried different formats DXT3 ARGB 256 colors alpha but I just cant get the desired result. If I save it as a .PNG file I end up with a texture that I would like. But when I save as a .PNG file and load the texture into my engine using the call. result CreateWICTextureFromFileExdevicefilesnamesi.c_str 0u D3D11_USAGE_STAGING 0 D3D11_CPU_ACCESS_WRITE D3D11_CPU_ACCESS_READ 0 false srcTexi nullptr I end up with the same ugly textures being rendered in the engine. Any help or guidance would be appreciated. Cheers RedBeard Attached Thumbnails

D2D1 How to rotate separate object - Link Sat, 22 Aug 2015 19:59:28

Hi. I want to rotate separate objects when drawing via d2d1. For ex. I draw 5 rectagles and I want only one rectangle to be rotated. I know there are transformation in deviceContext class but it applies to the whole layout and also there is no methos which takes transformation matrix when draw rectangle ellipse or whatever. If I understood correct I need to rotate and translate my object by rectangle and then send final result as my rectangle for drawing to the method. Am I right Update I found the way. Before rotation I need to change translation matrix for the context then draw and after that change general matrix back to the previous value.

quake md3-help with animation.cfg - Link Sat, 22 Aug 2015 19:01:53

Ive parsed out several quake 3 md3 model files and I consistently see less frames in the individual files than what is in animation.cfg which groups the frames together to form animations. On parsing the model for a player model set here is the frame count I get NUM_FRAMES on the header... lower.md3 has 191 frames upper.md3 has 153 frames head.md3 has 1 frame However there are animations that exceed these LEGS_TURN starts at frame 247 when the highest frame count is 191 in lower.md3. The only logical reason I can think of is maybe the frame indexes are added together like 1911531 but Im not sure of the order. Does anyone know for sure how animation.cfg is supposed to link up with the frames in the individual files Here is a copy of the animation.cfg file if it helps... animation config file sex m first frame num frames looping frames frames per second 0 30 0 20 BOTH_DEATH1 29 1 0 20 BOTH_DEAD1 30 30 0 20 BOTH_DEATH2 59 1 0 20 BOTH_DEAD2 60 30 0 20 BOTH_DEATH3 89 1 0 20 BOTH_DEAD3 90 40 0 18 TORSO_GESTURE 130 6 0 15 TORSO_ATTACK MUST NOT CHANGE -- hand animation is synced to this 136 6 0 15 TORSO_ATTACK2 MUST NOT CHANGE -- hand animation is synced to this 142 5 0 20 TORSO_DROP MUST NOT CHANGE -- hand animation is synced to this 147 4 0 20 TORSO_RAISE MUST NOT CHANGE -- hand animation is synced to this 151 1 0 15 TORSO_STAND 152 1 0 15 TORSO_STAND2 153 8 8 20 LEGS_WALKCR 161 12 12 20 LEGS_WALK 173 11 11 21 LEGS_RUN 184 10 10 20 LEGS_BACK 194 10 10 15 LEGS_SWIM 204 10 0 18 LEGS_JUMP 214 6 0 20 LEGS_LAND 220 8 0 15 LEGS_JUMPB 228 1 0 15 LEGS_LANDB 229 10 10 15 LEGS_IDLE 239 8 8 15 LEGS_IDLECR 247 7 7 15 LEGS_TURN

What am i doing wrong syntax - Link Sat, 22 Aug 2015 17:34:17

Please tell me what is wrong with this picture... why do i get a syntax error

Starting With My Dream - Link Sat, 22 Aug 2015 16:33:11

Hi Guys I have a dream and in this dream i become a Game Developer xD I Study every day to bring this dream to true... I Haveknowledge in Java Javascript C and C. And now Im faced with a cruel doubt Focus on Directx develop or search for a engine My initial goal is to develop gamens in 2D Like Super Nintendo games. What you guys suggest me Since now my sincere thanks

Approaching a collisiondestruction problem need help calculating - Link Sat, 22 Aug 2015 15:59:58

Hello everybody I am trying to implement destructable objects in my game and I am currently stuck with physics of impulse propagation I dont know how to say it properly. My problem can be described in the following way Imagine I have a circular projectile and a rectangular obstacle both of them on a 2d plane for simplicity. The projectile is launched towards the obstacle. The obstacle is a wall consisting of small rectangular bricks which are placed next to each other in some kind of a regular pattern to form a 2d wall. The bricks are atomic indivisible solid hard shapes cannot break cannot deform. Bricks are glued together with cement to make a strong wall obstacle. The cement between bricks is virtual theres nothing physical in between the bricks the cement itself is just a simplification of weakest points between any two neighboring bricks so if a crack is made in a wall the crack would most probably propagate through cement between bricks. In my simplified model the bricks are atomic so the only path for a crack to propagate inside a wall is through cement between bricks. Therefore when a projectile hits the wall depending on the energy of the collision the wall should be broken into several single bricks and patches of several bricks of various sizes. If a projectile hits the wall with significant velocity it should penetrate the wall. What I want to achieve is somewhat-simplified but still looking realistically-enough physics of breaking a hard body into pieces specifically physics of debris produces by a hit. In general after a penetrating hit there should be several smaller chips flying off the wall through the other side of the wall some bigger chunks of several bricks flying sideways and two big separated parts of the obstacle wall with most of bricks still in them. What I have as given at any point in time 1. all the masses and velocities 2. the impulse of the initial hit 3. the connectivity graph between the bricks 4. strength threshold of cement strength of each link between bricks in a connectivity graph in arbitrary units say some maxForce somePeriodOfTime. For simplicity strength of cement is uniform across the wall. Heres a rough illustration of the problem with my comments in blue yellow and orange. The bricks on this image are not glued together so the wall simply flies apart. The projectile has just collided with the green vertical wall a few moments ago My problem is reduced to calculating how an impulse from a projectile should propagate between the bricks to make cracks to penetrate obstacles and to chip off some bricks also. Many games use Voronoi for fractures but it does not account for impulse propagation as far as I know it just splits a polygon or a mesh into roughly equal areas volumes. In my case the result of the split made by a crack should go between bricks which can be thought of as a result of fracturing with Voronoi. But Im not using Voronoi because my wall is prefractured already in some sense. So my question is actually this what kind of physics do i need to dive into to target the stressimpulse propagation inside a structure of several bodies problem Intuitively the impulse has to split along the fracture lines somehow to disperse the hit but the actual mechanics of that is unknown to me I really need some supervising guidance here. Links are much appreciated Thank you in advance for your help and sorry for such a long text.

Need help with Python blocks - Link Sat, 22 Aug 2015 15:18:54

Hey guys Im using Python 3 and im struggling with blocks i know it may sound a bit weird but is there a way to make Python mark blocks with colored squares Its just that sometimes with many different blocks and with all the lines of code i just loose myself. Like when i start a block it will appear under the line of code such a while and in a colored square

DX11 fullscreen quad rendering not working - Link Sat, 22 Aug 2015 15:09:14

hi there Im trying to render a fullscreen quad using dx11 however it doesnt show up. I tried debugging w nsight and it seems that the quad is in place but for some reason it doesnt write to the back buffer... Output blue screen Expected white screen heres the code httppastebin.com3MaLxTjW Questions 1 any idea what am I doing wrong 2 in case I can already draw the quad how do I disable depth writing in opengl I know itsglDepthMask w false best regards Yours3f

OpenGL-ES Light-Shader distance-issue - Link Sat, 22 Aug 2015 13:29:55

i am working on the Light at my Android OpenGL-ES 2D-Application. I have a problem with calculating the distance between Lightsource and pixel.This is my actual shadercodeprecision mediump float varying vec4 v_Color varying vec2 v_texCoord uniform vec3 uLightPos xy 2dPos z radius uniform sampler2D s_texture void main float d distanceuLightPos.xy gl_FragCoord.xy calculate distance ifd lt uLightPos.z radius float att 1.00.05 0.001 d 0.0001 d d attunation gl_FragColor texture2D s_texture v_texCoord v_Color vec4att att att 1.0 LightColor diffuseColor else gl_FragColor vec40.0 0.0 0.0 1.0 If the radius is 250.0f everything works I can see the Light and the Light is cutted off at 250 pixel away from the Lightsource.Now my Problem if the radius is set to 300.0f the Light gets never cutted off. I tested it with dynamic values.. between 250.0f and 300.0f is a point where it stops working. In conclusion The distance never increases to a higher value than this point. This also affects the light attunation It never gets completly dark... there is a constant light after this point. Am i calculating the distance wrongHere are the two statesRadius 250.0Radius 300.0

MATLAB - searching for a book with 34real-life34 applications - Link Sat, 22 Aug 2015 11:20:33

First of all I couldnt find a more suitable section hence I put it here. I remember that some time ago I stumbled upon a nice book about I think... MATLAB with pretty interesting real-life applications. I cant remember the title though. I think I remember the book was like 700 pages long. Maybe some of you could point me a book on that subject that you find interesting Maybe Ill find this way the book Im talking about . Or at the very least I will have a good replacement.

I made a working alternative Finally block for C exceptions. Opinions - Link Sat, 22 Aug 2015 05:47:52

At work Im used to exceptions with the try-catch-finally format. I wondered how to add finally to C. After seeing a finally block wasnt implemented in C11 Stroustrup is against them in favor of RAII... and how others asked for it I tried this alternative. I think it does the trick without any issue as finally is used to clean up any resources allocated in the try block. I think its nice to have. Do you think this alternative is just as effective 1 Put this at the top of your code define finally 2 And since you can create a unit block using just put finally before that. Example poor but proves a point define finallyinclude using namespace stdint main int p NULL try cout ltlt Allocating... ltlt endl p new int catchbad_alloc e cout ltlt e.what ltlt endl finally cout ltlt Cleaning up ltlt endl delete p return 0 Output Allocating... Cleaning up

sfml distance between player and enemy - Link Sat, 22 Aug 2015 04:43:36

void EnemyEnemyDetectPlayersfVector2f playerPos sfVector2f enemyPos float distance abssqrtplayerPos.x - enemyPos.x playerPos.x - enemyPos.x playerPos.y - enemyPos.y playerPos.y - enemyPos.y if distance lt 200 m_gunIsOut true do something here So I currently have the distance between enemy and player but the problem is wherever the enemy is eg 50050 this distance lt 200 wont work correctly because the enemies xy isnt 0 it would be 50050. So my question is how would I get the distance all around the enemy correctly so when the player is in distance something will happen

.x file How to use loops to traverse the tree structure - Link Sat, 22 Aug 2015 04:24:20

I probably cannot get the number of children within that structure. I mean the hierarchy because it isnt a member variable in the D3DXFRAME structure. I sometimes would want to iterate a lot of frames Is it an absolute thing to do it by recursion because I am getting stack overflows. I got about 50000 custom frames so the C program cannot hold that many frames on the stack by recursion which is quite unsatisfactory. Any ideas I can work around this Thanks Jack

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