Page:9 - News Archived: 3437

Title Date
Elastic Music - MusicAudio DesignSFX for your game - Link Thu, 08 Oct 2015 19:56:12

ContractorHello my name is Nick Torretta and I am a professional composer and audio designer.My work has been featured on internationally televised commercials Oscar Mayer Butterball Aarons TV shows The New Family Feud America Now web advertisements SC Johnson Boeing Full Tilt Poker McKesson and much more.Check out my portfolio at my website www.elasticmusicproductions.comI am currently wrapping up my third indie title as I progress further into the world of video game composition and am ready and excited to take on some more workMy rates are definitely indie-friendly and no project is too small. I provide sound effects as well and am proficient in Wwise for integration.Hit me up lets see what amazing game we can create together.0.00

PROFIT SHARE Programmers Wanted for 3D Platformer. - Link Thu, 08 Oct 2015 18:54:39

Unpaid Position What Is ChronoTailsChronoTails is a 3D Platformer that also falls under the category of Collect-athon. We draw inspiration from games from the late 90s and early 00s such as Mario 64 Banjo Kazooie Crash Bandicoot and more.The game itself features a anthropomorphic wolf by the name of Jake whom must travel to various periods of time Jurassic Ice Age Medieval ect.. to right the wrongs done by the games villain. Using a collectible called Scrap Jake can build new gadgets that give him abilities to progress.Featuring 10 levels based around various time periods Jake will face a large number of enemies Bosses and fun characters to interact with.At the moment ChronoTails is still in early conceptual stage though we are nearing the point where we can start showing off material. We are planning to get the game onto Steam and if possible onto consoles.Whats requiredWe need programmers that are familiar with OOP Object-Oriented Programming concepts and preferably the Unity game engine. If you are familair with languages such as C and Java but not familair with Unity 3D then dont hesitate to apply we will bring you up to speed. As a programmer your responsibility will be to implement various gameplay systems. All programmer will have to either be familiar with or willing to learn a version control system this project uses GitHub. We arent looking for an expert programmer but we are looking for someone who wants to learn and will be dedicated.What do you get out of itEveryone that works on ChronoTails gets an equal share of the revenue it acquires as well as their name in the credit reel at the end of the game. If they wish they may also stay on the team after release for potential DLC or additional projects.The TeamWe currently have 8 team members on the team. We strive for a relaxed approach in which everyones opinions are counted towards the project in order to make it the best it can possibly be.We currently have- 2x Programmers- 2x Writers- 2x 3D Artists Main Character modeller Environment modeller- 1x 2D ArtistProgressCurrently we have a test scene in which to build our systems Fully controllable camera and character.HUD with collectibles Health.Health Damage systems.Basic Enemy A.I.Collectibles.Aim mode in which the camera zooms in and shows a crosshair. To aim the weapon the character will eventually obtain.How to apply.Email your application to ruffdemongamesgmail.com The team works in Skype Github and Dropbox so it would also be a plus if you had those ready.Thank you for readingFree

Last Man Interactive looking for members - Link Thu, 08 Oct 2015 00:17:40

Unpaid PositionHello allWe are Last Man Interactive an innovative team of young talented developers from around the world. We are working together to create fantastic games and have a good time doing so.We are currently in the middle of producing two games Last Man Arena and John Cupboard Temporary Title.Last Man Arena LMA is an upcoming first-person Multiplayer Online Battle Arena. In this gruesome fight to the death players will be placed in detailed arenas and forced to do whatever it takes to survive and be the last man standing. With complete freedom as to your path to victory you can truly create your own strategy. The choice is yours See an example of a few weapons designed for the game below.John Cupboard Temporary Name is a unique indie puzzle-platformer. It is story based about a child growing up with not-so-great hinted at being abusive parents. He is bullied at school a lot and in order to escape his hard life often wanders off in his imagination. His favorite thing to imagine as kids often have a go-to is that he is a 1940s style noir detective. The player in the game can switch between his imagination and real life in order to solve puzzles escape the horrors of his life including icky vegitables and muster through the intueging meaningful storyline. No screenshots yet game is still in early development.Lets get right to the point were looking for some team members as we still have a few slots to fill. Here are the currently occupied positions alphabetical by nameAlexander Wonnacott - MarketingPR Manager WriterLeo Houts - Assistant Designer PR Manager WriterJochem Van Diepen - 3D ArtistJoram Millenaar - AnimatorKevin Zigann - Assistant AnimatorModelerJulian M. I. - Composer Lead DesignerPeter De Klerk - Animator Graphic DesignerTobias Nyholm Maneschijn - Lead ProgrammerTyler Burd - Founder ProducerTea - 2D and Concept ArtistAs you can see we have an established team but some holes that definitely need to be filled. Keep in mind this is an unpaid hobbyist project any compensation received will be a small amount of rev-share and will be based on amount of work put into the project. So on that note here are the jobs that need to be placed and are open for applicantsAssistant Programmer Multiple Positions Available3D ModelerModel-Artist Multiple Positions AvailableHere are some jobs that we either already have filled but could use more of or arent filled but also arent vital as of right now and 3D Animator2D Assistant ArtistAssistant Game DeveloperManagerIf youd like to apply either send me a pm or email me at alphawolfjmigmail.com. Im super excited to work with all of you and Im sure everyone on here is super talented I hope youre as excited as I am to see these projects come to fruition. -Julian M.I.Free

Project BasedContract HLSL Programming Position - Link Wed, 07 Oct 2015 23:42:14

Paid PositionREX Game Studios is looking for an individual who is qualified within HLSL shader programming. This is a project based contract position with the potential to grow.Job Description- Problem solve and engineer new HLSL shader code on current projects in developmentQualifications- Must have experience and knowledge of HLSL shader programming for at least DirectX 9 and greater.- Must be 18 years or older.- Must be able to communicate clearly in English with complete sentences.- Must be respectful have integrity and display a good work ethic.Compensation- Project-based contracted paid position. Please submit your resume please include references experience and examples of work to rstoughrexgamestudios.com. Please put REX Game Studios Applicant within the Subject Line. Only qualified applicants will be contacted. Paid

Rendered texture is transparent in DirectX11 - Link Fri, 16 Oct 2015 13:08:52

I am rendering H264 video frames from an IP camera which are decoded into BGRA32 pixel format via DirectX 11 and SharpDx in WPF via D3DImage control. After lot of research and looking at various samples and examples I have managed to get it finally got it torender H264 frames with DirectX 11. Please note I am a newbie to Direct X. My current setup involves setting setting up vertex shader and pixel shader as below var device this.Device var context device.ImmediateContext Compile Vertex and Pixel shaders vertexShaderByteCode ShaderBytecode.CompileFromFileTriangleShader.fx VSMain vs_5_0 ShaderFlags.Debug EffectFlags.None vertexShader new VertexShaderdevice vertexShaderByteCode pixelShaderByteCode ShaderBytecode.CompileFromFileTriangleShader.fx PSMain ps_5_0 ShaderFlags.Debug EffectFlags.None pixelShader new PixelShaderdevice pixelShaderByteCode Layout from VertexShader input signature An input layout is the layout of the data containing the location and properties of a vertex. It would be a format of data that you can modify and set according layout new InputLayoutdevice ShaderSignature.GetInputSignaturevertexShaderByteCode new91 new InputElementSV_Position 0 Format.R32G32B32A32_Float 0 0 new InputElementCOLOR 0 Format.R32G32_Float 16 0 new InputElementTEXCOORD 0 Format.R32G32_Float 32 0 Write vertex data to a datastream var stream new DataStreamUtilities.SizeOfltVertexgt 6 true true int iWidth intthis.ActualWidth int iHeight intthis.ActualHeight float top iWidth 2 float bottom iHeight 2 stream.WriteRangenew91 new Vertex new Vector4-top bottom 0.5f 0.0f position top-center new Color40.0f 0.0f 0.0f 0.0f color top-center rgbalpha new Vector20f0f new Vertex new Vector4top bottom 0.5f 0.0f position top-right new Color40.0f 0.0f 0.0f 0.0f color top-right rgbalpha new Vector2iWidthiHeight new Vertex new Vector4-top -bottom 0.5f 0.0f position bottom-left new Color40.0f 0.0f 0.0f 0.0f color bottom-left rgbalpha new Vector2iWidthiHeight new Vertex new Vector4-top -bottom 0.5f 0.0f position bottom-right new Color40.0f 0.0f 0.0f 0.0f color bottom-left rgbalpha new Vector2iWidth0f new Vertex new Vector4top -bottom 0.5f 0.0f position bottom-right new Color40.0f 0.0f 0.0f 0.0f color bottom-right rgbalpha new Vector2iWidthiHeight new Vertex new Vector4top bottom 0.5f 0.0f position top-right new Color40.0f 0.0f 0.0f 0.0f color top-right rgbalpha new Vector20f iHeight stream.Position 0 Instantiate Vertex buiffer from vertex data vertices new SharpDX.Direct3D11.Bufferdevice stream new BufferDescription BindFlags BindFlags.VertexBuffer CpuAccessFlags CpuAccessFlags.None OptionFlags ResourceOptionFlags.None SizeInBytes Utilities.SizeOfltVertexgt 6 Usage ResourceUsage.Default StructureByteStride 0 stream.Dispose Prepare All the stages context.InputAssembler.InputLayout layout context.InputAssembler.PrimitiveTopology PrimitiveTopology.TriangleStrip context.InputAssembler.SetVertexBuffers0 new VertexBufferBindingvertices Utilities.SizeOfltVertexgt 0 context.VertexShader.SetvertexShader context.PixelShader.SetpixelShader context.OutputMerger.SetTargetsm_RenderTargetView When ever i receive a new frame then I update the RenderTexture by mapping the resource as below When ever i receive a new frame then I update the RenderTexture by mapping the resource as below device.ImmediateContext.ClearRenderTargetViewthis.m_RenderTargetView Color4.Black Texture2DDescription colordesc new Texture2DDescription BindFlags BindFlags.ShaderResource Format m_PixelFormat Width iWidth Height iHeight MipLevels 1 SampleDescription new SampleDescription1 0 Usage ResourceUsage.Dynamic OptionFlags ResourceOptionFlags.None CpuAccessFlags CpuAccessFlags.Write ArraySize 1 Texture2D newFrameTexture new Texture2Dthis.Device colordesc DataStream dtStream null DataBox dBox Device.ImmediateContext.MapSubresourcenewFrameTexture 0 MapMode.WriteDiscard 0 out dtStream if dtStream null int iRowPitch dBox.RowPitch for int iHeightIndex 0 iHeightIndex lt iHeight iHeightIndex Copy the image bytes to Texture we write row strides multiplies by bytes per pixel as our case is bgra32 which is 4 bytes dtStream.Position iHeightIndex iRowPitch Marshal.CopydecodedData iHeightIndex iWidth 4 new IntPtrdtStream.DataPointer.ToInt64 iHeightIndex iRowPitch iWidth 4 Device.ImmediateContext.UnmapSubresourcenewFrameTexture 0 Texture2D srcTexture m_RenderTargetView.ResourceAsltTexture2Dgt Device.ImmediateContext.CopySubresourceRegionnewFrameTexture 0 null this.RenderTarget 0 Device.ImmediateContext.Draw6 0 Device.ImmediateContext.Flush this.D3DSurface.InvalidateD3DImage Disposer.SafeDisposeref newFrameTexture My EffectsHLSL file Texture2D ShaderTexture registert0 SamplerState Sampler registers0 cbuffer PerObject registerb0 float4x4 WorldViewProj struct VertexShaderInput float4 Position SV_Position float4 Color COLOR float2 TextureUV TEXCOORD0 struct VertexShaderOutput float4 Position SV_Position float4 Color COLOR float2 TextureUV TEXCOORD0 VertexShaderOutput VSMainVertexShaderInput input VertexShaderOutput output VertexShaderOutput0 output.Position mulinput.Position WorldViewProj output.Color mulinput.Color WorldViewProj output.TextureUV input.TextureUV return output float4 PSMainVertexShaderOutput input SV_Target return ShaderTexture.SampleSampler input.TextureUV.rgb Images are rendered correctly but it seem they are opaque if the background color of the parent color is anything other than black. Now i cant seem to figure out what exactly is going on here which is rendering my texture as transparent. Any help in this matter would be much appreciated.

JS Dice Roller - Link Fri, 16 Oct 2015 11:44:21

Just wondering if someone can help me with this JS Dice roller. For 5d100 Im getting numbers like 1400. this.roll functionamount sides mod 0 var min amount var max sides amount var value 0 for i 0 i lt amount i value value Math.floorMath.random max - min 1 min value value mod return value end of roll

QA Test Sheet newb 38 learning - Link Fri, 16 Oct 2015 10:37:13

Im fairly new to mobile development and I was wondering what does the QA test sheet looks like for mobile games. Planning to study it or at least have an idea. Do you have a sheet I can take a peek at If it isnt too confidential. cheers

Scaling object very small makes it all distorted - Link Fri, 16 Oct 2015 06:54:50

Hey everyone Im developing a driving game and for sense of speed I use variable FOV according to speed. But I do not apply the FOV to the driven car but instead scale it down to keep it properly sized in relation to the surroundings. Problem is that with enough speed the cockpit starts to go all distorted see this picture Here you can see the problem in actionhttpswww.youtube.comwatchvTU7AEnqfZM8featureyoutu.bet1m0s Initially I assumed this would be a depth buffer issue but it happens even with DepthEnablefalse. Im rendering the car last clear the depth buffer and try to set much lower near plane and far planes using D3DXMatrixPerspectiveFovLH but it would appear it does absolutely nothing no matter the values is maybe something else required to change the near far planes mid frame Or is the problem related to something else The scale values given for D3DXMatrixScaling in the particular image above simulated speed of 300kmh are quite low scaleX 0.048116 scaleY 0.048116 scaleZ 0.048116 The cars original size is something like X 20 Z 50 one meter is 10 units not sure what to call them in the engine. I can give more details if needed. Hopefully somebody can help me I think I may have some other questions in the future too this is I think my first ever DX related question on a forum. Thanks static_roller

How do I solve - Link Fri, 16 Oct 2015 05:33:02

VC6.0 header files library files I have been installed why is it a mistake cdocuments and settingsfgbookcodechap16the towertrigger.cpp1 fatal error C1083 Cannot open include file Core_Global.h No such file or directory include Core_Global.h include Tile.h include Map.h How do I solve

Modifiable voxel rail system concepts - Link Fri, 16 Oct 2015 05:22:14

Ive been working on a railroad system for a voxel game Im making but pretty much starting over from scratch again after my previous system has caused so many head aches. In my previous setup user places voxel rails and as the train engine moved from one to the next every time train ran it would scan several blocks ahead and built a list of rails. Each rail stored a list of coordinates that were open for connecting to other rails. The train engine would check to make sure each rail was connected by checking these coordinates between two rails to see if they match two rails facing each other properly side by sideand if they do the rail is connected so the train could move forward. I ran into problems when the rails were at higher or lower elevations which added more complexity. I was thinking of adding some sort of waypoint system instead but Im having trouble wrapping my head around this insofar of making sure the next waypoint is correct facing track to the previous waypoint. Essentially each track in the railroad would be a waypoint but the voxel rails need to be correct facing ones otherwise for example you may have problems like a front facing track and leftright turn track which might not connect but the waypoint system would still flow forward. Has anyone ever done anything similar or can provide any tips or an overview on what the best approach might be The railway system is 3d space modifiable and the tracks can be placed and destroyed any time.

Variance Shadow Mapping With Expensive Terrain - Link Fri, 16 Oct 2015 03:56:17

Looking for some advice on shadow mapping algorithms. Currently working onthis game shadowing is a very important visual effect for the planet-based levels. I recently implemented variance shadow mapping with cascaded shadow maps. To my dismay Im struggling with some awful visual artifacts I believe the primary cause of this is that Im not rendering the terrain into the shadow map. While Ive found some ways to mask these effects I have not found a silver bullet and the shadows are often detracting from the visual fidelity of the planet. The terrain is generated from a ridiculous fractal noise equation thus actually drawing the terrain into the shadow maps is impractically expensive. I suspect due to these issues VSM is ill-suited for my game. Are theresimilar soft shadow mapping approaches that do not require drawing the terrain into the shadow map that might be better choices

I got the basics of c.. I need help implementing the code. - Link Fri, 16 Oct 2015 03:17:47

Hello So I have a basic understanding of writing code the only way to get better from here is practice. I have one question because I am sure I can find everything else in tutorials. Its going to be hard to word because I am having a hard time comprehending so bear with me. Okay so we have the main program where we write our code. Lets just hypothetically say that my main program runs the menu of a game where the user has to click on the start key... when the user clicks the start key do I create a separate class for this For example in my code... i would have all the aspects of the main menu but then a different class would have the aspects of what happens after you press start and this would be called in the main code.. I am confusing my self but I just like to know the very specifics about what I am doing. Trying to elaborate further. for a sprite.. we would animate him into the game.. up to jump right to right left to run left and so on.. Would each key function have a separate class that was called in the main class I am sorry if this is confusing its confusing me.

Managing connected clients - Link Fri, 16 Oct 2015 01:44:42

I have a TCP server listening and hundreds of clients connecting to the server. Whenever a client is connected it sends a unique ID say 123 to the server X the server X authenticates the unique ID 123 against the database and if it checks out it stores another entry in the cache to indicate that 123 is connected to server X. This is so I can put many instances of the servers and know which client is connected to which server. When client disconnects the server removes the entry from the cache. Now I am running into an issue that if a client is connectingdisconnecting all the time there is a race condition when the event is sent to the cache. I am observing that if a client connects and disconnects repeatedly it may show as disconnected on the server side. The disconnect may take several minutes because of timeout flushing out and closing the TCP stream etc that the new connection is posted first only to be removed later by the old connection. How do I handle this flow to correctly store clients connected status

writing to UAV buffer - Link Thu, 15 Oct 2015 21:28:35

I am trying to make a buffer to store object index then read it from CPU to implement mouse picking algorithm but I dont know how to write to UAV buffer from a pixel shader. I coped tutorial 4 and modified itwhen I add the first line in PS function the code doesnt compile. Can anyone tell me what is the problem. Thank you in advance. -------------------------------------------------------------------------------------- Constant Buffer Variables -------------------------------------------------------------------------------------- cbuffer ConstantBuffer register b0 matrix World matrix View matrix Projection dynamic RWTexture2Dltuintgt DynamicBuffer registeru0 -------------------------------------------------------------------------------------- struct VS_OUTPUT float4 Pos SV_POSITION float4 Color COLOR0 uint id ID -------------------------------------------------------------------------------------- Vertex Shader -------------------------------------------------------------------------------------- VS_OUTPUT VS float4 Pos POSITION float4 Color COLOR VS_OUTPUT output VS_OUTPUT0 output.Pos mul Pos World output.Pos mul output.Pos View output.Pos mul output.Pos Projection output.Color Color return output -------------------------------------------------------------------------------------- Pixel Shader -------------------------------------------------------------------------------------- float4 PS VS_OUTPUT input SV_Target DynamicBuffer91uint2input.Pos.xy floatinput.id error return input.Color

Adding some GUI to OpenGL - Link Thu, 15 Oct 2015 18:46:44

Hi I have a c 3d application based in opengl sdl and bullets physics now i want to add a simple GUI for example a buttom the problem is that I dont know how to aproach this situation 1 - Should I download a free gui library c or made one with SDL 2 - Should I add the GUI to my openGL window or Add the openGL window to my GUI project Another thing i have been seeing profesional software for example unreal engine 4 unity cubase 3ds max etc ... and all of those uses the same buttoms the same menus like the one windows have. My question--gt what GUI use these software In any case I would appreciate a good book about this specific topic Thanks and sorry for the english

Passing Setup class to get screen height - Link Thu, 15 Oct 2015 17:33:02

There seems to be something wrong with the way i pass the variable SCREEN_HEIGHT from this class class First public First First SDL_Renderer renderer NULL SDL_Window gWindow NULL int SCREEN_WIDTH int SCREEN_HEIGHT to this class Second public SecondFirst f int y and this is the implementation for the classes include First.h First First SCREEN_WIDTH640 SCREEN_HEIGHTSCREEN_WIDTH169 SDL_Init SDL_INIT_VIDEO SDL_SetHint SDL_HINT_RENDER_SCALE_QUALITY 1 gWindow SDL_CreateWindow Testing SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED SCREEN_WIDTH SCREEN_HEIGHT SDL_WINDOW_SHOWN renderer SDL_CreateRenderer gWindow -1 SDL_RENDERER_ACCELERATED SDL_SetRenderDrawColor renderer 0xFF 0xFF 0xFF 0xFF IMG_Init IMG_INIT_PNG First First SDL_DestroyRenderer renderer SDL_DestroyWindow gWindow gWindow NULL renderer NULL IMG_Quit SDL_Quit include Second.h Second SecondFirst f y f.SCREEN_HEIGHT 2 what i dont understand is why do i get from SDL_GetError invalid texture this is the main function include First.h include Second.h include ltiostreamgt int main int argc char args91 First first Second secondfirst bool quit false SDL_Event e while quit while SDL_PollEvent e 0 if e.type SDL_QUIT quit true SDL_SetRenderDrawColor first.renderer 0x00 0x00 0x00 0xFF SDL_RenderClear first.renderer stdcout ltlt SDL_GetError ltlt stdendl SDL_RenderPresent first.renderer return 0

What are my options for loading my game files for an android app - Link Thu, 15 Oct 2015 16:47:35

For my game engine I have all my files in a folder structor organised as folders within folders that includes XMLs shaders PNGs. I just discovered that I cant just drop the root folder named data into the Android res folder and have it compile. What are my options at this point

Optimizing data synchronization between game modules. A design issue. - Link Thu, 15 Oct 2015 11:11:06

Im finally restructuring my base actor class and want to minimize the overhead of data synchronization between threads. In particular below is the scheme Im currently considering. It has a couple of issues 1 Id like to constrain synchronization to atomics only but I dont really see a way 2 handling prediction in the render thread 3 extensibility and future-proofness 4 clarity and modularity this approach isnt modular at all since synchronization is tied to one central class IGame 5 I want to come up with a system so that each thread has its own copy of the data it needs but no more. The question becomes where and how to store this data. Dont really want to bog down IActor but dont really want to create a disjoint cache either. Heres an example of what I have right now. Its a hand-written example so it might contain some mistakes and does contain omissions for clarity. struct ISceneComponent private friend class IGame friend class IPhysicsEnv TIMESTAMP timestamp IWorldTransform transform ... stdmutex _mutex struct IRenderable private friend class IGame IWorldTransform transform TIMESTAMP timestamp IWorldTransform transformCurFrame ... public NOTE does not block in case transformCurFrame is being update in IGameUpdateActorRenderable const IWorldTransform GetTransform const return transformCurFrame struct IActor ISceneComponent scene IRenderable renderable physics thread void IPhysicsEnvMoveActorIActor actor do heavy work actor.scene._mutex.lock actor.scene.transform newTransform ... actor.scene.timestamp GetTimeStamp actor.scene._mutex.unlock void IGameUpdateActorRenderableIActor actor ifactor.scene.timestamp actor.renderable.timestamp need to use mutex here because dont want to miss any updates in IPhysicsEnvMoveActor although render thread can live with old data a bit longer ifactor.scene._mutex.try_lock actor.renderable.transform actor.scene.transform ... actor.scene._mutex.unlock due to using try_lock updates can be missed although this should be very rare and fraction can become gt 1 real fraction GetCurFractionOfPhysicsUpdateGetTimeStamp currently IActorrenderable is accessible from any thread but the copy is local which is get and set without a lock want to change this actor.renderable.transformCurFrame TRANSFORM_Moveactor.renderable.transform actor.renderable.orientation actor.renderable.velocity fraction render thread void RenderScene game-gtUpdateActorRenderableplayer DrawSmallPenisplayer.renderable.GetTransform The good part about this is that it works. The part about it that I dont necessarily like is the fact that it requires each actor to have its own lock per sync pair and that the physics thread can be blocked. Also it works well with just two modules communicating with each other but Im not sure if its the best solution for say x-way communication when I add in AI pathfinding and whatever other modules that all run on different threads. Handling contention eg choosing the latest timestamp is fairly trivial this way but then again offloading synchronization to some form of external manager system would be more extensible further down the line. I guess it boils down to where and how do I keep and update local copies. The problem stems from the fact that I dont really know what Im doing here as far as writing a game engine from scratch for the first time goes so I dont know quite how to best prepare for problems I cant foresee. You know - its that uneasy feeling that goes something like this is nice but somehow I feel its not quite what its supposed to be. That being said suggestion would be welcome

Switching PixelShader gains performance without any pixels on screen. - Link Thu, 15 Oct 2015 10:51:20

Hi everyone Ive been profiling my application lately and I got something weird which I hope one of you can explain to me. In my Scene I have a large World-Mesh and about 5000 decoration Objects which all are using the same PixelShader which simply does one Texture-Lookup. All in all I get about 1000 Drawcalls from this and about 105fps on my laptop. There are no post process effects or similar techniques. The weird thing is when I switch to a very simple PixelShader Using Intel GPA my FPS-Counter ramps up to 150 even when there are next to no pixels at all drawn on screen Small health-bar in the corner but thats it. Applying a 1x1 scissor-rect doesnt give the same effect. How can switching a pixelshader improve performance by so much when there arent even any rendered pixels on screen Thanks in advance

How can I draw a numbered bullet point above the agent - Link Thu, 15 Oct 2015 09:00:20

I want to draw a bullet point above the agent to indicate which object is which. How do I draw that number right above where the agent is at Thanks Jack void RenderNumber D3DXVECTOR3 pos0.0f 20.0f 0.0f D3DXMATRIX matW D3DXMatrixTransformationmatW NULL NULL NULL NULL NULL pos matW matW m_matWorld d3dm_pDevice-gtSetTransformD3DTS_WORLD matW

What is This doing A Function With a defined function inside it. - Link Thu, 15 Oct 2015 04:27:37

Hey all. While googling I found some code like this. void SomeFunction auto check int v1 int v2-gt int do stuff say add the 2 values return v1 v2 used say in a int rt check34 8 Is this a What pointer to a defined function. and is it wise to do things like this or does it have a impact on code speed or any other overhead. Because after seeing it I found a place I could use it which would allow me to keep it all in one function. Any input would be good thank. What I want to use it for is I have a function FindFreeCell and it has a stdlist I use as a ordered list and may addToList could be setout like above.

Why are voxels more efficient than polygons - Link Thu, 15 Oct 2015 02:35:24

I recently watched this video and while I found the concept interesting Im still really not clear on what makes voxels so much more efficient than polygons. The artistic implications are pretty neat voxels are undoubtedly a more flexible modeling medium than polygons. Im not sure if theyre flexible in a way games could actually make much use of but thats another question but how is describing a model as a set of cubes more efficient than describing it as a set of triangles The general consensus seems to be that you can put a lot more voxels onto the screen than polygons though I assume this is greatly offset by the inherent inaccuracy of voxels but I havent found an explanation for why. If anyone could link me to a good videoarticle on the technical reason for this I would appreciate it. Even if they do truly offer a much greater level of geometric detail than polygons from my own admittedly limited experience with graphics programming Ive found post-processing to be a much greater bottleneck than rasterization and I dont see how voxels would do much to change that. If voxels or a hybrid solution are really the way of the future why are polygonal engines still so dominant Are there any major drawbacks that arent being addressed Im genuinely curious.

The Quality of Graphics - Link Thu, 15 Oct 2015 02:25:58

Hi All I am enthusiastic individual who has concepts in mind and willing to produce the game. I dont know ABCD of either the game coding or the game graphics. But for the last 2 years I did some research to understand where should I start and what resources I need to publish a game. So as my first game I came up with an idea to re skin a game to gain some experience. So I bought some assets from the 3d assets store like shutterstock etc. and sent them to my off shore developer. My question is when I send the images to him I am sending them very high quality PSD images. But when he incorporate those images into the game they dont look nice. Its because of the picture quality. I keep on wondering why this is happening. Is there any particular resolution that he has to use when incorporating the assets into the game If so that resolution has to be maintained for each asset in the screen or for the entire screen for example take ANGRY BIRDS a good resolution need to be maintained at the bird image level I would appreciate any helpful answers and willing to share my project details so that someone can guide me on what I am missing. Thanks for all replies in advance...

fatal error C1083 How do I solve - Link Thu, 15 Oct 2015 01:51:15

VC6.0 header files library files I have been installed why is it a mistake cdocuments and settingsfgbookcodechap16the towertrigger.cpp1 fatal error C1083 Cannot open include file Core_Global.h No such file or directory include Core_Global.h include Tile.h include Map.h How do I solve

Need advice getting into shadow mapping OpenGL - Link Thu, 15 Oct 2015 01:33:32

I recently started geting into opengl and scene rendering. While i managed to get simple shadow mapping going im stuck at doing pretty much anything more advanced than that. There are so many different algorithms out there and pretty much all come with a vague description that someone as inexperienced as me has a hard time to do anything with. Which argorithms for hard shadow mapping should i start with getting into and does anyone know any good in-depth tutorials that can be understood by someone rather inexperiences so i can build up a basic understanding of the algorithms Nearly all tutorials i found were either extremely vague or only showed code without proper explaination which worked but didnt explain how. Recently ive been struggling with cascaded shadow mapping in particular which seems to be an extremely interesting algorithm but i have yet to find a tutorial that explains everything every step along the way. If you happen to know one id be much appreciated if you could share it for either CMS or any interesting algorithm behind the very basic shadow mapping So far ive only been working in a c environment with opengl and glm so if the tutorials are compatable with that that would be a huge plus

Corona sdk vs Marmalade vs Unity - Link Thu, 15 Oct 2015 00:15:02

I have just finished my first game using SpriteKit and about to release it but Im looking for another 2D game engine that can export to both ios android plus I dont like SpriteKit all that much. I did some research and found out that both Corona and Marmalade uses lua which is supposed to be a very easy language to pick-up also unity2d seems to be the most powerful engine out there but from what I read its not the best when it comes to 2D plus it has some issues regarding performance or Monodevelop. So if someone can recommend me one of those engines it would be much appreciated.

Where to get info about BV-trees - Link Wed, 14 Oct 2015 19:26:12

Currently Im dealing with recastdetour project and trying to make a clear understanding. Im quite new in the subj but trying hard. Ive noticed a BV-tree structure is used by the proj but unfortunately I wasnt able to google any valuable infor about it. So Im looking for any description and if its deatailed it would be great can anybody point me one Thanks

Relative object movement in 3d space - Link Wed, 14 Oct 2015 18:37:08

HI. I am trying to implement drag object with mouse by finding intersection between the ray and a plane. And seems coords is OK but I cannot move object correctly. I want it to move relative to the camera X and Y axis Right and Up but instead of this I receive opposite direction movement. Only one case when it moving correctly - when camera is along Z axis. In all other cases object moves incorrect. To move relatively I multiply camera relative axis Rigth or Up to the delta vector difference between current and new object positions given by the intersection test and when add them to the current position. Could someone point me what I am doing wrong and why cannot drag object correctly on the all axis Maybe I am missing something very basic

D3D11 WARP without swap-chain - LEAK - Link Wed, 14 Oct 2015 16:56:28

Hi all Weve had rendering on servers without GPUs and without monitors using DX11.0 WARP running just fine. Now that our loads have increased I noticed we run out of memory. Im releasing all resources mainly textures and buffers but since we dont have any swap-chain and hence no Present I cant get to any other conclusion than that the resources are never actually released and linger in RAM forever until we run out of memory. My theory is supported by similar behaviour observation with GPUs from all vendors where the RAM is actually freed only after a couple frames and captures by Windows Performance RecorderAnalyzer with WARP. I tried ID3D11DeviceCtxFlush and ClearState both to no avail as expected. Can anyone comment on WARP without swap-chains Can I render forever without running out of memory because I never present Thanks for any ideas EDIT Here I see that calling Flush should help but I just dont believe it - it doesnt help me and my RAM usage never goes down.

GLSL Error C1502 Nvidia 34index must be constant expression34 - Link Wed, 14 Oct 2015 11:13:19

I have a uniform block in my shader which Im accessing within a loop version 330 core const int MAX_LIGHTS 8 Maximum amount of lights uniform int numLights Actual amount of lights Cannot exceed MAX_LIGHTS layout std140 uniform LightSourceBlock vec3 position 91... LightSources91MAX_LIGHTS Light Data void Test forint i0iltnumLightsi vec3 pos LightSources91i.position Causes index must be constant expression error on Nvidia cards 91... This works fine on my AMD card however on a Nvidia card it generates the error index must be constant expression. Ive tried changing the shader to this version 330 core const int MAX_LIGHTS 8 Maximum amount of lights uniform int numLights Actual amount of lights Cannot exceed MAX_LIGHTS layout std140 uniform LightSourceBlock vec3 position 91... LightSources91MAX_LIGHTS Light Data void Test forint i0iltMAX_LIGHTSi ifi gt numLights break vec3 pos LightSources91i.position Causes index must be constant expression error on Nvidia cards 91... I figured this way it might consider i to be a constant but the error remains. So how can I access LightSources with a non-const index without having to break up the loop and just pasting the same code below each other a bunch of times

Im having trouble making sense of these performance numbers OpenGL - Link Wed, 14 Oct 2015 04:33:07

Greetings. This is one of those dreaded shouldnt it be faster type questions but Im hoping someone can help me because I am truly baffled. Im trying to explore instancing a bit. To that end I created a demo that has 50000 randomly-positioned cubes. Its running full-screen at the native resolution of my monitor. Vsync is forced off through the NVidia control panel. No anti-aliasing. Im also not doing any frustum culling but I am doing back-face culling. Here is a screenshot The shaders are very simple. All they do is calculate some basic flat shading version 430 layoutlocation 0 in vec4 pos layoutlocation 1 in vec3 norm uniform mat4 mv uniform mat4 mvp out vec3 varNorm out vec3 varLightDir void main gl_Position mvppos varNorm mvvec4norm0.xyz varLightDir mvvec41.52.01.00.xyz version 430 in vec3 varNorm in vec3 varLightDir out vec4 fragColor void main vec3 normal normalizevarNorm vec3 lightDir normalizevarLightDir float lambert dotnormallightDir fragColor vec4lambertlambertlambert1 I know I have a little bit of cruft in there hard-coded light passed as a varying but the shaders are not very complicated. I eventually wrote three versions of the program One that draws each cube individually with DrawArrays no indexing One that draws each cube individually with DrawElements indexed with 24 unique verts instead of 36 no vertex cache optimization One that draws all cubes at once with DrawElementsInstanced same indexing as before I noticed zero performance difference between these variations. In order to really test this I decided to run each version of the program several times each with a different number of cubes each time 1000 2000 5000 10000 20000 50000 100000 200000 500000 1000000. I am using QueryPerformanceCounter and QueryPerformanceFrequency to measure the frame times. I store the frame times in memory until the program is closed at which point I print them out to a csv file. I then opened each csv file in Excel and averaged the frame times. At times I omitted the first few frames of data from the average as these were often obvious outliers. Here are the results. This is a log-log plot showing that the increase in frame time is linear with respect to the number of cubes drawn and performance is essentially the same no matter which technique I used. One word of explanation about the Pan suffix I actually ran two versions of each program. In one version the camera was static. In another version the camera was panning. The reason I did this is that keeping the camera static allowed me to avoid updating the matrix uniforms each frame. I didnt expect this to cause a big performance increase except for in the DrawElementsInstanced version where the static camera allows me to actually skip updating the big buffers that hold all of the matrices. This is a linear plot of just the 100000-1000000 cubes range. The log-log plot sometimes exaggerates or downplays differences so I just wanted to show that the linear plot shows essentially the same thing. In fact the DrawArraysPan method was fastest even though I expected it to be the slowest. This is just a plot of the triangles-per-second Im getting with each method. As you can see they are essentially all the same. I understand that triangles-per-second is not a great absolute measure of performance but since Im comparing apples-to-apples here it seems to be a good relative measure. Speaking of which I feel like the triangles-per-second numbers are really low. I know that I just said that triangles-per-second are a bad absolute measure of performance but hear me out. The computer Im testing this on has an Intel Core i5-4570 8GB RAM and a GTX 770. I feel like these numbers are a couple orders of magnitude lower than what I would expect. Anyway Im trying to find what the bottleneck is but everything just seems to be linear with respect to the number of models being drawn regardless of how many unique verts are in that model and regardless of how many draw calls are involved.

C mysql exception - Link Wed, 14 Oct 2015 00:03:05

I use an insert command to insert data into a table. Now I double check and the table contains all the columns that I use in my command. I also checked and the types of data I assign for the values to be inserted match the type of data in the columns in the database. The exception I get is Table has no partition for value 719528 Any idea what this means

Wrong Normals in Deferred Renderer - Link Tue, 13 Oct 2015 22:41:16

Hi thereI try to make a deferred renderer but it seems like my normals dont face the direction I expcted.I successfully created a framebuffer with 3 targets color normal and depthstencil to wich I can draw and read from in my shaders.I calculate the view looking at negative z up is positive y and projection matrices wich results in these valuesv m11 -1 m21 0 m31 0 m41 0 m12 0 m22 1 m32 0 m42 0 m13 0 m23 0 m33 -1 m43 0 m14 0 m24 0 m34 0 m44 1 p m11 -1.2990379 m21 0 m31 0 m41 0 m12 0 m22 1.7320507 m32 0 m42 0 m13 0 m23 0 m33 1.020202 m43 1 m14 0 m24 0 m34 -2.020202 m44 0 stored in column major order m11m21m31m41m12...In the fist pass I render all my ojects to the framebuffer using the following shader version 420 extension GL_ARB_explicit_attrib_location require extension GL_ARB_explicit_uniform_location enable CAMERA layoutbinding1 uniform CameraBlock mat4 v mat4 p mat4 p_v PV ... ... MESH layoutbinding3 std140 uniform MeshBlock mat4 m VERTEX_SHADER layoutlocation0 in vec3 inPos layoutlocation1 in vec2 inTexCoord layoutlocation2 in vec3 inNormal out vec2 texCoord out vec3 normal void main gl_Position p_vm vec4inPos 1.0 texCoord inTexCoord normal normalizetransposeinversemat3vm inNormal.xyz Using the view and perspective matrix from above the normals point in the wrong direction. But when I only use m instead of vm I get the result I expected. Are my matrices wrong or didnt I calculate the normals correctlyI am surprised that the view matrix isnt an identity matrix.Thank you in advance for your help

Class array question - Link Tue, 13 Oct 2015 21:54:02

Hi GuysNot sure if this can be done the way I would like but Ill put the question out there.I have an array that contains three floats in each location which I am using as vertex data.I have a public variable verticies inside a class. Is there a way I can assign variable length data to this variable without the compiler throwing an errorThis is the class pretty basic class Object public Object Object VertexPos verticies91 private And Id like to fill the verticies like this mObject-gtverticies91 DirectXXMFLOAT3float-0.5 float-0.5 float0 DirectXXMFLOAT3float-0.5 float0.5 float0 DirectXXMFLOAT3float0.5 float-0.5 float0 DirectXXMFLOAT3float-0.5 float0.5 float0 DirectXXMFLOAT3float0.5 float0.5 float0 DirectXXMFLOAT3float0.5 float-0.5 float0 Can this be done Or is this going to be a problem as there is no static size defined in the classThanks in advance

Deferred Decal Skinned Meshes - Link Tue, 13 Oct 2015 15:32:50

Hi Using deferred decal you enter the limitation about skinned meshes. The only way to remove this limitation is to generate the decal mesh using the geometry shader method Thanks

Warning for glVertexAttribPointer - Link Tue, 13 Oct 2015 15:18:54

Im reworking the rendering part of my game engine and I have run into a warning that Im not too sure about. This warning is coming out of my call toglVertexAttribPointer and the last param the const GLvoid pointer one.The warning is cast to pointer from integer of different size. This happens when I compile for x86_64 arm64-v8a and mips64 device typesIn short I have a class called DefaultShaderProgram that has a method that looks like thisvoid DefaultShaderProgramEnableAttributes attributes91vertexPosition.EnableTOTAL_ATTRIBUTES_BYTE_SIZE 0 Compiler says byteSize is where the warning is coming from cast to pointer from integer of different size attributes91color.EnableTOTAL_ATTRIBUTES_BYTE_SIZE const GLvoidattributes91vertexPosition.byteSize This call the Enable method is just a wrapper for glVertexAttribPointer. Where the Enable function is apart of the base class ShaderProgram and looks likevoid ShaderProgramShaderAttributeEnableconst GLsizei byteStride const GLvoid byteOffset glEnableVertexAttribArraylocation glVertexAttribPointerlocation typeSize baseType normalized byteStride byteOffset Whats the proper way to fix this I dont think its one of those warnings that I can ignore

Architecture for Isometric Style Game - Link Tue, 13 Oct 2015 13:46:57

I am developing an isometric style game. My main game loop is Process Input Update Draw Screen I have one c vector that contains all the tiles and objects that I will draw. I have them in this structure for one reason Since this is isometric style I need to sort this structure by depth so that when drawn objects properly overlap each other. This much works fine. I am implementing more features now that involve several moving objects on the screen. Heres where I started crashing. I was crashing because I tried to move objects in the vector while the drawscreen routine was reading from it or sorting it. My solution was to perform all movements in the update function so that by the time drawscreen executed all manipulations have finished. This appears to have caused a bit of a performance hit that I have yet to explain. But before delving in too deep in debugging this I wanted to run by current setup by you guys to see what you thought. I have no idea how this stuffshould be done kinda just winging it as I go. Does it make sense to keep all objects tiles enemies players in a single structure It seems like a bad idea.. I would have rathered a different structure for each type but that makes it much less efficient to sort and draw them in the right order. Is there anything else that stands out as being weird or wrong Thanks

App Store Review Guideline 11.9 - Link Tue, 13 Oct 2015 11:52:57

Hi all I have a question about App Store Review Guidelines. Paragraph 11.9 Apps containing content or services that expire after a limited time will be rejected except for specific approved content. If Im going to sell the items for in-game currency for a limited timefor example a good sword for 7 days it falls under the rejection In-game currency you can earn in game or buy with real money.

Application crashes at glDrawArrays.... - Link Tue, 13 Oct 2015 11:02:51

Hello forum The application that I am trying to develop is crashing at the point glDrawArrays.... . The snippet is as follows void Hilbert2DScenerender ifmInitialized return Bind the vertex array object and vertex buffer object glBindVertexArraymVaoID Now bind it to the context using the GL_ARRAY_BUFFER binding point glBindBufferGL_ARRAY_BUFFERmVboVerticesID mShader-gtUse GL_CHECK_ERRORS allocate the buffer if the buffer is not allocated yet ifmIsBufferAllocated ALLOCATE THE BUFFER HERE unityCubemIterationmDim specify the amount of storage we want to use for the buffer glBufferDataGL_ARRAY_BUFFERsizeofglmvec3 mVertices.sizemVertices910GL_STATIC_DRAW mIsBufferAllocated true mShowPoints getNumberOfPointsForIterationmIterationmDim ifmClearBackground glClearColor 0.0f 0.0f 0.0f 1.0f static const GLfloat color91 0.0f0.0f0.0f1.0f static const GLfloat depth 1.0f glClearBufferfvGL_COLOR0color glClearBufferfvGL_DEPTH0depth draw stuff transfer the scene along the z-axis glmmat4 T glmtranslateglmmat41.0fglmvec30.0f0.0fmDist the rotation matrix along X concatenated with the translation matrix glmmat4 Rx glmrotateT glmradiansstatic_castltfloatgtmRXglmvec31.0f0.0f0.0f rotation matrix along Y is concatenated with the rotation matrix along X glmmat4 MV glmrotateRxglmradiansstatic_castltfloatgtmRYglmvec30.0f1.0f0.0f mModelViewMatrix mProjectionMatrix MV glEnableVertexAttribArrayGLuint0 glUniformMatrix4fvmShader-gtgetUniformMVP1GL_FALSEglmvalue_ptrmModelViewMatrix ifmShowPoints lt getNumberOfPointsForIterationmIterationmDim mShowPoints glDrawArraysGL_LINE_STRIP0mShowPoints glDisableVertexAttribArray0 glBindVertexArray0 GL_CHECK_ERRORS mShader-gtUnUse I tried with gdb debugger and the backtrace leaves with nothing other than . I am not sure where to start with . Some hint from the forum is eagerly awaited .. Thanks

C virtual inheritance - Link Tue, 13 Oct 2015 07:15:53

A simple question regarding virtual inheritance in C. Given the following inheritance hierarchy struct A A make calling this a compile time error Aint struct B virtual public A struct C virtual public A virtual public B C A5 Is there any way to make calling AA a compile time error For example A a error B b error C c valid Obviously I can throw a run-time error but Id prefer a compile time error.

SSBOs - Interleaved vs Separate Buffer Objects - Link Tue, 13 Oct 2015 05:55:47

I was wondering what the recommended way of using SSBOs is e.g. if you want to share vertex data on the GPU between compute and regular shaders. Would you typically use one interleaved buffer i.e.struct Vertex vec4 position vec2 tex_coord vec4 color layoutbinding 0 buffer VertexDataIn Vertex vertex91 cs_inOr use separate buffers i.e.layoutbinding 0 buffer PositionDataIn vec4 position91 cs_position_in layoutbinding 1 buffer TexCoordDataIn vec2 tex_coord91 cs_tex_coord_in layoutbinding 2 buffer ColorDataIn vec4 color91 cs_color_inIn my shaders I tended towards using separate VBOs mainly because they can be updated independently. However with SSBOs the latter usage seems a bit awkward. Any experiencesrecommendataions

Migrated from VC 2008 Express to Visual Studio 2015 Now getting - Link Tue, 13 Oct 2015 02:37:18

I migrated a VC 2008 project to Visual Studio 2015 and now Im having linking errors with unresolved externals... Im using the Unofficial OpenGL SDK so I put that in the same place where I used to have it when it worked before I upgraded from Vista then made sure all the includes were the same the include directories are a little different in the new version but they all seem to be there correctly for includes and libraries now as far as I can see. I had to change some code to work with C11 specifically not specifying the types with make_pair so Im not sure if it may be that something else has changed and thats whats causing this or if some settings have just been lost with the migration or what... When I try to build it gives me tons of warnings and errors mostly for glimgD.lib but also a few for glfwD.lib. Not sure if the warnings really matter or if theyre indicative of some error-causing problem. The warnings take the form of 1gtglimgD.libImageFormat.obj warning LNK4049 locally defined symbol c_strbasic_stringDUchar_traitsDstdVallocatorD2stdQBEPBDXZ public char const __thiscall stdbasic_stringltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gtc_strvoidconst imported Whereas the corresponding errors look like 1gtglimgD.libStbLoader.obj error LNK2019 unresolved external symbol __declspecdllimport class stdbasic_stringltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gt __cdecl stdoperatorltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gtclass stdbasic_stringltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gt const char const __imp_HDUchar_traitsDstdVallocatorD1stdYAAVbasic_stringDUchar_traitsDstdVallocatorD20ABV10PBDZ referenced in function public __thiscall glimgloadersstbUnableToLoadExceptionUnableToLoadExceptionclass stdbasic_stringltcharstruct stdchar_traitsltchargtclass stdallocatorltchargt gt const 0UnableToLoadExceptionstbloadersglimgQAEABVbasic_stringDUchar_traitsDstdVallocatorD2stdZ All the include and library directories seem to be there in Properties and the libs in Additional Dependencies seem to be visible and correct... in fact it seems to be reading the .lib and not being able to find something thats referenced inside if Im reading it right I took screenshots of the projects properties when it was working though they shouldnt have changed with the migration anyway ideally and it seems like everything is like its meant to be. Does it look like some kind of version incompatibility or have I probably just missed something

D3D12 - Loading textures etc. - Link Tue, 13 Oct 2015 01:41:54

Hi Ive been able to load textures for a while now in my engine but am wondering about best practices and recommendations. Because of some of the changes with D3D12 were responsible for making sure the data is properly staged uploaded and synced before being used. Additionally were responsible for making sure any temporary staging resources dont get destroyed before theyre done being used. It seems that the MiniEngine sample code does an execute command list and GPU sync on every texture load see DDSTextureLoader and CommandContext. What Ive been doing up to this point is essentially sending a command list to texture load calls during scene initialization and then before the initialization routine ends calling execute command list on the entire thing and syncing that. Ive been sending along a stdvectorltComPtrltID3D12Resourcegtgt for the texture loader to put temporary resources in to make sure they dont get deleted before the sync occurs. This is nice in that I only have to bother with one command list execute and one GPU sync during initialization but the load texture method signature gets a little ugly sending in the temporary resource vector. Should I keep up my current approach or should I be submitting command lists for execution and syncing more often like MiniEngine is doing Or is there perhaps a middle ground between the two approaches I should be thinking on instead Thanks.

Translation and Position terms - Link Tue, 13 Oct 2015 01:16:20

Hi I actually use Translation for all related to matrix matrixtransformdecomp and Position for all other things. Sometimes I think about change all Translation to Position to have a consistent name everywhere. What do you think about that

Techniques for 34Smooth34 camera scroll with mouse - Link Tue, 13 Oct 2015 00:36:09

I have made a scrolling function on my canvas that lets the user click and drag their view point. Currently it moves with raw mouse movement. But I wanted to know what are common techniques people use to apply a smoother feel to it. My current function looks like this Javascript function dragevtel ifevt.button 2 mousePos mousePos.x evt.offsetX scale mousePos.y evt.offsetY scale function updatee var difx mousePos.x - e.offsetXscale dify mousePos.y - e.offsetYscale camera.x difx camera.y dify mousePos.x e.offsetX scale mousePos.y e.offsetY scale function clear el.removeEventListenermousemove update false this.removeEventListenermouseup clear false el.addEventListenermousemoveupdatefalse document.body.addEventListenermouseupclearfalse element.addEventListenermousedown functione dragethis false I have added a jsFiddle of this function working toohttpjsfiddle.netjmnte8cL So what are common simple ways to smooth out the scrolling so it feels a bit less dry that are commonly used in games

Game development with assembly. Where to start - Link Mon, 12 Oct 2015 23:50:27

Hello For the past few days I have been learning assembly and I was wondering how to display graphics on the screen. Im doing this just for fun because I feel like Im starting to burn out on my main game project and I thought I would do something fun like learn assembly. However displaying text on a console wasnt very exciting for me. So Im taking it to the next level. So does anyone know how to start game development with assembly thanks

Dragging 3d object based on ray-plane intersection - Link Mon, 12 Oct 2015 21:26:18

I am trying to implement dragging 3d objects by mouse and I am using for this ray-plane intersection but results I get is not what I expect them to be. When I start moving object it begin to jump from one position to another and back so seems that there are 2 objects instead of one. Trying to find out why I now move object only when I release mouse button and my results are very strange I assume that object must be always under the mouse but in that it goes at least twice far from the cursor. At the same time intersection coordinates and position of the object is completely the same. Distance to object is correct too. I dont know how that could be but I know that this method should keep object exactly under the mouse. Here is the code for intersection if MouseManager.RelativeCoordinates - startCursorPosition Vector2.Zero startCursorPosition MouseManager.RelativeCoordinates p new PlaneEntityWorld.SelectedEntity.GetRelativePosition cameraController.UserControlledCamera.ViewMatrix.Backward var ray2 CalculateRayMouseManager.RelativeCoordinates cameraController.UserControlledCamera EntityWorld.SelectedEntity.GetActualMatrix var intersects ray2.Intersectsref p out coordinates ray2.Intersectsref p out distance if intersects position cameraController.UserControlledCamera.Offset coordinates position.Z startPoint.Z var location ray2.Position ray2.Directiondistance Debug.WriteLinelocation location EntityWorld.SelectedEntity.SetAbsolutePositionposition I attached screenshot where green point shows real cursor position and you can see that the final object position quite far from the cursor. Also you can see that intersection coordinates which point green point and current object position is completely the same but cursor position and object position are not equal. Could anyone point me what I am doing wrong here Attached Thumbnails

2D Graphics Stencil Buffer - Link Mon, 12 Oct 2015 20:17:53

Hello all. I have tried all day to get my stencil buffer to work for a simple 2D rectangle. What I want to accomplish is a simple 2D filled rectangle in red and in the center a small rectangle is taken out so its fully transparent in the center. Internet tells me to use a stencil buffer. Problem is MSDN does not explain how to use it properly. I think the problem lays somewhere else for example my device not supporting it I am using the DirectX simple sample just to learn about techniques but here is my current code I assure you I tried almost any combination of any of those values device-gtSetFVFD3DFVF_XYZRHW D3DFVF_DIFFUSE device-gtSetRenderStateD3DRS_STENCILENABLE TRUE device-gtSetRenderStateD3DRS_STENCILFUNC D3DCMP_ALWAYS device-gtSetRenderStateD3DRS_STENCILPASS D3DSTENCILOP_INCRSAT device-gtDrawPrimitiveUPD3DPT_TRIANGLESTRIP 2 clearVertex sizeofRectangleVertex small rectangle in center device-gtSetRenderStateD3DRS_STENCILFUNC D3DCMP_LESSEQUAL device-gtSetRenderStateD3DRS_STENCILPASS D3DSTENCILOP_ZERO device-gtDrawPrimitiveUPD3DPT_TRIANGLESTRIP 2 rectangleVertex sizeofRectangleVertex big red rectangle What am I doing wrong here Thanks in advance for any help I can get.

Resources on Creating Games for Non-Programmers or New Designers - Link Mon, 12 Oct 2015 18:44:24

Hey guys Finally decided to learn how to make a game but I dont really understand what to do. my question is summed below. I realize video games require programming however Im not too interested in spending hours covering programming.I had programmed in python during a CS class before and with a peer made a simple visual novel. We didnt use an engine like RenPy neither of us were well informed on how people made games so we made it from scratch. Post class I am not too invested in getting proficient in programming not exactly. Im not saying I wont program at all. I intend to cover C and C a bit. I think its ideal I learn the language and be able to read it if I intend to rely on it. This is a hurdle for me at the moment I want to make a game that is interactive as a learning project. I havent used engines or visual coding tools not sure what theyre called and since Im not well informed on the tools to make a game there seems to be gaps in my thinking. I cant see what is actually possible to make out of the tools that we do have. I dont know if this is ideal either. I wont do the programming end so Im trying to figure out what I can work on thats useful for making a game and to figure out if I can even get started on making a game.I primarily want to develop a skill set from a design perspective and use that tocontribute to bigger projects with others. Id really like to know what you all think and look at some resources to get started like websites books or online courses.

X11 Client Events - Link Mon, 12 Oct 2015 17:55:41

Hi my next milestone is to port the Window class or better the Window_Impl class to X11 but I am uncertain how to catch and process events like WM_CLOSE known from WinAPI. Are there even events like this in LinuxX11 Sincerely Julien P.S. My team has a reason NOT to use GLFW etc. even if its just personal preference.

Save FreeType bitmap to file - Link Mon, 12 Oct 2015 17:32:44

Ive been playing around with FreeType to render text in OpenGLDirectX. For debugging purposes Im wanting to render glyphs to a file bmp png ect so that I can pack them together as a font sprite sheet. To do this Im using FreeImage. Im creating a FreeImage bitmap via the FreeImage_ConvertFromRawBits function. Since FreeType generates 8 bit glyphs Im passing in 0 for the mask parameters for FreeImage_ConvertFromRawBits. See code below. Initialize FreeType Create Face object Set character size int charCode inta int error FT_Load_Charface charCode FT_LOAD_RENDER Check for errors Initialize FreeImage int bpp 8 int width face-gtglyph-gtbitmap.width int height face-gtglyph-gtbitmap.rows int pitch face-gtglyph-gtbitmap.pitch unsigned char buffer face-gtglyph-gtbitmap.buffer FIBITMAP dib FreeImage_ConvertFromRawBitsbuffer width height pitch bpp 0 0 0 Check for errors FreeImage_SaveFIF_BMP dib Glyph.bmp The issue is that the image comes out looking weird. You can kind of tell it looks like a glyph but its all messed up. If I try and save the image as a png the image is still all messed up but with random colors everywhere. I cant seem to find an example of saving a FreeType bitmap to an image file anywhere. Thanks Attached Files Glyph2.bmp 1.12KB 75 downloads

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