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Title Date
Game development services - Link Fri, 09 Oct 2015 17:40:31

ContractorOur games accumulate more than 100 million downloads and counting.SERVICES Coding iOS Android and Windows Game Design 3D and 2D Game Art and Animation Porting Existing Games Monetization Viral Strategy and AnalyticsPlunge can develop and design a game from scratch handle development while your team focuses on design or we can expand your development capacity collaborating with your existing coders and team members.PERFORMANCEOur games are built to perform at world-class levelsFeatured by AppleFeatured by GoogleFeatured by MicrosoftFeatured by AmazonOur games have received Editors Choice Best New Games Games of the Year 1 in Games in App Store 1 Overall App Store recognitions.FEATURED CLIENTSElectronic ArtsSocial PointSpace InchGame HouseGamevilCONTACTFor more information please email infoplungeinteractive.com0.00

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 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 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 Please put REX Game Studios Applicant within the Subject Line. Only qualified applicants will be contacted. Paid

Looking to assemble a team for game development - Link Wed, 07 Oct 2015 14:50:38

Unpaid PositionI have been unsuccessfully attempting to design and build games for the past year now using open source or free software such as Blender GIMP and Unity with little success. It occurred to me not sure my it took so long that my main problem of starting something then scrapping it after getting annoyed is that it is very difficult to create something from start to finish as a one man army. I then thought to myself that I would reach out to other hobbyists to attempt to put together a small team to help each other to get something done. I am not going to lie and say I know exactly what I am doing as I dont I have watched numerous tutorials on modelling texturing and programming and have become slightly overwhelmed to achieve good results at all of the tasks above. One trait I do have is the ability to visualise a level or world and implement that into a game. I guess you could say that is of a level designer to which I am sure anyone could do I have several ideas that I am hoping with the help of you lucky chaps will be able to go from imagination to a released production. I know I have not put a lot of detail into this post as I am sure there are thousands of these out there and will be more than happy to give any detail to people who are interested in being part of a hobbyist team except from my bank account number and sort code which I hope to turn into a small game development company with a company registration number and everything P. Please feel free to contact me should you be interested in this little get together. Thanks for reading if you got this far Jeff BrashFree

Need Artist for Future Minimalist Games - Link Wed, 07 Oct 2015 01:18:02

Paid PositionHey everyone I recently released my first game on iOS. The team consists of me 1 developer and an artist. However my artist has become too busy with school and can no longer continue the project. I am looking for an artist a PARTNER to replace him for the current game I am working on and games in the future. I cannot afford to pay hourly because I am a sole indie developer but I am willing to give equity for any profits made from the game. You must have at least these and some way to prove it Experience with vector art software example Adobe Illustrator Experience doing animations example Adobe Flash Major plus Experience making art for actual video games and understand how they work BIG NOTE I have a unique roadmap or business strategy to creating games continuing to create them and making a profit. I want to make it clear that while I do have an office job and work on this on the side this is NOT a side job. Its a very serious one. So I am looking for a serious business partner whowould like to partner with me for the long haul and try to make a profit.Paid

Royalty Dark Rising Studios - Looking for Talented Individuals - Link Tue, 06 Oct 2015 00:26:49

Paid Position Dark Rising Studios - Looking for Talented Individuals Team NameDarkRisingStudiosTeam StructureProject Manager Ben ThompsonLead Programmer Aaron ThompsonLead 3D Artist Joseph BrincatLead Sound Artist TBDLead Level Designer Ben ThompsonInformationOur team members report to their Team Leaders which will assign them WeeklyFortnightly tasks. The department leads have weekly conferences to discuss progress What tasks need priority and what the next step is. We plan to have a working story line trailer by July 2016 and will be showcasing this at the 2016 EB Expo in Sydney Australia. Once this trailer is released we will also we working on gaining access to other Gaming expos to promote our new title. If you wish to be apart of this great process please apply by emailing your application to the below contact.Upon successful entry You will also be provided a Company Email yournamedarkrisingstudios.Talent RequiredWe require some Talented individuals who dont mind working in a team environment. The following positions are currently open 3D Artist Concept Artist ProgrammerContactE-mail admindarkrisingstudios.comPaid

Looking for 2D animator for dragon strategy game - Link Mon, 05 Oct 2015 18:21:03

Unpaid PositionThis is Jason were currently looking for a sprite artist and animator for our game for which we have a update blog here httpdragonsurvival.tumblr.comThe game is a 2D survival strategy game centered around dragons trying to survive in a hostile world and rebuild their dying race. Your are the leader of a dragon clan trying to keep you and your group alive while humans and other creatures type to finish your once great race off.We are currently working on a prototype for the game which we will use for crowdfunding or greenlight. Payment for after crowdfunding can be negotiated and will be planned beforehand. If you are interested what well need for a presentable product isa single dragon asset with animationsisometric terrain tilesgrass rock dirt waterfood assetknight assetanimationsPossibly 2-3 illustrations for crowdfunding and possible UI elements.As well as input into artistic side of the game as we go forward in the game.Dragons will be between 64x128 and 128x256 pixels while the other assets will be 64x128 pixels all assets will be isometric.The Engine being used is unity3D but no foreknowledge of the engine is necessary.Were going with a somewhat dark but painterly style.We are currently looking for artists who can show examples of sprite and illustration work. Experience in other games and knowledge of game design is a big plus.If youre interested feel free to email us at hope to talk to you soonFree

Matthew Dear - Audio engineerSFX Dialog ArtistComposer - Link Mon, 05 Oct 2015 08:33:36

Paid PositionHiMy name is Matthew Dear and I am a games music composersound designer. Ive combined my two great passions of audio and gaming to create in-your-face highly varied audio assetsHere are a few points about me - Ive been playing games and composing music for well over ten years both covering a wide variety of styles and formats. - I run a pro-quality home studio capable of both realistic high quality recordings and far-out conceptual effects and ambiences. - I have recently completed an online course using Wwise audio implementation software graduating with an A. You can see a demo of my Wwise work here - You can view my Soundtrack SFX and voice acting portfolios via my website httpmatthewdear.tumblr.comSome examples of my previous workSakura Fantasy - Steam visual novel - SFX Ambiencehttpssoundcloud.commatthewdear-1sakura-fantasy-sfx-ambience-soundreelhttpstore.steampowered.comapp375200Omegalith - Work in progess - demo on Gamejolthttpsgamejolt.comgamesplatformeromegalith74201Puzzle House Mystery Rising - iOS game - Bet Gam - iOS game Music SFXThe Boy With Bombs-iOS Game - SFXCurrent Work Includes - Sakura Dungeon SFX Omegalith iOS SFX Music True Saga Browser MMO MusicI also score to moving picturetrailers examples of my work get in touch if you like what you hear my rates vary depending on complexitystyle and can be flexible to meet your budget.I am willing to work for rev-share if the project is right.Matthew Dearmattdear1234gmail.com07437015647Skype matthew.dear2Paid

Game Designer looking to put a team together - Link Mon, 05 Oct 2015 00:27:03

Unpaid PositionThe game This is going to be a side-scroller rpg that focuses on MobBoss designs and Weapon mechanics. Im sure you people have played Terraria or Starbound and some of the main reasons why people are attracted to those games are because of the their variations of crafts and mechanics. In my game I wish to have little to no crafting but more looting. Being able to obtain a piece of rare equip is one of every rpg players moment of joy and to maximize that joy for the gamers I want to make sure bosses and drops are on a good ratio while having them as the games main focus. Weapons in this game will have its own unique abilities whether that is with a skill on the 1234keys or a combination of keys to activate a skill. Instead of armory there will be skill orbs that act the same as unique abilities which you can equip onto the character with a maximum limit of course. This game will not have randomized worlds and it will be in the form of open world. This allows players to communicate among each other once they meet a tough quest that they cannot or does not have the knowledge to beat. Overall the details of the game is still under development.Free


Unpaid PositionHello fellow gamers and artistsInterlight Studio is a small independent game development team formed by talented individuals worldwide. We are seeking talented creative individuals for the development of our current project. Were passionate serious open minded gaining industry experience and always looking to network with new people.The ProjectAction adventure RPGOriginal high fantasy worldArt style similar to that of Dragon Age The Witcher and Guild WarsThe PerksAwesome talented people to work withShare and gain knowledge with your teammatesValuable industry experience working with a teamValuable industry experience in your field of expertiseRevenue sharing What we want from youPassionate about design and games and affinity for the fantasy genreUnderstanding of form and anatomyFamiliar with Photoshop preferred other graphic program is OKBasic understanding of design process or willing to learnAbility to communicate and follow directionsComfortable working with multinational team via the internetGenerally creative and curiousNo previous experience requiredResponsibilitiesWork with the art director and art lead to explore and design characters props or environments.Refine and finalize a variety of game asset designs.Work with the 3D artists to create high quality model sheets for production.Please refer with your portfolios to infointerlightstudio.comFree

small pay Looking for 3D Artists - Link Sun, 04 Oct 2015 04:59:06

Unpaid PositionLooking for 3D artists to help with the project. Looking for artists to create low-res Models Textures for creature characters. All models will be based off concept art. Artistic freedom is allowed. Please include a portfolio.Job Includes--Modeling low-res creatures-UV Map Texturing-Max 2k polycount per model texturePlease inquire about payment. Creatures are very low-res so should be easy and fast to make. Looking at getting models done in bulk. Looking for speed over detail.optional Interested in artists who can also rig animate.Additional info about project here httpsteamcommunity.comsharedfilesfiledetailsid320154534and here httpwww.indiedb.comgamesbassetunePlease email here eldwin11929yahoo.comFree

developer for 3d action game wanted - Link Sat, 03 Oct 2015 18:16:57

Unpaid PositionGlPortal is a free and open 3d first person action game written in c.Check for more information.Free

Putting together team for indie game - Link Sat, 03 Oct 2015 06:00:35

Unpaid PositionLooking to team up for an action rpg inquire at flora.fortuna.sterlinggmail.comFree

Humbly asking for advice - Link Fri, 09 Oct 2015 17:32:28

So Im a guy with a business profile that is looking for human capital to start a gaming studio. My question is where would be the best place to look for and approach people with my idea Kind regards.

SFML with C Tutorial Series - Link Fri, 09 Oct 2015 17:31:30

Several years ago I created a SFML tutorial series that to this day is still proving quite popular. A fair bit has changed both in the land of SFML C and my ability to make tutorials. Therefore Ive launched a new SFML focused tutorial series. Given that SFML is extremely popular among beginners and on this particular forum I decided to share it here. Unlike the previous tutorial this one is both text and video based. Both text and video versions cover basically the same information so simply pick the format that you are most comfortable with. This series is aimed at relative beginners it assumes a certain knowledge of C but goes into enough detail that a C Java or C developer or of course a C beginner with a bit of language knowledge should easily be able to follow along. Right now the series consists of A Closer Look at SFML SFML Introduction and Overview Text Version Video Version Series IntroductionOverview Quick 5 min overview of what series will cover Video Version Configuring SFML with Visual Studio 2013 Text Version Video Version Windows Game Loops and Timers Text Version Video Version In time I will add a table of contents and update accordingly. This series is a priority for me so expect frequent new posts over the next couple weeks. A new tutorial on keyboard input should be up very shortly. As always feedback is certainly appreciated. If you are following along and I lost your somewhere certainly let me know

Beginner Blog - Link Fri, 09 Oct 2015 17:10:44

Have you always aspired to make games Are you a beginner game developer So am I My name is JayTheDaniels my parents were fun folks and I am a first year undergraduate in a program made for developing games. Originally the idea of using a blog was to help me study and track my own progress but then it dawned on me why not use the blog to help other people who want to make games Join me and well progress together through the world of game development as well as c programming artwork and animation and business. Graduates from my program have ended up all over the place from starting up their own companies to working for places like Ubisoft and Bioware. While Im still a looooong way away from being there theres a lot to learn over 4 years which means a lot to pass on please be sure to check out my blog I have cookies

Blinn-Phong artifact in shader - Link Fri, 09 Oct 2015 16:49:33

Im implementing Blinn-Phong lighting in a pixel shader and is getting an artifact that I dont like. Im tossing out a screenshot here to ask if this is normal for Blinn-Phong or if I have gotten something wrong with my calculations. The light source is coming from behind the sphere and is directed towards the viewer. It is supposed to be a directional light. On the screenshot to the left the specular light is barely visible on the rim which is perfectly fine. The problem occurs when moving a bit further behind the sphere. The specular light then becomes a cone and is detached from the rim in an unnatural way. Moving further behind the sphere makes it fade away but it keeps moving inwards the sphere before it disappears. Lets toss in the code here as well if you want to inspect it beware experimental code that is not production-worthy. struct VertDataIn float4 Position POSITION float3 Normal NORMAL float4 Color COLOR float2 Texture TEXCOORD0 struct VertDataOut float4 Position POSITION float4 Color COLOR float2 Texture TEXCOORD0 float3 Normal TEXCOORD1 float3 WorldPosition TEXCOORD2 VertDataOut VS_MainVertDataIn In VertDataOut Out Out.Texture In.Texture.xy In.Position.w 1 Out.Position mulIn.Position g_worldViewProjectionTransform Out.Color In.Color g_diffuseColor Out.Normal mulIn.Normal g_worldTransform Out.WorldPosition mulIn.Position g_worldTransform return Out ColorPair CalculateDirectionalLightBlinnPhongfloat3 N float3 V int i ColorPair Out float3 L -normalizeg_directionalLights91i.dir float NdotL dotN L Out.ColorDiffuse g_directionalLights91i.ambient Out.ColorSpecular 0 if NdotL gt 0.0f Out.ColorDiffuse NdotL g_directionalLights91i.diffuse float3 H normalizeL V Out.ColorSpecular powsaturatedotH N g_materialPower g_directionalLights91i.specular return Out float4 PS_MainVertDataOut Input COLOR float4 col Input.Color if g_hasDiffuseTexture col tex2DSampler Input.Texture Directional lights float4 diffuseColor float40 0 0 0 float4 specularColor float40 0 0 0 forint i 0 i lt g_numDirectionalLights i ColorPair colorOut CalculateDirectionalLightBlinnPhongnormalizeInput.Normal normalizeg_cameraPosition - Input.WorldPosition i diffuseColor colorOut.ColorDiffuse specularColor colorOut.ColorSpecular col.rgb diffuseColor.rgb specularColor.rgb return col

Android C new delete problems -62 invalid HEAP etc - Link Fri, 09 Oct 2015 15:51:20

I encountered this problem many times but now i dont know what to do basically i create a set of object with new operator like Items new TFileItem91 Count TFileItem is a strcuture struct TFileItem bool isDir AnsiString name TGLTexture thumbnail float x float y float w float h TFileItem isDir false name TFileItem return if isDir thumbnail.TGLTexture THEN THE MIGHTY HEAP CORRUPTION COMES. whenever i try to delete 91 Items i get this 10-09 174724.550 Alibc26708 ABORTING INVALID HEAP ADDRESS IN dlfree addr0x53328f28 10-09 174724.550 Alibc26708 Fatal signal 11 SIGSEGV at 0xdeadbaad code1 thread 26723 Thread-20999 the worst thing is i actually have those Items created withItems new TFileItem Count and i just need to recreate the buff with deleting old ones in memory heres the code at the beggining theres that if Items NULL then it deletes the array thats wheres the error coming from void Update ican false ProcessUpdate false if Items NULL ALOGDELETE VBUFF AND ITEM ARRAY delete 91 Items ALOGITEMS DELETED delete 91 VBUFF ALOGDONE now null items Items NULL ALOGDELETE BUFFERS glDeleteBuffers1 item_vbuff ALOGOK MAKE NEWE ARRAYS AND ENLIST Count s-gtCount d-gtCount LastCount Count Items new TFileItem91 Count VBUFF new TFileItemVertex91 Count 4 ALOGLIST dirs found IntToStrd-gtCount all items IntToStrCount int cnt -1 for int i0 i lt d-gtCount i First enlist directories cnt cnt 1 Items91cnt.thumbnail dir_thumbnail d-gtStrings91i Items91cnt.isDir true ALOGLISTING FILES items IntToStrs-gtCount for int i0 i lt s-gtCount i secondly enlist files cnt cnt 1 Items91cnt.thumbnail.LoadTGADirectorys-gtStrings91i s-gtStrings91i float sw floatSCREEN_WIDTH float sh floatSCREEN_HEIGHT float item_width widthsw floatrow_items space_width item_width0.2 floatrow_items1.0 real_item_width widthsw - space_widthfloatrow_items1.0 floatrow_items for int i0 i lt Count i int row int floati floatrow_items max_row_counted row int item_num i row_items number of spaces between items is always number_of_items per row 1 PlaceItemxsw space_width space_widthreal_item_widthfloatitem_num 0.0 real_item_width real_item_width VBUFF Items i sw sh yheightsh - space_width - floatrowspace_width3.0 real_item_width rows_in_window intheightfloatSCREEN_HEIGHT space_width3.0 real_item_width ALOGspace_width FloatToStrspace_width ALOGreal_item_width FloatToStrreal_item_width ALOGheight FloatToStrheight ALOGAVAIL ROWS IN WINDOW IntToStrrows_in_window glGenBuffers1 item_vbuff glBindBufferGL_ARRAY_BUFFER item_vbuff glBufferDataGL_ARRAY_BUFFER sizeofTFileItemVertex 4 Count VBUFF GL_STATIC_DRAW glBindBufferGL_ARRAY_BUFFER 0 ALOGVBUFF 0 POINT_TO_TEXTVBUFF910.v ALOGVBUFF 1 POINT_TO_TEXTVBUFF911.v ALOGVBUFF 2 POINT_TO_TEXTVBUFF912.v ALOGVBUFF 3 POINT_TO_TEXTVBUFF913.v ican true Log reports only DELETE VBUFF AND ITEM ARRAY TGLTexture is a class it stores unsigned char pdata which is created by new too and unsigned int texture lt--for opengl but since new for that stores this in other part of memory and i do not delete it since i block rendering queue with bool ican that shouldnt matter for opengl. so i dont know whats going on

Why are my mouse coords using gluUnProject so small - Link Fri, 09 Oct 2015 14:28:16

I want to draw my current mouse cursor on the screen using opengl - so i convert the mouse window coordinates to world coordinates usinggluUnProject. But the resulting world coordinates are very small and does fit into the world space coordinates at all. What am i doing wrong include ltstring.hgt include ltstdio.hgt include ltiostreamgt include ltGLfreeglut.hgt using stdcout float mouseX mouseY void Draw glClearGL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT glMatrixModeGL_MODELVIEW glLoadIdentity glTranslatef0.0f 0.0f -25.0f glPointSize40.0f glColor3f1.0f 1.0f 1.0f glBeginGL_POINTS glVertex2fmouseX mouseY glEnd glPointSize1.0f glutSwapBuffers void Keyboardunsigned char key int x int y switch key case 27 exit0 break void Mouseint button int state int x int y void MouseMoveint x int y double modelview9116 projection9116 int viewport914 get the projection matrix glGetDoublev GL_PROJECTION_MATRIX projection get the modelview matrix glGetDoublev GL_MODELVIEW_MATRIX modelview get the viewport glGetIntegerv GL_VIEWPORT viewport float z double posX posY posZ glReadPixels x viewport913 - y - 1 1 1 GL_DEPTH_COMPONENT GL_FLOAT z gluUnProject x viewport913 - y - 1 z modelview projection viewport posX posY posZ cout ltlt x ltlt ltlt y ltlt ltlt z ltlt to ltlt posX ltlt ltlt posY ltlt ltlt posZ ltlt n mouseX posX mouseY posY void Reshapeint width int height if height 0 height 1 glViewport0 0 width height glMatrixModeGL_PROJECTION glLoadIdentity gluPerspective45.0 floatwidthfloatheight 0.1 100.0 glMatrixMode GL_MODELVIEW int mainint argc char argv glutInitargc argv glutInitDisplayModeGLUT_RGBA GLUT_DOUBLE glutInitWindowSize800 800 glutCreateWindowGLUT Mouse glutReshapeFuncReshape glutDisplayFuncDraw glutKeyboardFuncKeyboard glutMouseFuncMouse glutMotionFuncMouseMove glutPassiveMotionFuncMouseMove glutIdleFuncSimulationLoop glClearColor 0.0f 0.0f 0.0f 1.0f glEnableGL_DEPTH_TEST glDepthFuncGL_LEQUAL glutMainLoop return 0

Best IDEs for HTML5 Game Development - Link Fri, 09 Oct 2015 13:38:50

Hello Im a Flash Game Developer who is trying to transition to HTML5 Game Development at the advice of a former college instructor. My question is this. Im disabled and I use IDEs for programming since they make things easier to see and whatnot. What IDEs would you recommend Ive used Visual Studio Programmers Notepad Notepad ConTEXT Any help would be greatly appreciated. Thank you

Is the use of path finding algorithms a good idea for dribbling in - Link Fri, 09 Oct 2015 13:29:19

Well I have been working on a soccer game for the past few months still learning unity 3d. its my first game. I have recently come across some minimum path finding algorithms in my studies Prims algorithm Djikstra algorithm a fFyod etc. I have been thinking of adopting one of these algorithm into my game to help in the players navigating around the soccer pitch to reach the opponents goal. This algorithm will be used during player dribbling and the map will be periodically updated or i was thinking the dribbler will create a map and decide which path to go to minimize resource usage. I know the best way of learning is trial and error but I would love some heads up on this one. So what do you think I should do

Tell me the 10 ways to API wisdom - Link Fri, 09 Oct 2015 08:58:14

Im a bit left behind on the graphical API front and think of things like its OpenGl 1.2 . So time to update myself by learning a more modern API. So if you more modern and next-gen people can help me out by telling me the things i need to try out to learn the new modern way. Not a full game but rather smaller tests like render a cube render to a texture make a geometry shader and such smaller seperate things. The top steps to learn a new API really. Then i can make it into a top 10 list of things todo and work it off and feel good about myself .

Pre-existing voxel toolslibraries for Java - Link Fri, 09 Oct 2015 07:59:43

I want to do some development which requires manipulating and rendering voxel data. My interest is more in the project its self rather then things like working out rendering optimization techniques which I know have been done a billion times by other people. However all the existing libraries I can find seem to be for other languages. I have found PolyVox which seems great but Id really much rather use Java for this.Are there any fleshed out libraries If there are noneIm assuming Im stuck using LWJGL and building something from scratch. Can anyone recommend some thorough tutorials on the subject Specifically voxels. Ive found tutorials which cover the latest version of LWJGL but use Shaders for rendering. Ive heard VBOs are better for rendering voxels. Is this true I know the last bit of this questions is in a different scope but I didnt want to make an entirely seperate thread. Sorry Thanks so much for all the help

Shaders not compiling with x64 build target - Link Fri, 09 Oct 2015 01:27:35

Hi guys I have a basic DX11 framework that I have created. It works perfectly in an x86 build VS2015 but the x64 build throws an error at the shader compile stage. The shader I am testing with is bare bones. So I am wondering if there is something different that you need to do in a shader file to make it work in an x64 build float4 VS_Main float4 pos POSITION SV_POSITION return pos float4 PS_Main float4 pos SV_POSITION SV_TARGET return float4 1.0f 1.0f 1.0f 1.0f Thanks in advance

Safe problem in scene Manager about root array linear array - Link Thu, 08 Oct 2015 22:48:52

Hi I have a root actor array which is used to update recursively and loadsave the linear array is used to find actor and for the rendering. To manage these two arrays the scene manager has two functions void AddActorInRoot IActor Actor void RemoveActorFromRoot IActor Actor These two functions only add in the root array or remove from the root array. Its called by SetParent of the actor if nullptr its added in root array otherwise removed from root array. The problem is since these two function are public its not safe user of the API can call these functions everywhere. Any idea to avoid this safe problem Thanks

Linux file directory listing - Link Thu, 08 Oct 2015 21:11:37

I ma trying to get all directiories and files in a folder void ListFilesAnsiString dir AnsiString is typedef stdstring Directory dir s-gtClear d-gtClear DIR pDIR struct dirent entry struct stat info if pDIR opendirdir.c_str while entry readdirpDIR lt-- original while entry readdirpDIR NULL if strcmpentry-gtd_name . 0 strcmpentry-gtd_name .. 0 statentry-gtd_name info if S_ISDIRinfo.st_mode list directories d-gtAddentry-gtd_name if Posmask LowerCaseentry-gtd_name gt 0 list tga files only s-gtAddentry-gtd_name closedirpDIR Now the problem isif S_ISDIRinfo.st_mode claims every file i check is directory X

Luabind - abort when trying to call object method which contains lua - Link Thu, 08 Oct 2015 20:35:52

Ive used the example fromhttpwww.rasterbar.comproductsluabinddocs.htmlderiving-in-lua to define a class in c that I can derive from in lua class base public baseconst char s stdcout ltlt s ltlt n virtual void fint a stdcout ltlt f ltlt a ltlt n struct base_wrapper base luabindwrap_base base_wrapperconst char s bases virtual void fint a callltvoidgtf a static void default_fbase ptr int a return ptr-gtbasefa ... moduleL 91 class_ltbase base_wrappergtbase .defconstructorltconst chargt .deff basef base_wrapperdefault_f Ive then created a derived class in lua class base_derived base function base_derived__initstr base.__initselfstr end function base_derivedf this_function_doesnt_exist end Any call to f is supposed to throw a lua error which works fine if I do it in lua local x base_derivedTest xf -- Throws attempt to call a nil value... error Id like to do the equivalent of that but in c auto g luabindglobalsl auto r g91base_derived if40r41 luabindobject o rTest auto gm luabindobject_castltbase_wrappergto ifgm nullptr try luabindcall_memberltvoidgtof5 catchluabinderror e stdcoutltlt91LUA Error ltlte.whatltltstdendl o.pushl However the luabindcall_member-call causes an abort in luabinddetailcall_member.hpp line 258 Code snippet of luabinddetailcall_member.hpp proxy_member_void_caller if m_called return m_called true dont count the function and self-reference since those will be popped by pcall int top lua_gettopL - 2 pcall will pop the function and self reference and all the parameters push_args_from_tuplelt1gtapplyL m_args if pcallL boosttupleslengthltTuplegtvalue 1 0 assertlua_gettopL top 1 ifndef LUABIND_NO_EXCEPTIONS throw luabinderrorL LINE 258 else error_callback_fun e get_error_callback if e eL assert0 the lua function threw an error and exceptions are disabled. If you want to handle this error use luabindset_error_callback stdterminate endif pops the return values from the function stack_pop popL lua_gettopL - top The exception in that line isnt actually thrown but it is what causes the abort. However the abort only happens if the lua-functions causes a lua error. If I comment the this_function_doesnt_exist-call both the lua- and c-versions run just fine. Why is the throw luabinderrorL causing an abort and what can I do to safely call the function from c even with potential lua errors

Attribute locations for shaders matter - Link Thu, 08 Oct 2015 16:34:27

I have quick question when it comes to OpenGL ES 2.0 and shader attributes What is the best way to deal with the location that OpenGL assigns a shader attribute What I mean is when I useglVertexAttribPointerto map my vertex buffer vertex shader the location matters in the sense that if one device returns 1 and 2 for my vertexPosition and color attributes. And then another device decides to returns 20 for the vertexPosition and 10 for the color attribute. Wont that mess up my mapping Causing the shader to mess up what should be displayed to the screen. In this case my vertex buffer is packed like VC VC VC VC

Tangent space - Lengyel vs ShaderX5 - difference - Link Thu, 08 Oct 2015 16:07:51

I have been studiing tangent space calculations and came across two solutions E. Lengyel - httpwww.terathon.comcodetangent.html ShaderX5 solution - solution is also desribed here httpwww.thetenthplanet.dearchives1180 What is the difference between tangent computed one or another way Lengyel solution seems easier but I am no quite sure of its orthogonality to the normal vector of the tangent plane.

physx go through all the dynamic rigid bodies in a scene - Link Thu, 08 Oct 2015 15:15:38

In physx you create a body and add it as an actor to a scene. The thing I am trying to do is to go through the rigid bodies in the scene to apply a random force impulse on each rigid bodies. So I am looking for the most efficient way to loop through all the bodies in a scene. Thanks for any hints.

Big frame time spike when moving camera - Link Thu, 08 Oct 2015 14:29:24

Ive previously been accused of earlyoptimisation in the game development cycle. It might feel like Im doing something like that here but this is really confusing me and perhaps Im missing something obvious... As a test my engine is running with no visible objects just a keyboard-controller controlling a camera entity. My camera system update code essentially checks if buttons are down using KeyDown at the moment and moves the camera accordingly its all a bit basic at the moment - just so I can move around the world using a keyboard. When the engine starts my frame time eventually after a few seconds settles on around 0.39-0.41ms. This is fine its not rendering anything its just clearing and presenting. However when I move the camera position the frame time shoots up to over 2ms sometimes even higher and stays there until I stop moving. Im doing some matrix manipulation to move the camera in the current direction and all that stuff but that takes a negligible amount of time. After going through my method commenting out chunks of code until the frame rate stays steady it turns out that the issue is on one line. LVec3 position entity-gtGetPosition ... matrix manipulation code entity-gtSetPositionposition I dont want to flood this post with code because I think most of it is irrelevant but its the SetPosition line thatappears to becausing the frame time spikes. Take it out and the frame time stays steady whether moving the camera or not. I usually use the Control key with AWSD to move but I removed the Control check so this update method gets called every update cycleevery physics step and when Im not moving the camera i.e. changing the original value passed to SetPosition the frame rate stays steady even though all the rest of the code is still being called. Its only when the position value actually changes that the spikes occur. The position vector is used again after the SetPosition call to determine the lookAt position so the compiler is not optimising it out. There is nothing in my entity code to do anything when the position changes void SetPositionLVec3 vec3 position vec3 Any thoughts on where I can go next with my investigation I cant understand why removing that SetPosition line stops the spikes even though of course the camera doesnt physically move with it not there - but the view does change slightly as Im changing the LookAt. Originally my GetPositionentity method returned a reference to the position vector to save a copy but I removed that to simplify. Frustratingly this error is sporadic after a good 20 seconds or so I can move around with no spikes but the spikes come back randomly. It sounds like they might not be linked to the moving code but after dozens of tests they definitely are.

Open Borders in Fluid Smoke Simulation - Link Thu, 08 Oct 2015 14:26:06

first im sorry if this is the wrong section but i decided to post it here because its mainly about the math inside the shader

Some precisions on movement - Link Thu, 08 Oct 2015 10:06:14

Hello there. Ive been reading on this topic for some years now. Recently i started to program an action rpg game with online capabilities but i always get lost when it comes to networking movement. Here are some of my doubts - First of all many interpolation solutions takes for granted that packets will be received when a movement is produced. What if many move packets are collected and sent at the same time This actually happens all the time. Client doesnt send player moves when buttons are pressed they wait until packets are flushed. - My entities have a speed property. I send this from server to client but seems like client interpolation doesnt take them into account which in my opinion makes my first question even more difficult to solve. - How can i trust the player movement packet rate The server will receive many of them at the same time sometimes with different spikes of lag. I suppose that in this regard server cannot be too authoritative. - How can i deal with different update rates between client and server For example if i want an entity to move 60 pixels per second on client each update will move the entity less than in server. It seems to me that synchronizing both endpoints is like mission impossible. -If possible id like to read some code examples. Souce multiplayer networking wiki has a lot of stuff but i cannot make mind. Thanks thats all for now. I have never seen the answer of some of these questions .

Podcast on OpenGL 38 Vulkan for beginners and advanced Users - Link Thu, 08 Oct 2015 09:02:12

Hi all i just stared a Podcast on OpenGL and related Topics like WebGL and Vulkan. You can find it on iTunes I will try to provide a new episode every week. If you have a wish for a topic pls write me For those who are going to answer with negative attitude to this post i am sacreficing my free time to help people i dont know for free ... so rethink you post twice cu uwi2k2

XAudio2 - Problem with loops - Link Thu, 08 Oct 2015 08:39:15

So Ive added some sound to my game. Single sounds play like they should but loops give me headaches. No matter what I try they just wont stop playing. Neither SourceVoice.Stop nor SourceVoice.ExitLoop or SourceVoice.FlushSourceBuffers will stop the loop from playing which is kind of annoying when the menu theme keeps playing on the gameplay screen. Any ideas on that

Generating multiple versions of the same enemy. - Link Thu, 08 Oct 2015 07:05:52

I need help generating multiple versions of the same enemy. Heres all the necessary code I used to try and do just that but it only ever generates one enemy on screen. The below code already has a Timer enemyGen having an Interval 2000 and eneMove having an Interval 40 Ill put my thoughts on each line of code I think has a problem public FormDesign eneGen new int913 EnAIaX new int913 EnAIaY new int913 for int a 0 a lt 3 a Will the random numbers all be different per array object EnAIaX91a new Random.Next20 500 EnAIaY91a new Random.Next0 0 private void enemyGen_Tickobject sender EventArgs e if eneCount lt 3Enemy Activation creates an enemy if there are less than 3 enemies for int a 0 a lt 2 a eneGen91a 1 if a gt 2 a 0 eneCount for int a 0 a lt 2 a if EnAIaY 91a gt 600 EnAIaX91a new Random.Next20 500Will the random number generated be different per array object EnAIaY91a new Random.Next0 0 eneCount-- if a gt 1 a 0 private void eneMove_Tickobject sender EventArgs e for int a 0 a lt 2 a if eneGen91a 1creates BLUE ENEMY eneInA EnAIaY91a 6 eneCount if a gt 2 a 0 if eneInA gt 2 eneInA 0 pbArea.Refresh The singular enemy that comes out really does generate in random locations along the X-axis but my end goal is to generate at least 3 of them at the same time. Please help a beginner out.

MapHash a range of D3DXVECTOR3 into a grid space - Link Thu, 08 Oct 2015 04:20:53

I am puzzled where the unordered_map should be sparsed and a range of D3DXVECTOR3 should map into this space. But this statement just wont work this thing doesnt work tileMap.insertptVec.begin ptVec.endinclude stdafx.h include ltd3dx9.hgt include NavmeshSingleton.h include navmesher.h include ltboostfunctionalhash.hppgt include ltunordered_mapgt include ltiostreamgt using namespace std struct cPoint public cPoint cPointconst cPoint other this-gtid this-gtx other.x this-gtz other.z this-gtvec3 other.vec3 cPointconst QuadNode other this-gtid other.Index this-gtx other.x this-gtz other.z int id int x int z D3DXVECTOR3 vec3 struct D3DXVec3KeyHasher public stdsize_t operatorconst D3DXVECTOR3 vec3 const stdsize_t seed 0 boosthash_combineseed x.from boosthash_combineseed float fXInc NavmeshSingletonGetNavMesher-gtGetXInc float fZInc NavmeshSingletonGetNavMesher-gtGetZInc const D3DXVECTOR3 bmin NavmeshSingletonGetNavMesher-gtGetMin const D3DXVECTOR3 bmax NavmeshSingletonGetNavMesher-gtGetMax -30 - -30 10 0 -29 - -30 10 0.1xx gtfloor gt 0 int newX stdfloorvec3.x - bmin.x fXInc int newZ stdfloorbmin.z - vec3.z fZInc boosthash_combineseed newX boosthash_combineseed newZ return seed int _tmainint argc _TCHAR argv91 stdunordered_mapltD3DXVECTOR3 cPoint D3DXVec3KeyHashergt tileMap stdvectorltQuadNodegt walkables NavmeshSingletonGetNavMesher-gtGetWalkables stdvectorltcPointgt ptVec for auto w walkables cPoint pt new cPointw ptVec.push_backpt this thing doesnt work tileMap.insertptVec.begin ptVec.end for auto t tileMap cout ltlt t x ltlt t.second-gtx ltlt z ltlt t.second-gtz ltlt endl getchar Test hashing D3DXVECTOR3 testVec3 testVec3.x 0 testVec3.z 0 cPoint pt tileMap91testVec3 cout ltlt pt x ltlt pt-gtx ltlt z ltlt pt-gtz ltlt endl return 0

I have an idea but where do I start - Link Thu, 08 Oct 2015 03:56:24

I have an idea for a game that I want to make in Unity. Its a block puzzle game where the player controls blocks that have different abilities to solve puzzles and eventually finish the level. For more information on my project I created this post httpwww.gamedev.nettopic672264-my-block-puzzle-game My problem is that I am not sure where to begin. I have a lot of ideas for game mechanics and I have an idea for how I can make most of the mechanics work but I dont know how I should go about building my project in Unity. I started by watching tutorials on making games in Unity and GameMaker so I have experience using Unity and programming in C. I would like to get some advice from more seasoned developers so I can figure out exactly what I should do to get my game working in Unity what should my priorities be when making the first version how much of the final product should the art and gameplay represent and any other significant information that you would like to share. Also if there are any Unity extensions that will make creating tile-based levels easier please let me know I found one on the asset store but I couldnt figure out how to use it and I dont know if theres a better one.

How can I improve my network performance - Link Thu, 08 Oct 2015 03:51:37

Today I gathered my group together in which we had 6 of us trying out the networked game play. It didnt go too well. When there is only 2 of us everything works as expected and its enjoyable. However some strange discrepancies started occurring when there were 6 of us 3 or more really. Individuals started to time-out mainly some were even crashing for some unknown reasons. Mainly tho the time-outs is what Im concerned about. That isnt supposed to happen unless they dont receive a reply from the server after 30 seconds or so or if they disconnect manually. One of the strange things I noticed during the test on the Server log was multiple requests for the particular individual to exit the game which was very strange because they werent requesting to do so. My network system is currently just TCP which I think may be the root of my problem. Ive been thinking that all of my packets should be guaranteed to be delivered timely since we are only working across LAN Im starting to become doubtful. However another concern I suppose is maybe I am sending update messages to frequently. Right now every .125 seconds and if the players transform changed I send a message that looks like this send our transform information to the other players transMsg ltlt NetworkManagerGetInstance.GetServerCmdFromMessageTypeMESSAGE_TYPEGame ltlt SPECIFICOBJECTMESSAGE ltlt netCompRef.GenerateMessageIDUPDATEOBJTRANSFORM ltlt gameObj-gtm_Pos.GetX ltlt NLDS ltlt gameObj-gtm_Pos.GetY ltlt NLDS ltlt gameObj-gtm_Pos.GetZ ltlt NLDS ltlt playerCam-gtm_Rot.GetX ltlt NLDS ltlt playerCam-gtm_Rot.GetY ltlt NLDS ltlt playerCam-gtm_Rot.GetZ ltlt NLDS ltlt gameObj-gtm_Scale ltlt NLDS ltlt rn Im also doing something not good for when we are shooting. Every bullet that is generate will send to the server the creation of the bullet which since we have rapid fire now is definitely sending a ton of messages to the server then back to the other connected clients. Also another thing I was thinking is maybe my routers firewall is detecting the influx of packets and is thinking its a DDOS or something which then terminates the connection on that end. However I dont think thats the case but it might be possible. Thanks for any insight in helping me improve my networking Im willing to hear any suggestions.

Scanline triangle rasterization To retrieve 2D grid cells - Link Thu, 08 Oct 2015 01:21:47

Hey all. Im tyring to retrieve 2D grid cells based on a scanline triangle raster. I have it working for pixels but when it comes to add a cell offset of 1024 width of cell it returns squares or bits of the triangle. I also have a working Bresenhams line algorithm with the cell off setand this works fine. I used this to test my triangle points and they all check out. But I dont use the line function in the triangle no need for it there. But for some reason I just cant apply the offset in the triangle raster. any tips or whats wrong. Ive been at this for 25 hour hehe Im ashamed. I wrote the line algo from less info about 2 years ago in less time. This is the info Im following. It works perfect but I cant add an offset for pixelscells in this case being larger then 1

Check each mipmap of a texture2D - Link Thu, 08 Oct 2015 00:55:44

I follow the book Introduction to 3D Game Programming with DIRECTX 11 to load several textures and its mipmaps then copy into a texture array. But there is a problem with mipmaps. I am not sure the reason so now I want to check each mipmap of each loaded texture 2D by saving each mipmap to a file but I do not know how to do that. The following source code is used to load 2D textures and its mipmap automatically generated by GPU D3DX11_IMAGE_LOAD_INFO loadInfo loadInfo.Width 1024 loadInfo.Height 1024 loadInfo.Depth 0 loadInfo.FirstMipLevel 0 loadInfo.MipLevels 0 loadInfo.Usage D3D11_USAGE_STAGING loadInfo.BindFlags 0 loadInfo.CpuAccessFlags D3D10_CPU_ACCESS_WRITE D3D10_CPU_ACCESS_READ loadInfo.MiscFlags D3D11_RESOURCE_MISC_GENERATE_MIPS loadInfo.Format DXGI_FORMAT_R8G8B8A8_UNORM loadInfo.Filter D3DX11_FILTER_NONE loadInfo.MipFilter D3DX11_FILTER_NONE loadInfo.pSrcInfo 0 vectorltstringgt m_sTextureNames m_sTextureNames.push_backMovingBoxmetalcrate-L.jpg UINT iNumOfMaterials UINTm_sTextureNames.size g_pTexture2Ds.resizeiNumOfMaterials for UINT i 0 iltiNumOfMaterials i if 0 VD3DX11CreateTextureFromFileApd3dDevice m_sTextureNames91i.c_str loadInfo 0 ID3D11Resourceg_pTexture2Ds91i 0 Is there anyone know to save a mipmap of a 2D texture to a file

Fluid simulation on Bullet Physics - Link Thu, 08 Oct 2015 00:33:13

Im looking for some way to simulate fluids on Bullet Physics but it doesnt seem to offer support to this kind of simulation. So how can I do it It needs to be efficient and have decent quality use OpenCL for better compatibility with different GPU brands or run on CPU I prefer this because it would be the best for compatibility but I dont know if its possible and work fine for big simulations like rivers and small ones like bottles. Does anyone know what could I do Is there any library for that or am I going to need to do it all by myself

Vsync makes character walk weirdly Bullet Physics - Link Wed, 07 Oct 2015 20:51:33

Ive made a character controller for Bullet from scratch. Its kinda simple but works fine except for when Vsync is on. I cant post the entire code because it would take about 200 lines but it works like this It is a normal btRigidBody NOT kinematic. Gravity pulls it down like any btRigidBody Movement is made by btRigidBodysetLinearVelocity This is the core function its not very organized but does the trick void ThirdPersonCharacterProcessInputInternalXMFLOAT2 Move XMFLOAT2 Look bool Jump bool Sprint XMFLOAT3 Focus XMStoreFloat3Focus CharacterCamera.FocusPosition CharacterCamera.SetCameraFocus CameraDistance CharacterCamera.Rotation XMFLOAT3Look.y Look.x 0.0f if CharacterBody-gtgetLinearVelocity.getY lt 0 CharacterState OnGround Resting Falling btScalar Friction0 Damping0 if OnGround State LastCharacterState CharacterState btVector3 Velocity0 0 0 Friction 1000 Damping LastCharacterState Jumping 0 1 if CharacterState Jumping CharacterState Resting if Move XMFLOAT20 0 LastCharacterState Jumping Friction 1.0f Damping 0.0f Velocity btVector3Move.x 0 Move.y.rotatebtVector30 1 0 CharacterCamera.Rotation.y.normalize Sprint 5 2.5 MeshRotation CharacterCamera.Rotation.y CharacterState Walking if Jump Friction 1.0f Damping 0.0f Velocity.setYVelocity.getY 5 CharacterState Jumping if Velocity btVector30 0 0 CharacterBody-gtsetLinearVelocityVelocity CharacterBody-gtsetFrictionFriction CharacterBody-gtsetDampingDamping 0 When Vsync is off everything seems to be fine. But when its on the problem varies or doesnt happens based on a single line of code. When... DynamicsWorld.stepSimulationFrameTime 10 Walking velocity is normal at the start then it gets slower and slower until it stops and goes back to normal and it goes on over again... When... DynamicsWorld.stepSimulationFrameTime 0 It works perfectly fine but I dont know if its safe to do this. The docs say it disables the fixed timestep and uses the actual timestep but I think that would be bad if the framerate drops some objects could pass through others. Am I wrong When... DynamicsWorld.stepSimulation1.f 60.f This would not be a good thing but I tried it only for testing purposes. It seems that whenever timeStep is equal to fixedTimeStep my character doesnt move at all doesnt walk nor fall Im very confused. These changes only seem to affect the character itself. Can someone help me Please ask for more details if you need more. I can upload a video if you think it would help.

Tips and Parables From the Gamedev Members - Link Wed, 07 Oct 2015 19:50:30

After basically learning from trial and error and bugging a particular K-man on the gamedev IRC chat. I eventually came to a number of parables and hard learned lessons in game programming. Given that this board is quite active and a lot of common questions are generally asked from this board I felt it might be necessary to leave a few tricks parables and lessons for those to come. I hope other forum members follow in suit

Unity Arrays - Link Wed, 07 Oct 2015 16:34:50

Im new to Unity and trying to store dynamic public variable arrays to be used throughout my project. I declare my array inside of my script but when I try to initialize I am told it is out of scope. How do I access it in the same script and how do I access it from another script using UnityEngine using System.Collections public class GameLoop MonoBehaviour public int91 HOME new int914 1 91ResourceCapacity void Start HOME910 0 0 Resource0 stored HOME910 1 100 Resource0 storage capacity

Radiosity - Link Wed, 07 Oct 2015 15:50:01

Hi Im building a Lightmapper for my small engine and Im running into a bit of a problem using radiosity. Im splitting my scene into small patches and propagating the light using a simplified version of the form factor. private float FormFactorVector3 v float d2 Vector3 receiverNormal Vector3 emitterNormal float emitterArea emitterArea -Vector3.DotemitterNormal v Vector3.DotreceiverNormal v Pid2emitterArea the problem Im having is with the bounce light. They never converge and keep adding up energy. I could stop after some iteration but the code is probably incorrect since the energy never goes down. if Vector3.Dotne lightdirlt0 var form FormFactorlightdir distance nr ne emitter.Area emittedLight emitter.Color form receiver.SurfaceColor this is the function where I had the bounce light. Llightdir is the vector from the emitter patch to the receiver. ne is the normalize normal of the emitter patch. nr is the normalize normal of the receiver patch. I try to scale my scene to see if maybe it was a energy or scaling problem but it didnt work. the only thing that actually work was to divided by 4 the bounce light but that seems incorrect because in some scene the light ended up converging and on other there where just adding more energy. So Im wondering is there some kind of rule Im missing. Should I add attenuation to the bounce light or the form factor is enough I spend the last week try to piece it together but most sources on internet didnt gave me clues on how to balance the bounce energy. BTW I choose the form factor because its easy to run on the cpu.

C Garbage Collection and performancestalls - Link Wed, 07 Oct 2015 15:29:16

Not to hijack the thread but one concern I always had with C in regards to game programming is stalls due to garbage collection. Is it really an issue Are there workarounds I mean general performance is most likely fine but if you have hiccups every now and again I would find it unacceptable.

position items on a window - Link Wed, 07 Oct 2015 15:27:09

I simply need to position X items in a window but i want a space between them so actually when window width is 10 and i have 5 items to place i need to find the space width so items wont be touching screen borders and each other let __ be a space and i be item this is how it should look like __ i __ i __ i __ i __ i __ problem is i dont know how to find the item and space width i only know how many items are in one row and window width XXXX

D3D 12 - Is there a reference device - Link Wed, 07 Oct 2015 15:17:38

I cant seem to locate any information about this but in the past Direct3D has had a reference device used to help find bugs in drivers and such. In D3D 12 however I can get the WARP adapter with no problem but I cant seem to find any info about a reference device. In D3D 11 there was a reference device and a WARP device so I assumed this would still be the case. Is this still the case or am I just missing something

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