Page:58 - News Archived: 3437

Title Date
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

The Trading Game a new kind of MMO recruiting - Link Tue, 18 Aug 2015 22:52:08

Unpaid PositionHello dear Game Devs I am looking for a team of enthusiatic professionals or experienced amateurs to join me in the realisation of my game idea All info to be found here httpwww.teamups.netteamup859The-Trading-GameDo not hesitate to apply on Teamups.To contact me thetradinggameyahoo.comFree

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

Project theo - 3d Artist needed - Link Sun, 16 Aug 2015 15:12:21

Unpaid PositionHey community we would need two or more 3d ArtistsProject DecriptionThere is a quite complicated story with monsters and so on but for this project the demo for the kickstarter this isnt necessary. The demo is on a small area - about 500x500m or 1km x 1km. Your goal is to kill the endboss to finish the demo but the endboss is behind a medival fortress between 2 mountains so you have to take over the fortress open the doors go through them and fight the boss. You are going to have 5-6 different ways to take over the fortress with items or hidden ways you find people you talk to and so on so the more you explore the easier it will be to complete your mission. There will be 4 or 5 different enemies - and some of your weapons wont hurt them so you have to chosse the right one - this will be easier in teamplay but also possible if you play in singleplayer. You cant change but upgrade your weapons and armor. The only differences between the players will be the displayed name the color of their clothesarmor and the upgrades on their equipment. Its easier to make and something not many medival games have. In some areas you have to open doors by solving a puzzle collecting items combine and use them like a point and click game maybe more interactive.This is the demo more or less - take over the fortress with lots of undead enmies in there open the doors kill the endboss. If there are any Questions feel free to ask them.RevenueWhatever we earn with the kickstarterindiegogo-project will be divided by the hours everyone worked on the game. And when it becomes a full game its the same prinzipe with the money we earn.So everyone who puts more effort in the game than I will get more money than I.Here is the TeamUps pagehttpwww.teamups.netteamup751The-Everlasting-One-Onlineand if you would like to join message me leorid9gmail.com hangouts or E-MailFree

VR 3D ModelerTexturer - Link Sun, 16 Aug 2015 05:28:00

Unpaid PositionHello Im looking for a 3D modeler andor texturer to help me create VR content for the JanusVR web browser. I can handle all of the programming and technical stuff and just need someone that can do any sort of 3d modeling and texturing. Animating would help but because JanusVR does not have full support for animation well just be using something like key frames or placeholders until it comes out. If youre interested or have any ideas please PM me on here email me at theabysscock.li or add me on Skype at the.abyss4Free

Experienced Dev Team is LF Sr Programmers C - Link Sat, 15 Aug 2015 18:46:46

Unpaid PositionGreetings Forum membersMy name is Ty and I am the project manager at Creative Game Tech. We are looking for Strong Self-motivated and Team players to join our project. I have posted here in the past and had tremendous success. As we are growing we now have open positions to fill. We have been live and working for two months and created awesome content. Join us as we are getting ready towards alpha release. We are now looking for a talented members for these positions. Here are the position which we are looking to fill right awaySr. Programmer mainly Ui and game mechanics skills in the game that need to be created heal-damage ect we have concept art for the games and ui to guide you with the creations. C basics to intermediate level knowledge of C at an basic to intermediate level Basic knowledge of mechanics like Game State management com model singletons inheritance and C interfaces A willingness to learn new apis and even help build new ones Ability to work efficiently and respectfully with the team.Positions which we are looking to fill with no urgencyAssistant Project Manager. In charge of recordings of meetings. Updating the website and project management site. Ability to work efficiently and respectful with the team. Possess superb writing skills.Our team is becoming very large and there are many aspects of the project that needs closer attention.What you will gain Experience be part of the creative process of game design credits compensation when project gets successful via Kickstarter Free unlimited email account on our domain for the time of developmentAbout the GameOur game is a 6 v 6 fantasy style brawler with a unique story line that is both competitive and fun. We are implementing an offline Campaign mode while also creating online multiplayer ladder ranked game. Campaign mode will focus more on the storytelling for players who want to immerse themselves in the fantasy realm. The game is played in the 3rd person camera view. The style for the game is cartoony and anime with a fantasy theme We will have a working alpha soon.Members who join us will complete the NDA and Profit Share Agreement.We are excited that our team members are spread across the globe and so we use Trac PM SkypeVCS Bit source-tree and Dropbox to stay organizeconnected.Time zones are not a problem we have a solution to every timezone It is best to contact over Skype koeanilo1or email infoshatteredrealmcgt.comThank youFree

Dark Rising Studios - Recruitment - Link Sat, 15 Aug 2015 10:40:31

Unpaid PositionDark Rising Studios - RecruitmentHey allDark Rising Studios is an indie game development studio based online primarily in Australia. Our current group consists of 3 people and we are seeking any hobbyist game developers that would want to work on a project with us. Please be aware that this is not a paid job and we are currently developing our projects under our own time. Dark Rising Studios uses a number of tools for our developmentUnreal Engine 4 Visual Studio Blender 3DS MaxPhotoshop or GimpNot only that we have a dedicated server that runs our websites our perforce helix server and our email server. We feel the need to amp up the number of people to work on our current project and we would like to extend an opportunity to be apart of it at your own time and pace.If you would like to be apart please email Admindarkrisingstudios.com for more information.Free

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 numbers...like 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

issues with binary files to VBO - Link Sat, 22 Aug 2015 00:20:00

so I have been struggling with this problem for a while and have tried many different ways of doing it. Currently I am loading in a binary file that is in bytes and sending it to openGL however nothing is rendering. this is how I have been creating the binary file binaryFloat xyzwuvnormxnormynormz x.f PD91i.x y.f PD91i.y z.f PD91i.z w.f PD91i.w u.f PD91i._U v.f PD91i._V normx.f PD91i.norm.X normy.f PD91i.norm.Y normz.f PD91i.norm.Z fout ltlt x.container910 ltlt x.container911 ltlt x.container912 ltlt x.container913 ltlt y.container910 ltlt y.container911 ltlt y.container912 ltlt y.container913 ltlt z.container910 ltlt z.container911 ltlt z.container912 ltlt z.container913 ltlt w.container910 ltlt w.container911 ltlt w.container912 ltlt w.container913 ltlt u.container910 ltlt u.container911 ltlt u.container912 ltlt u.container913 ltlt v.container910 ltlt v.container911 ltlt v.container912 ltlt v.container913 ltlt normx.container910 ltlt normx.container911 ltlt normx.container912 ltlt normx.container913 ltlt normy.container910 ltlt normy.container911 ltlt normy.container912 ltlt normy.container913 ltlt normz.container910 ltlt normz.container911 ltlt normz.container912 ltlt normz.container913 binaryFloat is a union containing a float and a charsizeoffloat. PD is a packedData vector that contains preparsed data. Here is where I load it up in my engine stdifstream objFilefilename stdiosbinary if objFile.is_open unsigned int length char data objFile.seekg0 stdiosend length objFile.tellg data new char91length objFile.seekg0 stdiosbeg objFile.readdata length objFile.close e-gtm_BufferSize length sizeoffloat 9 glGenVertexArrays1 e-gtm_VAO glBindVertexArraye-gtm_VAO glGenBuffers1 e-gtm_Buffer glBindBufferGL_ARRAY_BUFFER e-gtm_Buffer glBufferDataGL_ARRAY_BUFFER length data GL_STATIC_DRAW glEnableVertexAttribArray0 glEnableVertexAttribArray1 glEnableVertexAttribArray2 glVertexAttribPointer0 4 GL_FLOAT GL_FALSE sizeoffloat 9 BUFFER_OFFSET0 glVertexAttribPointer1 2 GL_FLOAT GL_FALSE sizeoffloat 9 BUFFER_OFFSETsizeoffloat 4 glVertexAttribPointer2 3 GL_FLOAT GL_FALSE sizeoffloat 9 BUFFER_OFFSETsizeoffloat 6 glBindVertexArrayNULL in this snippet I am loading in the file and sending it to openGL and setting the vbo settings in the VAO. When I run this code data does contain the file so I am not sure why its not rendering. Thanks for your help and insight in advance.

dealing with terrain chunks for a big world - Link Fri, 21 Aug 2015 23:42:32

dealing with terrain chunks for a big world the game in question AIRSHIPS a WW1 era alternate historyairship flight sim... httpwww.gamedev.netgalleryalbum672-rockland-softwares-airships the game world is very large stretching from the arctic circle to north africa and from the mississippi to the urals. the plan is to create or generate a heightmap which can be used to generate ground mesh chunks. the game uses a scale of 1 foot 1d3d unit. world coordinates consist of sector xz a sector is 10K feet across and a location in that sector xyz. a mesh scale of one vertex per ten feet is planned. with a sector size of 10K feet a 1000x1000 vertex mesh is a natural first choice for chunk size. but heres the kicker the world is 4912 x 1637 sectors in size. if a sector is a terrain chunk thats 6866304 chunks at a cool 1 million verts EACH so... storing it all in ram is out wasnt even thinking about it storing the heightmap in ram is probably no go as well. using one byte for height values it would be 6866 gig in size. so maybe i need a lower resolution coarser heightmap to cut down on the heightmap size and add in some heightmap splatting to provide high rez detail or maybe go procedural for the heightmap then generate chunks on the fly as needed and save to disk once generated the whole thing is doable you procedurally or hand generate the heightmap at some resolution then use it to generate ground meshes. its just the size of all the data and initial generation time involved that makes implementation something to think about. and do you do it before release and include just the meshes or the meshes and the heightmap or do you do it at install so you dont have to redistribute all that content actually based on the amount of data involved generating meshes on the fly seems the only way then save them to disk for reuse next time instead of re-generating on the fly again - assuming on the fly is slow enough to warrant it. in caveman i can generate 3 300x300 chunks of up to 15000 renderables each plus 4 interleaved ground meshes per chunk which are generated on the fly so fast theres not even time to display any kind of loading area message lt12 second. in the past ive gotten good results with meshes generated on the fly from procedural heightmaps.

The application requested an operation that depends on an SDK - Link Fri, 21 Aug 2015 22:47:09

Hi there I am use SharpDX 2.6.3.0. My application is working fine for me Windows 7 but fail for other man WIndows 10 The application requested an operation that depends on an SDK component that is missing or mismatched How to solve the issue I How to unbind the application from a specific SDK and force it to use the redistributable

Looking for Some Sidescroller Engine Feedback - Link Fri, 21 Aug 2015 20:53:06

Hello all Not sure if this is the right spot for this thread but since Im a beginner I figured it would be appropriate. This is my first thread on GameDev Im excited to get involved As part of a school project for the summer I programmed a 2D sidescroller engine and tile map editor. One of the requirements is that I get some feedback on my work and apparently forums can satisfy that requirement. Over the last year I learned the basics of C and SDL2 and wanted to try my hand at game programming. Since this was my first attempt at game programming I tried to keep it as simple as possible I really just made a Megaman rip off without music. I also wanted to try figuring out as many problems as possible on my own instead of consulting books or forums. It was a good learning experience but I suppose I could have saved some time by talking to the pros. Anyway Im asking you guys for some feedback on the logic behind this engine. Tell me if I got stuff right if I got stuff wrong if theres improvements I could make anything. If anyone wants to see the source code we could make that happen somehow. Im including a word doc that summarizes whats going on with the engine. I tried to keep it as brief as possible but feel free to ask more questions. If you think I left something out that should be explained let me know Attached Files Overview.doc 39KB 21 downloads

Distance between two trajectories - Link Fri, 21 Aug 2015 20:16:50

Hello First of all Id like to welcome everyone as this is my first post here . Secondly sorry for the length of this post Ill try to be as concise as possible . I work on a 2D space shooting game with physics so that ships have inertia etc. Id like to implement projectile dodging by AI. In order to do that I must determine whether given ship is going to collide with given projectile. I want to check if at any point in time within some time frame 0 T distance between points representing ship and projectile falls below some threshold and if it does consider it to be a collision. So I have come up with equations of motion for ship and projectile and constructed a distance function with respect of time I skipped square root Dt x_shipt-x_projectilet2 y_shipt-y_projectilet2 Since Im only interested if that distance ever falls below some threshold I think that its enough to find minimum of aforementioned function for time in range 0 T. To find that minimum I want to check Dt value for t 0 t T t rightarrow Dt 0 Is this correct up to this point Is there any simpler way to achieve the same Now time for the hard part . Checking distance at t 0 and t T is trivial finding roots of Dt isnt . Projectile always moves with uniform motion. Ship however can move in one of following ways If ships engine is turned off it moves with uniform motion. If ships engine is on but it doesnt rotate it moves with uniformly accelerated motion. If ships engine is on and it rotates it moves with non-uniformly accelerated motion. Case 1. is simple and I was able to deduce a formula for finding root of Dt but I have problems with points 2. and 3. In case 2. ships equations of motion are like this x_shipt x_0 v_x0t fracFsinalphat22m y_shipt y_0 v_y0t fracFcosalphat22m where F is engines force alpha is ships rotation engines force vector is applied with this rotation and m is ships mass v_x0 and x_0 are ships initial velocity and position respectively. The problem I have with these equations is that they give me a ridiculously complex cubic equation when I want to compute Dt and since I target mobile devices I need something simpler. Maybe there is some better way to check for collision in this case In case 3. Im not sure if my equation of motion is correct. This is how I deduced it only for x axis y axis is similar First I came up with acceleration function omega is ships rotation speed a_xt sinalphaomega tfracFm I integrated it once and got velocity function v_xt v_x0 - fracFmomegacosalpha omega t I integrated it once more and got position function x_shipt x_0 v_x0t - fracFmomega2sinalpha omega t Im worried because Id expect that x_ship0 x_0 but it isnt. My physics and math skills are extremely rusty so Id be grateful if anyone could point me what I did wrong here. Thanks for any input

Mirror hierarchy in local space - Link Fri, 21 Aug 2015 19:43:33

Hi Im searching a way to mirror an hierarchy stored in local space. Each transformation is relative to its parent and is stored as translation rotation using quaternion and scaling. The goal is to mirror a skeleton but its the same thing as mirror an hierarchy of node. The goal is to transform the translation and rotation to have the mirror correctly. The mirror table is generated to know what transformation has to be swapped. What doesnt work is to invert sign of translation and quaternion like that translation.x -translation.x quaternion.x -quaternion.x quaternion.w -quaternion.w The scaling has to stay intact because the hierarchy can be blended with another after the mirror process. Thanks for the help

What is SHA1 in Android - Link Fri, 21 Aug 2015 19:21:36

In Android if you are making an app that uses the Game Services you need to link one of your apps to the Game Service that you create. In the case of an Android app you have to Authorize it and provide a SHA1 code. The thing that confuses me is that this code seems to exist in a single place on your computer. I dont fully understand what it is or what role it plays. I think it has something to do with generating a key when making an Android apk but if the SHA1 is unique to your computer does that mean you have to update the Google Play game services if you compile a new apk from a different computer in the future Its hard finding information on this. Why would Google Play game services need the SHA1

D3D12 Plane slice - Link Fri, 21 Aug 2015 17:22:54

Hello I do not understand how to use Plane Slice while creating a render target view for a texture httpsmsdn.microsoft.comen-uslibrarywindowsdesktopdn770433vvs.85.aspx. According to the documentation httpsmsdn.microsoft.comen-uslibrarywindowsdesktopdn705766vvs.85.aspx Plane Slice indicates either red green or blue color component of the texture. What should I pass for Plane Slice if I want to havered green and blue color componentsfor the render target view Thanks

The Order 1886 Spherical Gaussian Lightmaps - Link Fri, 21 Aug 2015 16:54:14

Im going through the slides of our MVP MJP about spherical gaussian lightmaps in The Order 1886 but Im having trouble following the talk in a few places without additional commentary so Ill just quickly try to recap of what I think is going on Linkhttpsreadyatdawn.sharefile.comsharedownloads9979ff4b57c4543b 1 A set of random uniformly spaced directions is picked for the SG e.g. 9. They are hard-coded inside the shader 1 width value that is shared among all the SGs 27 floats 1 float constant. The lightmap only stores the color float3 for each of the 9 directions 27 scalars per lightmap texel. Question 1 whats the reasoning behind the golden ratio spiral argument Slide 43 2 When converting the GGX NDF to 3 SGs what does the approximation equation look like Assuming it looks like this leaving out details A ep B eq C er. Question 2 how do you rotate this function to the light direction Does p q r

Memory management - Link Fri, 21 Aug 2015 14:59:37

At the moment Im using a stdvector of stdunique_ptr. I push state objects created with stdmake_unique using stdmove when I want to change state and then I erase the stack. Im testing things out using 2 states one has some textures in it and the other one is empty. What happens when I repeatedly switch between states is that memory usage increases by 5mb per switch. I also tried making the textures raw pointers. When I manually delete them before switching states there is no increase in memory. But if I try to make them shared pointers or unique pointers the memory will still increase. Im curious how should I handle these states and pointers. This is the code void StateManagerchangeStatestdunique_ptrltStategt state If the vector isnt empty destroy the current states Clear the vector if states.empty false for auto i 0 i lt states.size i states91i-gtdestroywindow states.clear Move the new state inside the vector states.push_backstdmovestate Initiate the state if states.empty false states91MAINSTATE-gtinitwindow

C open txt file and iterate through lines to find 092n character to - Link Fri, 21 Aug 2015 13:49:10

Hi there i am trying to do comparsion that fins n and the end of the string problem is when i load string from a file it doesnt work i mean For setting str in the code it works and returns LAST CHAR IS RETURN stdstring str blablablan char lastChar str.at str.length - 1 if lastChar n ALOGLAST CHAR IS A RETURN but whenever i load a file into vectorltstdstringgt liek that typedef stdstring AnsiString void LoadFromFileAnsiString fname stdifstream filefname.c_str if file.good false file.close return AnsiString str Count 0 if Strings.size gt 0 Strings.clear while stdgetlinefile str Strings.push_backstr Count Count 1 file.close almost all except last one in some cases line consists n character but the code i use that first one doesnt seem to work and since i load a text file and have there a list of other filenames i have to manually delete n at every linethat requres me to hit enter when i am at last line while editing on notepad any idea why it doesnt find it

special instancing and extrusion depth with scale matrix - Link Fri, 21 Aug 2015 10:05:45

Hello i have a model with 10000 meshes or more. All the mesh are extruded from a 2d shape a direction and a depth. I search to speed up the rendering. I think to use instancing . I have at max 10 shapes but the 10000 meshes have a depth and direction different. If i place all the scale matrixes in a texture object or an uniform buffer and in the instancing vertex shader i pick up it and use scale matrix that change the depth essentially for your experience i can speed up the rendering and obtains different meshes for the lenght I add that there is only a camera and the meshes are static i can precalculate the world matrix and use it and for the MVP matrix i can send only the projection matrix. And if using a deferred render the meshes must be rendered clear the best may be a shader like the sun in skechup. What light system is better thanks

RPG Engines and Frustration - Link Fri, 21 Aug 2015 10:05:08

Hello there This is my second thread in GameDev forums. In the first thread Id asked you how could I learn C and now almost 4 years later I can say and I have purchased and studied all the 5 C books you mentioned there. Apparently I dont consider myself professional like you guys however I think that its time is right to jump into game development. My dream scenario is to create an RPG game like Zelda but in 3D like that. I have no prior experience in game development no experience in 3D graphics or 2D graphics nor UnityUnreal Engine or anything. One could say I know programming but when it comes to game development I am completly noob. All I know is that I see these beautiful youtube videos with these magnificent graphics and I want to develop my own game even if it takes 5 years. Obviously I am not going to make money out of it. Its just my after-work hobby. So I am not interested in profitable workflows e.g. use this game engine because the pro license costs less than the other game engine. I see there are lots of stuff online and I have no idea where to start. I need a solid choice that will prevent drawbacks. I see that many guys are working with Unity and less with Unreal Engine. At least the amount of online tutorials is larger on the Unity side. I also like that theres unity2D. Truth be told I like very much this tutorial series. Ive just watched them I didnt tried to reproduce them but in the end I have no clue how to proceed how to make dialogs how to make fights combat moves with enemies and so on... I have no idea how difficult is to develop a game in 3D vs 2D. If 3D its too hard then obviously I will start with 2D but if they are both difficult I would prefer to start directly with 3D. I suppose that I can buy these beautiful environments from game engines marketplace then buy the 3D model for the hero the enemies and so on. I would appreciate if you could guide me through what path I should choose for a 3D RPG game and where can I find help By saying help it doesn t have to be neccessarily free. I saw there are online videos through Digital Tutors but I have no clue if they are any good. Also a private tutor would be a good fit I suppose. Also what about books I dont know I am kinda frustated here...

SDL2 Multiple Windows and focus - Link Fri, 21 Aug 2015 06:08:35

Hi guys A quick question with respect to SDL2 before I start making a window class. I would like to have one window doing a simulation and another specifically for rendering information such as statistics regarding the simulation at the same time. Is it possible to build two windows in SDL2 where both are active have focus at the same time or will I be only able to view one Thanks Mike

Change Render Target Mip Map Slice - Link Thu, 20 Aug 2015 23:50:42

I am manually rendering a chain of mip maps with DirectX 12. Right now I am setting the applicable D3D12_RENDER_TARGET_VIEW_DESCTexture2D.MipSlice value and callingCreateRenderTargetView for each mip map level. Is there any way to change the MipSlice value of an already created render target view or am I right in creating an array of these things

Reducing CPU usage in Enet thread - Link Thu, 20 Aug 2015 23:06:30

I posted this question over a year ago but didnt find a good soultion. I use a thread which Enet is created and managed on. The whole thing boils down to 1ms latency vs 100 CPU usage. In the networking thread I can set the timeout to 1ms such that it will consume less than 1 of the CPU. But this causes 1ms latency or if Sleep is used inside the Enet library upto 10ms. I want to check for new packets every 0.1ms or less but not consume more then 10 of the CPU core. How can this be done

avoid loosing Stacked Transformations on Load identity matrix - Link Thu, 20 Aug 2015 22:03:07

Hi guys When I use to code in regular old opengl it had glLoadIdentity which would help me translate my object load Identity matrix and then rotate it around its own axis. when stacking translation and rotation together an object will not rotate around its own origin but rather around the initial point it was translated from.which according to matrix math it is supposed to How do I translate an object and then rotatate it about its own origin using glm library or even better manually since I want to understand how it can be done. I presume loadIdentity resets the model matrix to identity matrix but then you will loose your previous translation .. I cannot seem to figure out how you could do it manually here is my code RenderScene void renderScene glmmat4 ModelViewProject glmmat4 View glmmat4 Model glmmat4 Projection glmperspective45.0f 1024.0f 768.0f 0.1f 10.0f glmmat4 rotation glmrotateModel angle glmvec31 0 0 Model rotation rotation loadIdentity glmmat4 transRotation glmtranslaterotation glmvec3xCh yCh zCh Model transRotation View glmlookAtglmvec30 0 2 glmvec30 0 0 glmvec30.0 1.0 0.0 ModelViewProject Projection View Model GLint transform glGetUniformLocationprogramId ModelViewProject glUniformMatrix4fvtransform 1 false glmvalue_ptrModelViewProject glClearGL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT glClearColor0.0 0.0 0.0 1.0 glDrawArraysGL_TRIANGLES 0 6 glutSwapBuffers Vertex Initial position void init int z 1.0f GLfloat vertices91 0.999999f 1.000000f 1.0f 0.0f 0.0f 1.0f -1.000000f 1.000000f 1.0f 1.0f 1.0f 0.0f -1.000000f -1.000000f 1.0f 0.0f 1.0f 1.0f colors 1.000000f -1.000000f 1.0f 1.0f 1.0f 0.4f 0.999999f 1.000000f 1.0f 1.0f 0.8f 0.4f -1.000000f -1.000000f 1.0f 0.7f 0.8f 0.4f GLint FragmentShaderColorId GLint VertexId VertexId glGetAttribLocationprogramId position FragmentShaderColorId glGetAttribLocationprogramId ColorIn glEnableGL_DEPTH_TEST GLuint myBuffId 0 glGenBuffers1 myBuffId glEnableVertexAttribArrayVertexId glBindBufferGL_ARRAY_BUFFER myBuffId glBufferDataGL_ARRAY_BUFFER sizeofvertices vertices GL_STATIC_DRAW glVertexAttribPointerVertexId 3 GL_FLOAT GL_FALSE sizeoffloat 6 0 glEnableVertexAttribArrayFragmentShaderColorId glVertexAttribPointerFragmentShaderColorId 3 GL_FLOAT GL_FALSE sizeoffloat 6 char sizeoffloat 3 stride of 5 floats describing my colors starting at position 2

Accumulate color value along x-axis - Link Thu, 20 Aug 2015 21:27:41

Hey in order to compute light intensity for a pixel I need to sum per-pixel attenuation along a ray to a buffer. The ray is parallel to the x-axis so I have to sum values along the x-axis eg. 0112011 would become 0124456 number is sum of all previous numbers plus itself This is a rather complex operation depending on length of ray width of texture and number of rays height. I thought a solution would be to draw the texture additive multiple times shifting it to the right one pixel each time 0112011 011201 01120 0112 011 01 0 _________ 0124456 This works but is computation expensive as well. Also there are only 255 values which yields chunky results. I cant encapsulate numbers to 3-digit base 256 colors because additive blending would break this it just adds per channel obviously. Please ask if I have not described the problem well. I hope someone can help me Thanks Phil

VBE 2.0 Set Display Start for Page Flipping - Link Thu, 20 Aug 2015 21:04:13

Ok hello again GameDEV - Its been a few years since I was last here. Anyways I am in middle of writing a VBE driver for my kernel currently I have a double buffer which does stop the flashing but even at low resolutions I am unable to copy the entire buffer into active video memory within the refresh time. at 640X480X8 it takes 2.5 refresh cycles which causes tearing In Real-Mode I have set the display resolution enabled LFB and grabbed the PMode Interface Table - and passed all information to the Kernel. The issue that I have been facing is when trying to use the SetDisplayStart no matter my input on DXCX I end up with the same results. Currently my video memory has at offset 0 color 0x83 640480 times and just after this we have color 0x28 640480 times. The Current VBE Mode info contains BytesPerLine 0x280 640 LinBytesPerScanLine 0x280 I am calling SetDisplayStart the following way Intel ASM FlipPage pusha mov eax DWORD 91SecondBuffer test eax eax jz .NotSecond mov dx 0 mov cx 0 mov DWORD 91SecondBuffer 0 jmp .flipme .NotSecond mov dx WORD 91Height mov cx 0 mov DWORD 91SecondBuffer 1 .flipme Now Lets Page Flip xor bx bx mov ax 0x4F07 xchg bx bx call DWORD 91VBE_FUNCTION7 test ah ah jnz ERROR cmp al 0x4F jne ERROR popa ret And no matter how DXCX is filled the result is always or Y out of range panic from Bochs and yes even with DX and CX 0 this is the result. So Im hoping beyond all hope someone here has done this before as the internet seems to have no reference other than what is in the VBE Specifications... I know we are going back to the midearly 90s here but I cannot write a driver per card most have no Info so Im stuck with VBE support and software rendering.

Custom memory allocator with Polymorphism - Link Thu, 20 Aug 2015 20:17:52

I write two custom memory allocators because I thought that my problem was from memory poolbut when I test a new type of custom memory allocation I realize that my problem is from classes inheritance. I have a base class IComponent you can see code below virtual IComponent pragma region Setter void SetActivebool _active this-gtm_active _active void SetNameconst char _name this-gtm_name _name pragma endregion public pragma region Getter bool GetActive const return this-gtm_active const char GetName const return this-gtm_name pragma endregion public virtual void InitializeActor _owner 0 virtual void Updateconst AngelSubSystemTimeManager timer 0 virtual void Render 0 protected Actor GetOwner return this-gtm_owner void SetOwnerActor _owner this-gtm_owner _owner private boolm_active const char m_name Actor m_owner And I have a component name GUIText that inherit from this class protected virtual void InitializeActorPtr _owner override virtual void Updateconst AngelSubSystemTimeManager timer override virtual void Render override private Vector3 m_position Vector3 m_scalling Vector3 m_rotation some code omitted. when I use my custom allocator like blow I got this error Access violation reading location 0xCDCDCDD1 this-gtm_componentMemory new AngelMemoryLinearAllocator this-gtm_componentMemory-gtInit2000 GUIText t reinterpret_castltGUITextgtthis-gtm_componentMemory-gtAllocatesizeofGUIText t-gtInitializethis I find my problem that it is from inheritance and polymorphism but my question is how I can fix this Here is my custom allocator void AngelCoreAngelMemoryLinearAllocatorInitsize_t size this-gtm_currentPos mallocsize this-gtm_size size this-gtm_numAllocation 0 this-gtm_usedMemory 0 void AngelCoreAngelMemoryLinearAllocatorAllocatesize_t size void address m_currentPos this-gtm_usedMemory size return voidaddress

How to change Taskbar pinned title - Link Thu, 20 Aug 2015 18:59:41

Hi all Does anyone know how to change the taskbar title Even for the default project Win32Project1 of Visual Studio it shows the .exe name in the taskbar instead of the Window Title from CreateWindowEx. Similar to this unsovled problem httpstackoverflow.comquestions30617080where-to-amend-taskbar-description-for-c-application Thanks for your time

Unity troubles with UMA 2 - Link Thu, 20 Aug 2015 18:34:06

I am having trouble using Unity 5 UMA 2. First I did not realize that you had to load it into every project at least its not appearing in another project and it wont let me load it into my new project. When loading for the first time it gave me error messages that did not subsequently show up so so I couldnt screenshoot them. I did however get a screenshot of the fact that when trying to load the scene files in the UMA 2 scene folder everything is greyed out. Sorry if I put this post in the wrong place. Thanks for your help Attached Thumbnails

Scrolling background logic - Link Thu, 20 Aug 2015 17:46:26

What is the logic for an infinite scrolling background given an engine with basic tools Also would this be similar to the logic for a procedural level In a basic explanation anyone care to give it a go Right now I am thinking of it like a typewriter. When the head gets to the end it jumps back to the first position and repeats that. Am I close

Moving from Xna4 to MonoGame 3.4 - Link Thu, 20 Aug 2015 16:56:37

Hi everyone Ive been using Xna 4 for years with a custom framework that I now wish to port to MonoGame. My main motivation is less awkward VS2013 support. I will still be Windows only for now. There are primarily two things that scare me 1. What happens to the project structure in particular with respect to the content pipeline Do I use some external tool to handle assets with MonoGame or is there still some VS project type behaving similar to how it works in XNA What about custom content importers and processors 2. Im currently using Windows messages for input via System.Windows.Forms.IMessageFilter etc. Im aware that this is bad from a portability perspective but it makes input behave very well for my GUI driven games. Can I still do this with MonoGame andor is there some other way to hookcapturehandle windows messages in my game window obviously assuming running as Windows Desktop app..

How to load a custom d3dx frame - Link Thu, 20 Aug 2015 11:34:11

xof 0303txt 0032 template Frame lt3d82ab46-62da-11cf-ab39-0020af71e433gt 91... template ActualCostTblEntry ltaaaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaagt intentionally changed DWORD fromX DWORD fromZ DWORD toX DWORD toZ FLOAT cost Frame Root ActualCostTblEntry Entry 17 15 8 16 10.000000 HRESULT d3dAllocHierarchyCreateMeshContainer LPCSTR Name CONST D3DXMESHDATA pMeshData CONST D3DXMATERIAL pMaterials CONST D3DXEFFECTINSTANCE pEffectInstances DWORD NumMaterials CONST DWORD pAdjacency LPD3DXSKININFO pSkinInfo LPD3DXMESHCONTAINER ppNewMeshContainer ppNewMeshContainer NULL d3dMESHCONTAINER pMeshContainer new d3dMESHCONTAINER ZeroMemorypMeshContainer sizeofd3dMESHCONTAINER ppNewMeshContainer pMeshContainer pMeshContainer NULL return S_OK d3dAllocHierarchy Alloc if SUCCEEDEDD3DXLoadMeshHierarchyFromXAdatacosts.x D3DXMESH_MANAGED d3dm_pDevice Alloc NULL LPD3DXFRAMEm_fActualCost NULL for d3dFRAME f m_fActualCost f NULL f d3dFRAMEf-gtpFrameSibling d3dMESHCONTAINER mc d3dMESHCONTAINERf-gtpMeshContainer if mc DWORD fromX mc-gtfromX DWORD fromZ mc-gtfromZ DWORD toX mc-gttoX DWORD toZ mc-gttoZ float cost mc-gtcost AStarNode from Coordinaterm_AStarNodePool.acquireNodefromX fromZ AStarNode to Coordinaterm_AStarNodePool.acquireNodetoX toZ AStarNodePair np new AStarNodePairfrom to m_ActualCosts.insertstdmake_pairnp cost How should I put the cost data into the mesh container in CreateMeshContainer method As I think back should I put the variables in the frame class instead Thanks Jack

Fast sqrt for 64bit - Link Thu, 20 Aug 2015 11:20:21

The following code is a very fast method of computing sqrt but in 32bit application. double inline __declspec naked __fastcall sqrt_asmdouble n _asm fld qword ptr 91esp4 _asm fsqrt _asm ret 8 what is the equivalent in speed for 64bit application

Using multiple Descriptor Heaps of the same type SRV_CBV_UAV with - Link Thu, 20 Aug 2015 09:43:36

Its really noticable that the d3d12 examples only use one descriptor heap for all srvs and cbvs maybe another sampler heap. So i thought i try to split that into 2 heaps one for srv and one for cbv. Ive made a stackoverflow question documenting my failed tryhttpstackoverflow.comquestions32114174directx-12-how-to-use-commandlist-with-multiple-descriptor-heaps Maybe i missed something in the documentation like only one descriptor heap per type per commandlist allowed

Programming base engine for mobile game choose from a few - Link Thu, 20 Aug 2015 03:08:27

Did some reading a few to choose from construct 2 GameMaker RPG maker VX Unreal Engine Unity Project Anarchy. My experience I did programming in C C Java. not familiar with C but not afraid to use it. I have tried building Tetris using Irrlicht Engine load sprite rotate didnt work on wall kicking and gravity stuff yet. I have also tried building a shooting game with Corona learn LUA dont like scripting language I would rather use C. This time I want to pick the right framework and get to the end of a very simple game 2D RPG no physics needed. no level editor needed. I thing I only need basic stuff like game menu 2D graphics animation sound control. I prefer programming language no scripting. Targeting mobile platform Android and iOS. which engine would be easiest to worklearn and not over kill Construct 2 GameSalad libgdx didnt try yet I heard that there are good. how do they compare to each other GameMaker RPG maker VXonly know their names. Unreal Engine powerful engine 3D affordable license will it be too difficult to learn and overkill for simple game Unity another powerful engine but I heard that it is quite expensive. Project Anarchy does anyone heard of this It is free version of Havoc I think. I installed it and that takes me hours could be powerful. Citrus engine does anyone heard of this free and open source. XNA I am experience on C but does XNA good for mobile game thank you for your take on this.

Volumetric Lighting with SDSMs - Link Wed, 19 Aug 2015 21:27:46

Looking for ideas on how to combine Sample Distribution Shadow Maps with ray-marching based volumetric lighting. I cant just sample the SDSM cascades since they only contain valid information for the fragments being shaded not arbitrary points in 3D-space like regular CSMs. I could only come up with two fixes that sound kinda terrible 1 render another standard shadow map covering the entire frustum or 2 widen the bounding boxes of the cascades to include the entire 3D space essentially trading shadow map quality for arbitrary sample locations. Tried 1 already and it simply doesnt work well when the nearfar distance goes up. I havent tried limiting the shadow map to the max ray distance yet though. Havent tried 2 yet. Trading shadow map quality sounds pretty bad though.

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