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| { | |
| "url": "https://www.gamedev.net/topic/655248-drm-protection/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nFrom what I have observed, the best ones are just a nag as part of the loading screen.\n This works especially well if your clients are businesses, but it can also work well with individuals.\n A simple message \"Registered to x\" can be enough. Pirates are going to continue to pirate, and they won't care if they downloaded the game from a cheat site, or if it says \"Registered to Lame Hacker\", they'll still use the software. More honest people will pay, or at least feel guilty enough about it that someday they might pay.\n As a real life example, one of my friends has a fairly popular shareware-style utility and is constantly battling piracy, but in a beneficial way as it is tied to support and benefits rather than to disabling features or other punitive measures. In one update he added a 'phone home' capability that reported assorted telemetry in addition to the license key to help discover and disable pirate keys. Among the discoveries, he found Microsoft had about 2000 users in their domains, but only a single license for a team of 12. They were not the only corporate offender, but they were the worst by number. So he amended his splash screen slightly, to say either \"Registered to x, single user license\" or \"Registered to x, n user license\" based on the license key. His forum went wild. There were a lot of people turning in their companies \"It says registered to our CTO as a single person license, but everyone uses it.\" Some IT people piped up saying things along the lines of \"Our mistake, we have a 2-5 user license for a team of 150, we're paying now\" and paid up. A few individuals piped up \"I didn't know it was registered to someone else\". \n Since updates were frequent people were more likely to get the updates directly from the source rather than pirate sites, so with the added license visibility quite a few companies quickly coughed up money when it was obvious to all the users that it was out of license. He said that as the worst offender, Microsoft's licensing contacted him and worked out a bulk license deal, but even then he contacted them again with a list of phone-home IP addresses to help them get back in compliance or pay up. The 'phone home' is not just to disable pirate keys (usually accompanied by notification to the person who owned the key) but it also pulls out useful telemetry like feature usage, confusing features, and crash reports. Some people continue to abuse the license system, but it is tied to their license key so if they ever need to log in for support they are greeted by a screen that says their licenses appear to be out of compliance.\n Otherwise if they have an unlicensed version of the software they can use it, just with a big nag screen during loading.\n I also see this kind of thing in software like Perforce or Visual Assist X. They prominently display messages like \"Registered to Company, 1500 user license\".\n\nFrom what I have observed, the best ones are just a nag as part of the loading screen.\n\nThis works especially well if your clients are businesses, but it can also work well with individuals.\n\nA simple message \"Registered to x\" can be enough. Pirates are going to continue to pirate, and they won't care if they downloaded the game from a cheat site, or if it says \"Registered to Lame Hacker\", they'll still use the software. More honest people will pay, or at least feel guilty enough about it that someday they might pay.\n\nAs a real life example, one of my friends has a fairly popular shareware-style utility and is constantly battling piracy, but in a beneficial way as it is tied to support and benefits rather than to disabling features or other punitive measures. In one update he added a 'phone home' capability that reported assorted telemetry in addition to the license key to help discover and disable pirate keys. Among the discoveries, he found Microsoft had about 2000 users in their domains, but only a single license for a team of 12. They were not the only corporate offender, but they were the worst by number. So he amended his splash screen slightly, to say either \"Registered to x, single user license\" or \"Registered to x, n user license\" based on the license key. His forum went wild. There were a lot of people turning in their companies \"It says registered to our CTO as a single person license, but everyone uses it.\" Some IT people piped up saying things along the lines of \"Our mistake, we have a 2-5 user license for a team of 150, we're paying now\" and paid up. A few individuals piped up \"I didn't know it was registered to someone else\".\n\nSince updates were frequent people were more likely to get the updates directly from the source rather than pirate sites, so with the added license visibility quite a few companies quickly coughed up money when it was obvious to all the users that it was out of license. He said that as the worst offender, Microsoft's licensing contacted him and worked out a bulk license deal, but even then he contacted them again with a list of phone-home IP addresses to help them get back in compliance or pay up. The 'phone home' is not just to disable pirate keys (usually accompanied by notification to the person who owned the key) but it also pulls out useful telemetry like feature usage, confusing features, and crash reports. Some people continue to abuse the license system, but it is tied to their license key so if they ever need to log in for support they are greeted by a screen that says their licenses appear to be out of compliance.\n\nOtherwise if they have an unlicensed version of the software they can use it, just with a big nag screen during loading.\n\nI also see this kind of thing in software like Perforce or Visual Assist X. They prominently display messages like \"Registered to Company, 1500 user license\".", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/topic/620024-viewtiled-a-small-tool-for-artists/?forceDownload=1&_k=880ea6a14ea49e853634fbdc5015a024", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI made a small tool for artists that integrates with Windows by adding a \"View image tiled\" command to the right-click menu of compatible image types.\n\nYou can download it for free from the GD.net Marketplace.\n\nI made it for my personal use, but I hope you gentlemen find it useful as well! I apologize in advance for any potential bugs - I only tested it on two different Windows 7 machines.", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/topic/53934-csplitter--opengl-views/?forceDownload=1&_k=880ea6a14ea49e853634fbdc5015a024", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi there! In my Leveleditor I have a static Splitter with 4 openGL windows. Everything runs fine if the splitter is pretty much in the middle, but if I make any bigger than the others, I get''s a major performance hit... (somewhere around 1 fps I guess). Any idea what that could be and how to solve it? thx alot! cya, Phil Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states\n\n# CSplitter + OpenGL Views!\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/643309-help-milkshape3d-animation-not-rotating-correctly/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHey guys.\n\nI'm trying to follow the Real Soon Now guide to animating a Milkshape3D model. My code seems to be working in that the model is rendering correctly, and the animations seem to be translating the model in the world properly, however no joint is ever rotating. This is confusing me to no end....\n\nI've refactored my code so many times, i've even tried to implement the animation code without following the tutorial, to no luck i always seem to come out with the same issue :(\n\nIf anyone could take a look and tell me if i'm doing something super wrong or what, i'd really appreciate that!\n\nMy current code:", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/user/125154-nobunagaota/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/1087876-progress/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n## Project: Pokemon Gold Remake\n\nWell, I have been working on and off on the project the last couple of hours, mainly theoretical(my friend do the coding, I do the thinking, mostly [grin]).\n\nFirst off, he got scrolling working. And portals mostly work. I also managed to code some on the map editor, but I'm not that good with BlitzMAX yet, so right now it only loads and renders a level where you can move the \"tile selector\" around. Next up is adding image selection, pasting of images and saving of level.\n\nAs I mentioned we have some problems with portals. The thing is. This is a scrolling game so portals will be offscreen too. Right now we have implemented \"world coordinates\" so that when the player moves left x units, all portals move right x units. Doesn't work as expected, so if you guys have any input on how to handle these things, we will be most grateful!\n\nScreens:\n\nThis is the bedroom:\n\nThis shows how the world scrolls:\n\n## Other\n\nWell, I wasn't at school today, woke up at 10 AM(I start at 09:45 mondays), since It takes me 2 hours to get to school I just took a day off...[grin]", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/28461-shellys-article-on-the-classic/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nShelly's article on the Classic Gaming Expo is finally up. It's here. Enjoy!\n\nI talked to Ernest, and we thought up a really cool way to compensate folks for writing Duck Tiles levels.\n\nStay tuned. You'll like it!\nAdvertisement\n\n### Latest Entries\n\n# Neato transition effect\n\n4262 views\n\n# New Unity3D UI and just general musing.\n\n5125 views\n\n# So Dwarf Planet Pirates has grown in scope.\n\n4653 views\n\nAdvertisement\n\nAdvertisement", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/user/187495-jischneider/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/profile/114765-argeze/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/topic/628564-please-help-i-dont-know-if-its-compilers-problem-or-my-problem/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n#include <iostream>\n\nusing namespace std;\n\nint main()\n\n{\n\nint a;\n\ncout << \"Please type a letter which will then be printed out: \";\n\ncin >> a;\n\ncout << a;\n\nreturn 0;\n\n}\n\nAaaaaand I get this: [1] http://i.imgur.com/bZkyV.png please help!\n\nEDIT: Sorry I didn't notice that the code thing so so badly done so I just put the code there raw, please help.\n\n# Please help, I don't know if it's compiler's problem or my problem!\n\nThere are a couple problems with this.\n\n1. The code sample you're showing there doesn't match your output, so it's impossible to determine whether the problem lies in the code listed, or the code you actually have in your program.\n\n2. The 'out' object overrides the << operator, not \">\". So you're going to encounter problems with it.\n\n3. If you're truly outputting the value of \"a\" before putting something in there, it's an uninitialized local variable, and the value printed to screen is going to be whatever is lying in memory at the address \"a\" has been created at. Though generally, the compiler won't let you do that.\n\nTo get a more a more targeted answer, show the source you're actually using. Just move the console window in your screenshot so we can see what's behind it. Also, in response to your original question, it's ALMOST always the programmer, not the compiler that's causing the problem.\n\nCheers and good luck!\n1. The code sample you're showing there doesn't match your output, so it's impossible to determine whether the problem lies in the code listed, or the code you actually have in your program.\n\n2. The 'out' object overrides the << operator, not \">\". So you're going to encounter problems with it.\n\n3. If you're truly outputting the value of \"a\" before putting something in there, it's an uninitialized local variable, and the value printed to screen is going to be whatever is lying in memory at the address \"a\" has been created at. Though generally, the compiler won't let you do that.\n\nTo get a more a more targeted answer, show the source you're actually using. Just move the console window in your screenshot so we can see what's behind it. Also, in response to your original question, it's ALMOST always the programmer, not the compiler that's causing the problem.\n\nCheers and good luck!\n\nJeromy Walsh\n\nSr. Tools & Engine Programmer | Software Engineer\n\nMicrosoft Windows Phone Team\n\nChronicles of Elyria (An In-development MMORPG)\n\nGameDevelopedia.com - Blog & Tutorials\n\nGDNet Mentoring: XNA Workshop | C# Workshop | C++ Workshop\n\n\"The question is not how far, the question is do you possess the constitution, the depth of faith, to go as far as is needed?\" - Il Duche, Boondock Saints\nSr. Tools & Engine Programmer | Software Engineer\n\nMicrosoft Windows Phone Team\n\nChronicles of Elyria (An In-development MMORPG)\n\nGameDevelopedia.com - Blog & Tutorials\n\nGDNet Mentoring: XNA Workshop | C# Workshop | C++ Workshop\n\n\"The question is not how far, the question is do you possess the constitution, the depth of faith, to go as far as is needed?\" - Il Duche, Boondock Saints\n\n> \n\n#include <iostream>\n\nusing namespace std;\n\nint main()\n\n{\n\nint a;\n\ncout << \"Please type a letter which will then be printed out: \";\n\ncin >> a;\n\ncout << a;\n\nreturn 0;\n\n}\n1- Use code tags.\n\n2- Why are you asking for a letter when you are declaring an int?\n\n3- Use a proper main function.\n\n4- Make it a habit to initialize local variables in function scope to a default value. Otherwise the compiler fills it with whatever might be lying in the memory at that moment.\n\n `` \n\n#include <iostream>\n\nusing namespace std;\n\nint main( int argc, char* args[] )\n\n{\n\n//Buffer\n\nchar a[250] = {};\n\ncout << \"Please type a letter which will then be printed out: \";\n\ncin >> a;\n\ncout << a;\n\ncin.get();cin.get();\n\nreturn 0;\n\n}\n\nIf you don't feel at ease with arrays you can also use std::string, that is if you need dynamic length strings.\n\n[size=1]I \"surf\" the web, literally.\n\nThanks @DZee but I'm a C++ newbie (this is \"for begginer\") and I was wondering if you or anyone else could help me understand your suggestion I mean wth is code tags and some of the functions you put in your code well .. I don't know them :| pls help\n\n> \n\nThanks @DZee but I'm a C++ newbie (this is \"for begginer\") and I was wondering if you or anyone else could help me understand your suggestion I mean wth is code tags and some of the functions you put in your code well .. I don't know them :| pls help `` \n\n//Including the iostream library\n\n#include <iostream>\n\n//Using the namespace that allows you to omit std\n\n//in the file scope(As in everywhere in this file including in functions).\n\nusing namespace std;\n\n//A default main function.\n\n//Parameters are for passing values to your executable trough the command line.\n\n//argc = Number of arguments(space delimited)\n\n//args = Array of pointers containing all of the command line phrases\n\nint main( int argc, char* args[] )\n\n{\n\n//Buffer\n\n//Declaring an array of char containing 250 spaces(Simply expecting that much).\n\n//Initializing with brackets let's the compiler optimize the initialization.\n\nchar a[250] = {};\n\ncout << \"Please type a letter which will then be printed out: \";\n\ncin >> a;\n\ncout << a;\n\n//Allows the shell to stay put, depends on your environment. Might need one, or two depending on IDE.\n\n//There are other ways to handle this, as you know program execution runs and will reach the mains end\n\n//very fast so this is just a way to keep your console stalled.\n\ncin.get();cin.get();\n\nreturn 0;\n\n}\n\nBasically what you need to understand that C++ is a typed language(As opposed to PHP for example). That means that when you declare an integer, you mean to actually store a certain range of numbers. Different types allow to store a higher and lower value depending on the bytes(int is 4 bytes on most machines).\n\nA char variable allows you to store a single character. I've declared an array of characters in case I'd like to store more than one letter.\n\nStart out with this link : http://www.cplusplus...rial/variables/\n\nPS: By code-tags I mean use the forum feature that allows you to get formatted code on the forums. Look at my code and look at yours in the first post. It's easier to read.\n\n[size=1]I \"surf\" the web, literally.\n\nNice, thanks! oh and btw I use CodeBlock I don't know if it's a bad IDE or something but it came with the compiler so I said, fk it I'm getting the easier one!\n\nKripis,\n\nWhen you declare a variable you identify what type it is. This tells the compiler how much space to allocate on the stack for your data, and how it should interpret the bits at that location in memory.\n\nIn this case, you're declaring a variable of type int, a 16 or 32 bit value designed to hold numbers, and are then trying to assign it a character from the keyboard. This is resulting in it incorrectly interpreting the value in memory.\n\nTo remedy this, you can either input a number, such as 12345, which will correctly display in the console, or you can simply change your code to the following:\n\nchar a;\n\nThis will accept a single character from the keyboard, though not a string, such as \"Hello, World!\".\n\nCheers and good luck!\nWhen you declare a variable you identify what type it is. This tells the compiler how much space to allocate on the stack for your data, and how it should interpret the bits at that location in memory.\n\nIn this case, you're declaring a variable of type int, a 16 or 32 bit value designed to hold numbers, and are then trying to assign it a character from the keyboard. This is resulting in it incorrectly interpreting the value in memory.\n\nTo remedy this, you can either input a number, such as 12345, which will correctly display in the console, or you can simply change your code to the following:\n\nchar a;\n\nThis will accept a single character from the keyboard, though not a string, such as \"Hello, World!\".\n\nCheers and good luck!\n\nJeromy Walsh\n\nSr. Tools & Engine Programmer | Software Engineer\n\nMicrosoft Windows Phone Team\n\nChronicles of Elyria (An In-development MMORPG)\n\nGameDevelopedia.com - Blog & Tutorials\n\nGDNet Mentoring: XNA Workshop | C# Workshop | C++ Workshop\n\n\"The question is not how far, the question is do you possess the constitution, the depth of faith, to go as far as is needed?\" - Il Duche, Boondock Saints\nSr. Tools & Engine Programmer | Software Engineer\n\nMicrosoft Windows Phone Team\n\nChronicles of Elyria (An In-development MMORPG)\n\nGameDevelopedia.com - Blog & Tutorials\n\nGDNet Mentoring: XNA Workshop | C# Workshop | C++ Workshop\n\n\"The question is not how far, the question is do you possess the constitution, the depth of faith, to go as far as is needed?\" - Il Duche, Boondock Saints\n\n> \n\nThanks @DZee but I'm a C++ newbie (this is \"for begginer\") and I was wondering if you or anyone else could help me understand your suggestion I mean wth is code tags and some of the functions you put in your code well .. I don't know them :| pls help\nCode tags are not part of programming, but part of this forum's (and many other forums') features.\n\nThey look like this:\n\n[ code ] MY CODE GOES HERE [ /code ]\n\n...but without spaces between the brackets.\n\nWhen your post is posted, it turns into this:\n\n `MY CODE GOES HERE` \n...which is important when posting an entire file of code, since it puts it in a scroll-box instead of making the web page super long.\n\nTo re-iterate what JWalsh and the others are saying, an 'int' is a number (standing for integer, a math term). You are assigning a letter (the letter 'k') to a number, and are understandably getting weird results. It'd be better to assign to a std::string.\n\nstd::string (or just 'string' if you use 'using namespace std') is a group of characters (letters, symbols, or numbers). If you want to use std::string, you need to #include the <string> header.\n\nYour code would then look like this:\n\n `` \n\n#include <iostream>\n\n#include <string> //Don't forget the <string> header!\n\nusing namespace std;\n\nint main()\n\n{\n\nstring text;\n\ncout << \"Please type some letters, symbols, or numbers which will then be printed out: \";\n\ncin >> text;\n\ncout << text;\n\nreturn 0;\n\n}\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blogs/entry/2254527-graduation-means-lots-of-new-stuff/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAs I said in my last journal post (5 months ago), I've been really focused on finishing school. That's my reason for not updating... ever. But that period is over now! Yep, I graduated last week. Finally. So now that I have time to breath, I also have time to show you guys all my shiny new stuffs! First up is stuff I mentioned in my last journal entry. Not really sure why since I'm sure no one remembers it anyway...\n\nAs part of my last semesters at school, I ended up with three new things to show off. First is my website. I did an independent project to build a website and a game lobby system to go with it. When I write multiplayer games in the future, I will use the lobby system to show a list of servers within the game. The website will be my base for future projects. The second thing I want to show off is my first game, Neon. I mentioned it in my last post. I wrote the game over a weekend last Fall, and the rest of it (menus and networking) I wrote over Christmas break. I still need to tie the game into the lobby system.\n\nFinally, the really cool thing I want to show off is my senior project, Graviton Strike. This was a 2-semester project for a 4-person team. You can read about it and download a game play video through the link. Sorry, no game download yet. When we figure out how to license it I'll add it to that page and post an update in this journal.\n\nAnother thing that typically follows graduation is a new job. Yep, I got one of those too. I work at a small company that develops software for use in aircraft. We target the Android platform and write apps for things like streaming video, mapping, and targeting. It's pretty fun and interesting.\n\nOk, now that I've updated you all on new stuff, I'll stop now. Soon I'll post about my next game project. Stay tuned!\nAdvertisement\n\n### Latest Entries\n\n# The Trouble With Inspiration\n\n1886 views\n\n# Prototype 1 finished\n\n1782 views\n\n# Graduation means lots of new stuff!\n\n1755 views\n\n# new game and other happenings\n\n1591 views\n\n# new spell\n\n1231 views\n\n# life 1, me 0\n\n1189 views\n\n# It's nice to get ahead\n\n1204 views\n\n# monsters\n\n1371 views\n\n# goal 1 reached, and ramblings on motivation\n\n1219 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "http://www.gamedev.net/user/13394-23yrold3yrold/?tab=blog", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/642362-df-battlefield-project-feedback/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nD.F Battlefield is a top-down shooter game project with pixel graphics. You play as a soldier who fight against many other forces to protect the earth. Unlock new missions and weapons. there are many unit types (fighter, mech, tank, alien....). Pick items (ammo, shield, speed boost...) during the battle to power up your hero.\n\nD.F battlefield demo has been uploaded\n\nDemo link:\nhttp://darkforcebattlefield.weebly.com/download.html\n\ngamplay video:\n\nNew video (assassin gameplay):\n\nplease give me your feeling about my video.\n\nMore images\n\nDarkforcebattlefield.weebly.com\n\nvisit us for more info:\n\nDarkforcebattlefield.weebly.comindiedb link:\n\nIndiedb.com\n\nany feedback is welcomed\n\nThanks", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/637547-design-issue-managing-branching-in-the-rendering-pipeline/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nMy current shading solution is relatively simple - the idea is to provide two generic paths that are toggled by branching in the shader:\n\n- ShadeFull(), computes all terms and by default does specular & texture lookups, even if the maps are unbound or empty; multitexturing is branched to up to 2 TUs\n\n- ShadeBasic(), does basic lighting, but doesn't do any other lookups other than basic texturing\n\nThings get a lot more interesting, however, when adding support for full multitexturing and effects like detail and bump mapping. These are really easy to do as branches in the shader, but could also be branched on the CPU by creating separate shaders for major pipelines. Since I'll be generating the main shading component from pre-written modules on the fly anyway, it wouldn't be overly difficult to implement this either with minimal impact on maintenance.\n\nSorting geometry based on any number of surface properties on the CPU isn't going to be an issue, since I'll be making use of a low poly environment with tessellation. However, at the end of the day I'm having trouble coming up with a balanced and robust approach.\n\nAs there are plenty of industry-savvy people around to have tackled these choices before, I'd appreciate some insight :)", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/2256348-its-been-a-long-long-time/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAside from continuing pre-production on my game project (previously known as \"A Little Epic\"), I've been really busy with figuring out what I need to do with my life, and trying to get things in order. I've decided to pursue game design and will begin online classes this summer.\n\nAnyway, I probably won't update this journal very much. I'l be posting in my more public blog. However, I will post occasional updates here as well, for those who don't feel bothered to go to yet another blog (I don't blame you :P ).\n\nAlong with everything else, I've decided to use GameMaker: Studio for my game project. GML is a decent scripting language, and the features of GM:Studio are just too nice to pass up. Basically, I had a basic sidescroller working in about an hour, after following all of the tutorials I could find on the subject, and it's really easy to use. It could even do 3D games, though with Unity available, it may be difficult to compete. :P\n\nAnyway, I'm back now, and hopefully I can start working on making this game soon!\n\n-YodamanJer\n\n# Comments\n\nWelcome back! Almost didn't recognise you until I spotted the \"formerly known as \"CoffeeCoder\" in your signature on a forum post.\n\nI think authorware tools like Game Maker are really starting to come into their own recently. They are still limited when compared to coding from scratch, and obviously different packages have different strengths and weaknesses, but the days when they could only produce crappy little games that performed poorly are gone, and they're now very capable and can potentially save quite a lot of work. Good to see more people starting to adopt them when it makes sense rather than holding onto the popular old prejudice of trying to use \"real\" languages for everything.\n\nThanks!\n\nYeah, I used to be one of those \"it's not a real game unless I program it from scratch!\" types, until October of last year when someone showed me Unity. I was floored by its capabilities, and I have many plans for it someday.\n\nHowever, I've known about GameMaker (since around '07), but never used it because it was limited to 2D at the time (and I wanted to learn to program things from scratch), and I was more into 3D game development. I regret that decision, because if I had stuck with it I would have had many games out by now!\n\nThe fact that I had the basic workings of a sidescroller up and running in around an hour just makes GameMaker the perfect choice for this project. GML is pretty easy to learn to, since it's based on C/C++. I highly recommend it to anyone starting out with game development!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/660171-indiscrete-logic/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n“The new version of the Church-Turing thesis (now called the ‘Church-Turing Principle’) does not refer to Turing machines. This is important because there are fundamental differences between the very nature of the Turing machine and the principles of quantum mechanics. One is described in terms of operations on classical bits, the other in terms of evolution of quantum states. Hence there is the possibility that the universal Turing machine, and hence all classical computers, might not be able to simulate some of the behavior to be found in Nature. Conversely, it may be physically possible (i.e. not ruled out by the laws of Nature) to realize a new type of computation essentially different from that of classical computer science. This is the central aim of quantum computing.”\n\nHow To Compute Without Numeric Variables In A Non-Von Neumann Architecture\n\nhttp://www.tinyurl.com/indiscretelogic\n\nI would like to patent and put this in the public domain.", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/profile/801-zumichu/?tab=topics", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/1306284-i-hate-the-win32-api/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nCut, Copy and Paste all working now on the map blocks, in Excel and Notepad compatible format like the Builder version. Using Win32 directly has solved the problem of knowing the size of the data on the clipboard since you just unlock a HGLOBAL handle, but still would behave strangely if you copied random text. Never mind.\n\nKeyboard accelerators seem to be working as well and menu items are enabling and disabling at the right times. It seems you can't just set menu enablement anywhere you want but only inside of handling WM_INITMENUPOPUP. I'm not quite sure what the implications of enabling toolbar buttons would be but I'm not going to bother with a toolbar in Map 2.0 so I'll worry about that in the future.\n\nSo basically the actual map block editing part is finished now and as functional as the Builder version of Map. The next thing to add is the Item editing functionality.\n\nThis is going to involve learning how to do:\n\nCheck boxes - should be okay\n\nCombo boxes - not too worried but suspect lots of ugly code\n\nList views - I remember reading about these before and am very scared\n\nThe other thing I have no idea how to solve is the property editing. In the Builder version I just used a TStringGrid, which did all the work for me. I suspect I'm going to just have an text edit control and dump the properties in that like:\n\nX=23\n\nY=24\n\nSpeed=100\n\nand so on and just have the user edit that, then re-parse the text and reassign it to the item properties. The only way I can think to make it like the Builder version would be to custom draw a panel with DrawEdge and place dynamic edit controls without borders on a form, but then I'll have to implement the scrolling as well. We shall see.\n\nI really should learn Windows Forms. I reckon I'm going to have a look at the Managed C++ version rather than C#.\nPrevious Entry Progress\n\nNext Entry Getting there slowly\n\n# Comments\n\n> Quote:\nOriginal post by EasilyConfused\n\nI really should learn Windows Forms. I reckon I'm going to have a look at the Managed C++ version rather than C#.\nIf you're going for Windows Forms, I say go with C#. C++/CLI -- DON'T USE MANAGED C++; the one that comes with VS.NET 2003! -- is more C++Builder-like, but it also ia laden with 'special' managed syntax that you'll likely never use again. C# is the industry-used managed language (I believe), so learning it has plenty of merits. Not to mention it's plain fun to use. :P\n\nNovember 05, 2006 09:12 AM\n\nAdvice taken. I actually just got back from the library with a book about C# and it does look like the bees knees, but I'm also quite keen to continue the Win32 experiments.\n\nAs the AP points out, it is nice to not have to worry if an end-user has the right .NET on their machine. It's all quite ugly code but I reckon if I put the time in I could wrap it.\nAs the AP points out, it is nice to not have to worry if an end-user has the right .NET on their machine. It's all quite ugly code but I reckon if I put the time in I could wrap it.\n\nNovember 05, 2006 10:24 AM\n\nAdvertisement\n\n### Latest Entries\n\n# Hey\n\n3633 views\n\n# Further developments\n\n2324 views\n\n# Implementing Properties\n\n3995 views\n\n# Optimising my scripting language\n\n3243 views\n\n# QtScripting madness\n\n2692 views\n\n# Various\n\n2786 views\n\n# Progress Update\n\n2836 views\n\n# Some progress (added new vid)\n\n2881 views\n\nAdvertisement\n\nAdvertisement", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/1299825-forward-progress/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nNot too much to talk about project wise this week. I finished the marketing work that I wanted to get done. I also started working on more unit tests around the core classes of my engine. My goal is to have all my non-platform specific objects unit tested in this current engine cleanup session. That will get me probably 60% of the way to having unit tests for everything. My goal is 100% but I know that Rome wasn't built in a day.\n\nI'm also trying to organize a GDNet gathering group for Seattle, so if you're in the greater Seattle area please check out the upcoming gathering:\n\nSeattle GDNet Gathering\nPrevious Entry Branching\n\nNext Entry Engine Explosion\n\nAdvertisement\n\n### Latest Entries\n\n# Prototyping looking for fun\n\n1979 views\n\n# Well that was a bit long\n\n2017 views\n\n# When the Right thing can be the Wrong thing\n\n2165 views\n\n# More Low Lights\n\n2084 views\n\n# I am speechless\n\n2195 views\n\n# I've been quiet but not lazy :)\n\n1861 views\n\n# Physics Library suggestions anyone?\n\n1506 views\n\n# Bye bye XML, hello Lua\n\n2169 views\n\n# It's not just output anymore!\n\n1414 views\n\nAdvertisement\n\nAdvertisement", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/640086-buying-a-developer-spot-on-the-new-richard-garriot-project/page-2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHey Gamedev.net\n\nI've been a long time lurker, can't seem to find any other post resembling this.\n\nThe kickstarter project for Shroud of the Avatar, has a pledge for $400, which sounds as follows:\n\n> \n\nWant to be a part of the Development process? This is the level for you! Gain access to the private Developer Chat/Forums and help participate in guiding the game (estimated Developer Chat/Forums access in April 2013). You also get to help create a character in the game as well as name them. When everything’s said and done, we’ll put together a PDF document of various concepts and design documents.\n\nhttp://www.kickstarter.com/projects/portalarium/shroud-of-the-avatar-forsaken-virtues-0?ref=live\n\nI've never really developed a game, but it is my dream to become one at a point, and currently working on an education towards it.\n\nWhat would your assessment be of this \"developer\" position be?\n\nPros:\n\nI like the overall concept of the game, and have a lot of experience with Ultima Online and feel like it has been one of strongest MMORPG's ever, and therefore think I can add something to the game\n\nI have played almost all MMORPG's to ever launch on the western market(Including some korean/japanese that never made it to the west)\n\nCons:\n\nNo idea how much I will get heard, or how they will take in critique/new ideas.\n\n$400 (It's not that I can't afford it, and it is something I would like to do, so I could add it to my CV or something silly like that,or I could look at it as an investment of some sort)", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/user/207590-george7378/?tab=topics", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/1476732-optimization-progress/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# Opimization Progress\n\nThe optimization effort has been moving along much better lately. The results of my profiling efforts show what you would expect: anything that is done at the per-fragment level is expensive due to the huge number of times that it is done. In general, memory access at the fragment level is really hurting me right now, but I have started making progress.\nThe overall design of my pipeline was to have each major function have it's own 'processor' object, with abstracted memory buffers sitting between them. This works well, and is in theory a good idea for a multiprocessor system to paralellize the work.\n\nHowever, all of the abstracted memory access calls between processors are really adding up. This made me change the access calls themselves to something a bit speedier by removing redundant range checking. This gave a significant speed up of about 10%! The next step that I took was to combine the rasterizer, depth tester, and pixel shader into one processor. This removed alot of the unnecesary memory access calls. This made a large increase in the overall speed as well. I'll make a more complete post on this later on, but I also plan on unifying all of the geometry side processors as well (vertex shader, back face culling, and polygon clipping). I don't expect as much of an increase right now, but when I start rendering more geometry it should keep these memory issues out of the way.\n\nI still have several other things to try out, and have found a few tricks that I'll likely write about in future entries. Some of them are specific to my renderer, but others should be of use in general. Memory caches are your friends!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/2258863-pong-field-notes/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nInstead, they had mounted a replica of the control panel and had the game projected on the wall next to it. Here are some comments about my experience.\n\n* The interface was extremely responsive. You had these industrial regulators that you could turn, like on a stove. Their angles set the target position of the pads.\n* The pads could run outside the screen and balls bouncing-area.\n* There was no powerups and the ball moved with constant speed.\n* The pads had four trigger-areas, where only the tips of the pad triggered a larger bounce-angle (not the entire pad which I first thought). The two center trigger-areas did not seem to result in wider angle, it just flipped the x/y movement.\n* The control was very sensitive in the sense that small movements in the control led to very fast movement. This made it feel a bit unstable but also more fun.\n* As a player I was conflicted by my wish to hit the ball with the end cap to make it increase speed/unpredictable angle and and my wish to safely catch the ball.\n\n[sharedmedia=gallery:images:4395]", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/635990-seacraft-indiegogo-factor/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHey guys,\n\nJust boosting awareness of this game, SeaCraft, on IndieGoGo. I think that it's a good heritor of Silent Hunter and Navyfield series!\n\nhttp://www.indiegogo.com/seacraft\n\nThanks\n\n# SeaCraft (IndieGoGo Factor)\n\nYou are part of the team that created the game, right? The way your previous post is written initially led me to believe you weren't involved in the project.\n\nRegardless, it looks like a really cool game - so congrats! Some of the screenshots have a weird grainy effect - is that intentional, or are those JPEG artifacts? You might have your JPEG compression set to high.\nRegardless, it looks like a really cool game - so congrats! Some of the screenshots have a weird grainy effect - is that intentional, or are those JPEG artifacts? You might have your JPEG compression set to high.\n\n> \n\nYou are part of the team that created the game, right? The way your previous post is written initially led me to believe you weren't involved in the project.\nYes, I am It's just because of that English is not my native language (\n\n> Regardless, it looks like a really cool game - so congrats! Some of the screenshots have a weird grainy effect - is that intentional, or are those JPEG artifacts? You might have your JPEG compression set to high.\n\nThank you! This grainy effect is combination of ingame post-effect and JPEG compression, as ingame post-effect it looks much better.\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/2264226-story-synopsis/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nPlease contact us if you have any trouble resetting your password.\n\nTlandar must undertake a pledge to protect Astashica and free the planet from Asemeri oppression.", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/2261683-edge-traversal/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nSo we got the basic mechanics of edge traversal finally working, kind of. Excuse the dodgy animation, just a placeholder.\n\nThe idea is we maintain a contact point at each hand, offset slightly from the centre position. Each offset is a reference to an edge i.e. a pointer to the body, an index to identify the edge and a world-space position.\n\nWhen we try to move, we move the position along its current edge, checking to see if we go over the end or not (basically a method called pointOnLine() which returns 0 - 1 when in the segment range or <0 or >1 if outside) and, if so, we find the next adjacent edge and project along that edge by the amount of step remaining.\n\nThis gives us two points we can form a vector between, then cross with (0,1,0) to get the normal so that he smoothly rotates around the corners.\n\nUnfortunately the player capsule does intersect with the geometry a lot during this so I've had to disable collision checks between the bodies who own the edges in question, but this turns out to not be a perfect solution since some configurations of the environment can still report collisions where there should be none, so I need to think this through a little, see if we can come up with a better approach.\n\nBut it is essentially working and goes to show that if you have the freedom of an entirely kinematic controller with no physics, you can achieve almost any behaviour that you want.\n\nThanks for stopping by. I'm trying to keep these a bit briefer these days, and hope they remain of interest.", | |
| "content_format": "markdown" | |
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| { | |
| "url": "http://www.gamedev.net/topic/630724-gamedev-logo-3rd-party-usage/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHey, what's GameDev.net's policy about use of your logo? On my personal website, I'd like to use the GD.net logo to indicate a post was cross-posted from my GameDev.net journal.\n\n(Still work-in-progress)\n\n# GameDev logo - 3rd party usage?\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/topic/637561-hello-game-dev/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nMy name is Marcus I am a game designer in the making. I finished my GDD I have an artist, a level designer. I was wondering if there's a game programmer even a novice one from SoCal. We're submitting it to Activision. So we have to put together a demo.\n\nAnyone from Cali feel free to PM me", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/profile/10469-lordelectro/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/user/97293-lon-f/?tab=topics", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/user/210956-louis3315/?tab=topics&setlanguage=1&langurlbits=user/210956-louis3315/&tab=topics&langid=2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/1389873-software-rendering/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI started reviewing my code from the software renderer that I started last year. There are going to be some changes to the interfaces, but the overall design is in place and functioning.\n\nThe bulk of the changes are going to be setting the thing up to be multi-threaded. Previously I had designed it to be a 'one stage at a time' type of pipeline for running on a single core machine (I don't own any dual core machines at the moment). So the output of one stage in the pipeline would be completely generated, then consumed by the next stage and so on until everything was rendered.\n\nThis design doesn't really work with multithreaded stages, at least not the way that I envision it. The new setup is going to have each pipeline stage monitoring it's input buffer to see if there is any new data to process. If so, it will mark the data as consumed and compute it own output for the subsequent stage. This should allow the entire pipeline to use smaller buffers between stages (depending on the stage functionality of course) and also allow the system to scale with additional cores relatively easily.\n\nIn fact, there is no reason why a particular stage couldn't generate multiple threads to operate on the same buffer as long as proper resource sharing is followed. Then a brand new octo-core machine can still be utilized if the pipeline is only 4 stages deep.\n\nIt is kind of interesting that the ideas that I come up with in my design of a software renderer turn out to be similar to the ideas that the major GPU OEMs perform in hardware. Of course, they designed their systems about two years before me, but I don't get paid to do this either ;)\n\nAs of right now, I have a rudimentary vertex shader and rasterizer stages built. The rasterizer still needs some work, but it is good enough to get started. Next up will be a clipping stage to go between the VS and the rasterizer. After that, I think the pixel shader would be the next logical place to look, but we'll see how things are looking then. More to come soon!\nAdvertisement\n\n### Latest Entries\n\n# Wrapping up 2015, planning for 2016\n\n2515 views\n\n# Visual Studio 2013 and Graphics Development\n\n2078 views\n\n# Using STL Algorithms\n\n1921 views\n\n# Microsoft's Hololens\n\n2881 views\n\n# Data Design for Scene Graphs Pt.II\n\n1799 views\n\n# Tune in to the Connect(); conference\n\n1454 views\n\n# Data Design for Scene Graphs\n\n2483 views\n\n# Using NuGet to Manage Dependencies\n\n1878 views\n\nAdvertisement\n\nAdvertisement", | |
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| { | |
| "url": "http://www.gamedev.net/user/208844-jleduck/?tab=posts", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| "url": "https://www.gamedev.net/blog/789/entry-2250774-decisions-decisions-and-an-aha/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI've thought all day about how to compile all the maze meshes into one static vertex buffer. Right now, each corner and straight section is its own mesh, which gets transformed every frame. That's 1632 needless transformations. The issue is how and where to create an ID3D11Buffer* initialized with the pretransformed verts of all the wall meshes. The Maze and GFXDevice classes know nothing about each other, and I don't want them to. Passing a vector of entities to the Renderer (which owns the GFXDevice), or vice versa, feels kludgy--I don't want to have to call the renderer when I load a new maze before I actually need to draw it.\n\nWhile typing the above, I thought of doing it in the MeshCache. It makes decent sense--the Cache creates, stores and fills requests for mesh data. It will require some small interface redesign, but it's doable. Why didn't I think of this before? I wish I'd come to this realization before 1am. My coding life is filled with eureka moments immediately after powering down the pc or as I'm turning out the light. Or even moments before I would have fallen asleep had the epiphany not occurred. And I'm still working on resuming a normal sleep schedule; so while I could stay up and implement it (I'm exhausted by my damnable sleep patterns, but not really feeling tired at the moment), I really should take a sedative and go to bed.\n\nThere's (almost) always tomorrow ;)\nPrevious Entry Return of the Cage\n\nNext Entry Diversions\n\n# Comments\n\nOctober 15, 2011 07:29 PM\n\nOh, yeah. My desk is right at the foot of my bed. I shut it down before going to bed, because the glowing LEDs keep me up. The thought of waiting through the boot sequence is the only thing that keeps me in bed when I have such hypnopompic epiphanies.\n\nOctober 18, 2011 07:08 PM\n\nAdvertisement\n\n### Latest Entries\n\n# Diversions\n\n2178 views\n\n# Decisions, Decisions. And an Aha!\n\n1768 views\n\n# Return of the Cage\n\n1759 views\n\n# Progress!\n\n1931 views\n\n# Abstraction\n\n1864 views\n\n# Design Flaw\n\n1703 views\n\n# Square One\n\n1707 views\n\n# Please Critique my Entity System\n\n1811 views\n\n# Lua as a Data Format: Success\n\n1736 views\n\n# Lua as a Data File: minor setback\n\n1714 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/638757-determining-steep-rise-ahead-from-heightmap/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi everyone, I'm working on a fps/rpg title, and having a bit of trouble coming up with a set of rules or a combo of methods or tests to determine if there is a steep rise in the height map in front of the player, NPCs, and monsters. the idea is, when checking for collisions, after calculating the unit's new position, if there is a \"steep rise ahead\" (like a wall or cliff) they stop. at first i was using the usual \"well if its less than x feet high they can just step up, otherwise its a wall type collision\". but that doesn't quite get the desired effect.\n\nthe desired effect is this: if its something they can easily surmount (say 3 foot high for a person), go ahead and move them. if the slope is not too steep (say 60 degree incline) go ahead and move them, otherwise, they must enter \"climb mode\" which allows them to scale sheer cliffs etc (imagine a VR rock climbing simulator).\n\nclimb mode works great, its the checking of the conditions for \"steep rise ahead\" (IE a climbable surface) that's being elusive.\n\nthe slope check is trivial: delta y / movespeed > 1.3 rads => its too steep, must use climb mode.\n\nits the \"easily surmounted\" part that's tricky. the base walking moverate for a person is 0.3333 d3d units per frame. doing an altitude or slope check at a range of 1 unit or something like the creature's bounding box radius alone doesn't work. while a person may be able to clamber over a three foot rise in 6 inches of forward travel, the single check alone doesn't tell you if that's the top of the rise, and therefore truly a 3 foot obstacle,or merely the bottom 3 feet of a 100 foot cliff. i guess two checks are called for perhaps? one at one foot ahead and one at 2 feet ahead. if the slope to 1 foot ahead is \"steep\" and the slope from one to two foot ahead is not, then the altitude at 1 foot is the top of the rise (or close enough to it for government work).\n\nmost games i've seen simply limit forward travel based on the slope alone, leading to things like trucks that can drive up walls (EVO 4x4 2.0), or being able to walk across the face of a sheer cliff (Oblivion).", | |
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| "url": "https://www.gamedev.net/topic/628152-solved-implementing-dual-paraboloid-shadow-mapping/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI have 2 questions:\n\n1. Is it possible to only use a geometry shader without using any other shaders? I know it's possible to just use a vertex shader without using any other shaders, is it possible with a geometry shader as well, or does it require a vertex shader?\n\n2. I saw that you can use a Texture2DArray, not just a slice of it, to construct an ID3D11DepthStencilView. Is it actually possible and if so, how do I write the individual depth values from a shader (not per pixel, since I don't want to use a pixel shader)?\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/645513-touchgrind-skate-2-multitouch-skateboarding-game-in-development/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nJust wanted to let the community know that we are working on the third game in our Touchgrind series.\n\nThe first game was Touchgrind, the worlds first multitouch skate game, which have sold very well on the App Store for almost 5 years now.\n\nThe second was Touchgrind BMX where we adapted the control scheme to work with BMX bikes. It's at the moment no5 in the Sports Games genre.\n\nNow it's time to go back to skating, with Touchgrind Skate 2!\nIt will be awesome ;)", | |
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| "url": "https://www.gamedev.net/blogs/entry/790965-more-days/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nGamedev,\n\nI wonder if saying that an entry will be short makes it less true. So anyhow, I feel like I have no time anymore ::sigh::. I didn't get any programming done today. And thinking back, I felt so busy, but can't remember getting anything actually productive done. And now, thinking about it, I got everything done today that I wanted to do, except programming. I didn't do any programming, even though it's what I wanted to do the most. I updated all threads I needed to, read all articles I needed to, drafted all ideas I needed to, and even wrote this entry. No programming.\n\nI did talk to my concept artist. The new art will be ready tomorrow, and it should make me very happy. We'll see though. I'm also kinda freaking out about finding a reliable artist. Seriuosly, how can it be so hard to find a credible artist for this project? I'm thinking of going back to revive and edit my origional post looking for artist. I've got sound engineer covered.\n\nMy issue is that I find an artist, he draws me a great standing sprite for the main character, I ask him for a run animation, and he disappears. This has happened twice now. I mean, really, how much more credible can a project be then a project where the game is already functional. I have more then just a little tech demo. It's even a paying gig! I'm thinking of filing for a buisness trade name so that I can post in actual proffesional 2D artist forums. I don't know how long I can stand dealing with this kind of thing.\n\nOh well, more tomorrow.\n\n-IV\nPrevious Entry Just a taste\n\nNext Entry Untitled\n\n# Comments\n\nYou should threaten them with legal action. Say that the contract that they agreed to makes them liable for the damages… [grin]\n\nOctober 11, 2005 09:53 PM\n\nTalk to Sir Sapo, the artist for his game is unbelievably Awesome.\n\nThat sucks that you can't find a good artist, what's wrong with your concept artist?. It's not like pixel(-ish) art is an impossibly hard medium to work with, and there are plenty of kids (at least in my school) that would love to have a crack at drawing this sort of thing.\n\nKeep looking, and good luck!\n\nOctober 11, 2005 10:05 PM\n\nMy artist may have skills, but he's a real asshole sometimes[wink]\n\nLike Prinz tried to say, ask around your school, there's bound to be someone who has the ability you need.\nLike Prinz tried to say, ask around your school, there's bound to be someone who has the ability you need.\n\nOctober 11, 2005 10:48 PM\n\nFirst of all, yes, I have thought about writing up some contracts, but I don't suppose that would have done any good in this situation. Each artist only got through one sprite before falling off the edge of the planet.\n\nHaha, Mark the Artist is pretty fantastic at what he does, but I didn't want to impede. It would be wonderful it he'd be up for the job, but he probably has alot on his plate.\n\nAnd I'm working on the school thing, but not prospects are turning up.\n\n-IV\nHaha, Mark the Artist is pretty fantastic at what he does, but I didn't want to impede. It would be wonderful it he'd be up for the job, but he probably has alot on his plate.\n\nAnd I'm working on the school thing, but not prospects are turning up.\n\n-IV\n\nOctober 11, 2005 11:10 PM\n\nAdvertisement\n\n### Latest Entries\n\n# Back again\n\n1482 views\n\n# Mua Ha Ha\n\n1445 views\n\n# Here I go again...\n\n1314 views\n\n# Grrr...\n\n1265 views\n\n# Yeah, that's riiiight!\n\n1324 views\n\n# ...\n\n583 views\n\n# ...\n\n473 views\n\n# Hmm...\n\n2069 views\n\n# Untitled\n\n1080 views\n\n# Whoo hoo!\n\n1536 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "http://www.gamedev.net/topic/623677-how-to-start-a-career-as-a-game-programmer/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHello Gamedev.net ,\n\nI am a 23 year old graduate in Information Technology from India.\n\nI have recently started doing programming and I want to choose a career in computer games. so I have joined in a start up company with four members and learning programming and graphics on my own from ebooks and net tutorials.\n\nIs the thing which I am doing is correct?\n\ncan anyone do this alone?\n\nBecause there are no trainers here I am alone learning the whole day searching over the internet for tutorials on programming.A group of three people who actually work in other companies come in the weekends and work in my company have worked a small letter project for children on IPAD that enables to learn the letter by tracing them. I am not into any project but he may put into after some days.Till now he said me practice some c++,data structures and opengl stuff.\n\nwaiting for your reply.\n\n# How to start a career as a Game Programmer\n\nHave you checked out Stanford's courses on Programming Methodology, Abstractions and Paradigms? You should definitely follow those series, they're rock solid:\n\n[media]\n\nThere's also tons of game design videos out there, e.g. the following:\n\n[media]\n[media]\n\n[/media]\n\nThere's also tons of game design videos out there, e.g. the following:\n\n[media]\n\n[/media]\n\n- Awl you're base are belong me! -\n\n- I don't know, I'm just a noob -\n\n> \n\nHave you checked out Stanford's courses on Programming Methodology, Abstractions and Paradigms? You should definitely follow those series, they're rock solid:\nHey there, i just wanted to say thanks for sharing those vids this were probably the best news of my day.\n\nAnother vote of confidence from me regarding those Stanford courses. They are fantastic.\n\nI'd also suggest taking a look at the Unity game development engine. It's free, very user friendly, and there are many books and online tutorials available to help you learn.\n\nFor more info on how to break into the games industry check out www.ineedtomakegames.com\n\nBest,\n\nDestin\nI'd also suggest taking a look at the Unity game development engine. It's free, very user friendly, and there are many books and online tutorials available to help you learn.\n\nFor more info on how to break into the games industry check out www.ineedtomakegames.com\n\nBest,\n\nDestin\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/610999-advanced-particle-physics/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi,\n\nDoes anyone know some good papers or books (preferably german ones or at least ones that are available in europe) about advanced physics for particle systems? I recently felt like redesigning my particle system as it worked fine but was too unflexible and hard to configure. I didnt find anything useful on the web, most tutorials just cover the basics, and thats what I already have. I want to be able create really cool effects of all kind with my particle systen but got stuck on the physics. I remembered a\n\nCommercial MMORPG-suite which had a cool particle system: using around 8 parameters, you could pretty much create any particle effect from fire,blood, water, whatever you want. Id be really glad if somebody could point me out some information! Thanks in advance!\n\nEdit: just in case I didnt state clearly, im mostly interested in the physics calculation\n\nfor beeing able to move particles with given weigth, etc properly, not such stuff as particle collisions!\n\n# Advanced particle physics\n\nIt seems like what you are looking for is a tutorial on Smoothed Particle Hydrodynamics (SPH). I suppose a reasonably good introduction is Brandon Pelfreys tutorial on the topic.\n\nhttp://www.gamedev.net/topic/536055-point-based-physics-tutorials/\n\nhttp://www.cs.clemson.edu/~bpelfre/sph_tutorial.pdf\n\ncheers,\n\nMike\nhttp://www.gamedev.net/topic/536055-point-based-physics-tutorials/\n\nhttp://www.cs.clemson.edu/~bpelfre/sph_tutorial.pdf\n\ncheers,\n\nMike\n\nThanks,\n\nI had a quick look at the links and they look just like what I needed! However, my question is: can I only use this on liquids, or can I create other particles like snow, gases, etc.. too?\nI had a quick look at the links and they look just like what I needed! However, my question is: can I only use this on liquids, or can I create other particles like snow, gases, etc.. too?\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blogs/entry/1990335-return-from-the-dead/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAfter an almost 2 year hiatus from GD I am back from the trip to Mars and ready to get back into things. It's great to see so many familiar faces still making journal posts about all the awesome things they're working on. It's amazing to see how far some people have come in that time and how many cool projects are in the works. I look forward to catching up with everyone and their projects as I read through all of the journals.\n\nI am working on a new project myself which I'll start sharing here along with an explanation of where I've been hiding for the past 2 years :).\n\nPrevious Entry Back in the saddle\n\nNext Entry The last 2 years\n\nAdvertisement\n\n### Latest Entries\n\n# Prototyping looking for fun\n\n1980 views\n\n# Well that was a bit long\n\n2018 views\n\n# When the Right thing can be the Wrong thing\n\n2165 views\n\n# More Low Lights\n\n2084 views\n\n# I am speechless\n\n2197 views\n\n# I've been quiet but not lazy :)\n\n1861 views\n\n# Physics Library suggestions anyone?\n\n1506 views\n\n# Bye bye XML, hello Lua\n\n2169 views\n\n# It's not just output anymore!\n\n1414 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/636372-best-way-to-display-player-positionrotation-when-updates-arrive-at-varying-intervals/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAll in all I have to say that I'm incredibly pleased with the flexibility and performance that this networking scheme offers, but I've run into a bit of a problem. Since one of the features of the way the tribes model works is that the not all objects are updated every time, but rather a prioritization scheme picks which object updates should be written to each packet. What this means in practice is that position/rotation/velocity updates for your networked objects will not be received at a constant pace.\n\nThis creates a bit of a problem with displaying objects that move nice and smooth on screen, now even though I am no expert at this subject, the three main ideas behind rendering remote objects on screen are these:\n\n* Interpolation/\"Valve\"-style, where you hold back on rendering for update_rate * 2, basically introducing some artificial lag but always (except in case of a lot of packet drop) rendering nice smooth movement on screen.\n* Interpolation and then Extrapolate, basically interpolate from current to next known position as it comes in, and then extrapolate based on velocity from last known position until a new packet comes in, there are a few ways to go about this (linear, cubic splines, etc.).\n\nAny help on reasoning about this would be most appreciated :)", | |
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| "url": "https://www.gamedev.net/forums/forum/11-visual-arts/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAll Content Blogs Forums News Tutorials Log In Sign Up Login Username / Email Password Remember me Forgot password? Login or Don't have a GameDev.net account? Sign up Forgot your password? Email Address Reset Password Please contact us if you have any trouble resetting your password. Home Blogs Forums News Portfolios Projects Tutorials 17 users logged in Proud partner of GDC 2025 New? Learn about game development . Before posting, review our community guidelines . Support GameDev.net with a monthly GDNet+ subscription ! Follow Us Chat in the GameDev.net Discord! Back to Forums Visual Arts 1 (current) 2 3 4 5 6 Next Advertisement Free art assets Started by jbadams with 14 comments, last by Aleksandr 4 years, 8 months ago 2D 3D Sprites 2D and 3D Art Invitation: GDNet Official Discord chat room Started by Promit 7 years, 4 months ago 2D and 3D Art Mesh shader vertex amount? 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| "url": "https://www.gamedev.net/blogs/entry/379798-wtf/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI am officially mystified...\n\nI coded a handler to allow me to capture sequences of frames from the game loop, in order to catch my wierd bug in action, and managed to catch a shot of it. These two images are from the same sequence, taken from a stationary location. That is, the loop was just sitting there, repeatedly drawing the same view over and over and over; nothing was changing, so each frame rendered should have been identical to the last. Yet flashes of wierd things sometimes crop up:\n\nOut of 60 frames sampled, this second image was the only one with an artifact cropping up; they only appear intermittently, and the majority of frames are fine. I'm stumped; it's repeatedly drawing the same exact data each frame, so where are these coming from? It looks as if it's drawing from some bad vertices, but damned if I know where they're coming from and why they're not being drawn all the time. I only get these wierd thingamabobs on the Linux build; as noted before, the Windows build runs flawlessly. I've tried 4 different driver versions on two different custom kernels, with the exact same problem each time. I've gone over my code again and again, looking for a buffer overrun or anything else that might explain it. I got nuthin'. I'm starting to hate the world and everything in it.\n\n*mumble grumble*\nPrevious Entry Hmmm...\n\nNext Entry Zippidy-dooh-dah\n\n# Comments\n\n> I got nuthin'. I'm starting to hate the world and everything in it.\n\nBit extreme, no?!\n\nAs for the error, have you checked that stuff you expect to be null is actually initialised as zero. I got all sorts of odd, intermittent crap appearing when I realised I took this assumption for granted.\nBit extreme, no?!\n\nAs for the error, have you checked that stuff you expect to be null is actually initialised as zero. I got all sorts of odd, intermittent crap appearing when I realised I took this assumption for granted.\n\nJanuary 30, 2005 06:47 AM\n\nI know you said it was a static shot but could it be tearing on the refresh? On second thought, it doesn't look like it...\n\nJanuary 30, 2005 08:34 AM\n\n> Quote:\nBit extreme, no?!\n\nOkay, well, maybe it is. There is still some stuff left in the universe that's okay. But there is a fairly large portion of the universe that apparently hates me, and it is this piece that seems to be in charge of this particular aspect of my programming. So it is my duty and civic obligation to hate that piece of the universe in return.\n\n> Quote:\n\nAs for the error, have you checked that stuff you expect to be null is actually initialised as zero. I got all sorts of odd, intermittent crap appearing when I realised I took this assumption for granted.\nI'm currently in the process of going over everything again. It's strange, because if I draw the scene normally, ie not using vertex buffers, it works perfectly. But uploading the data as buffers and drawing from the buffers, I get this. So I thought that maybe there was something wrong in the rendering code that just wasn't showing up when drawing from normal arrays, but I can't find anything. It looks as if it's getting bad verts for some of the tiles it's drawing, but it's rarely for the same tile that it happens. I dunno, maybe I'm just missing something stupidly obvious. I did have to fix a little glitch in the rendering system a few days ago, so maybe I introduced something insidious and evil in the process. *sigh*\n\n> Quote:\n\nI know you said it was a static shot but could it be tearing on the refresh? On second thought, it doesn't look like it...\nNo, I don't think it's tearing. The above-posted example is actually a very mild case; in some instances, the glitch will momentarily blot out the entire screen. Also, you can see that it's still drawing the tile, it's just drawing it using some bogus verts located out in the great beyond somewhere.\n\nGah.\n\nJanuary 30, 2005 10:15 AM\n\nCould it be a bad mem chip on the card? How the hell you could check that I don't know...maybe put the card in the windows box...Just grasping at straws...\n\nJanuary 30, 2005 12:11 PM\n\nLRiotto:\n\nHmmmm.... You may have put your finger on it.\n\nI just rebooted into the Windows dual boot and tested the Windows build again on this machine, and it looks like it is doing the same exact thing there now. It just might be a hardware problem after all. I tested it once before on the Windows boot on this machine and it worked, but in all honesty I didn't run it for very long and may have just 'gotten lucky' with that run. (Or unlucky, as the case may be.) It seems like it might even be a progressive problem, as it seems to be getting worse. Looks like I'll be doing a little hardware switching this afternoon, and possibly an evening run to Fry's Electronics if it turns out the hardware is pooped (which, I suspect, it probably is). I never even suspected a hardware problem, though that may have just been wishful thinking on my part. [grin]\nHmmmm.... You may have put your finger on it.\n\nI just rebooted into the Windows dual boot and tested the Windows build again on this machine, and it looks like it is doing the same exact thing there now. It just might be a hardware problem after all. I tested it once before on the Windows boot on this machine and it worked, but in all honesty I didn't run it for very long and may have just 'gotten lucky' with that run. (Or unlucky, as the case may be.) It seems like it might even be a progressive problem, as it seems to be getting worse. Looks like I'll be doing a little hardware switching this afternoon, and possibly an evening run to Fry's Electronics if it turns out the hardware is pooped (which, I suspect, it probably is). I never even suspected a hardware problem, though that may have just been wishful thinking on my part. [grin]\n\nJanuary 30, 2005 01:05 PM\n\nAdvertisement\n\n### Latest Entries\n\n# Mechanics of Flow in Gold Rush.\n\n7004 views\n\n# Gold Rush\n\n5506 views\n\n# DungeonBot3000: Inventory and Items Display\n\n5796 views\n\n# DungeonBot3000: Postmortem\n\n5713 views\n\n# DungeonBot3000: Boss Fight Scripting\n\n5123 views\n\n# DungeonBot3000: Friggin Laser Beams\n\n5707 views\n\n# DungeonBot3000: Video\n\n4846 views\n\n# DungeonBot3000: Stats, Combat, and Items\n\n6875 views\n\n# DungeonBot3000\n\n5052 views\n\n# Diablo:Immortal\n\n13964 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blogs/entry/811292-belated-birthday-and-crunch-mode/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nThis has been a rough two weeks. I'm in middle of my mid semester cram: tons of assignments from all my classes. I've been dying to work on Lucid some, but it just isn't to be until these course loads go away. I'm still chugging through the design for Lucid, and it's turning into a large project. I can't stress how important it is to design before you start coding. I hate to see where I'd be this time next year.\n\nBTW, I celebrated my 22nd birthday last Wednesday (the 19th). Happy Birthday to Me!\nAdvertisement\n\n### Latest Entries\n\n# SQL burns\n\n1099 views\n\n# Belated Birthday and Crunch Mode\n\n1014 views\n\n# Woot! I passed!\n\n1131 views\n\n# Meaningful post\n\n1148 views\n\n# Screenshots!!!\n\n934 views\n\n# MCSE Exam #2\n\n990 views\n\n# A clean desk is a happy desk.\n\n1036 views\n\n# Another one bites the dust\n\n1150 views\n\n# Whew\n\n1045 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/profile/199439-outrageousbobiv/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| "url": "https://www.gamedev.net/topic/637673-sizeof-giving-strange-results/page-2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n```\nclass Vector3 {\npublic:\n float x;\n float y;\n float z;\n Vector3();\n Vector3(const Vector3 &v);\n Vector3(float xIn, float yIn, float zIn);\n virtual Vector3 operator=(const Vector3 &rhs);\n ...\n};\n```\n\nthis yields a sizeof() of 16 bytes instead of 12.\nby trying around, i found out that it is due to the the operator(s) being virtual (or any virtual method i add, even the destructor)\n\nif i leave out the 'virtual' keyword, the size is correct, but the linker cant resolve the symbols.\n\nany idea how to handle this, or why the use of 'virtual' changes a classes size?\n\nalso, pls dont link descriptions to the virtual keyword, i have been through many, and still don't get it =)\n\nthanks in advance,\n\nTasche", | |
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| "url": "https://www.gamedev.net/profile/216843-tourist/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| "url": "https://www.gamedev.net/topic/618021-how-to-design-a-great-combat-system-mechanics-pvp/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nMost games I've played have had imbalanced or good enough or sometimes even terrible combat systems + mechanics.\n\nPretty much just one game I think that had a outstanding combat system + mechs.\n\nI won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.\n\nFor sake of avoiding that let's assume in this thread that class based games can be balanced as well.\n\nSo why is it so rare to find great combat systems + mechanics in games?\n\nI'm sure the designers thought they had created a great great combat s+m.\n\nSo this means that most designers are terrible when it comes to PvP.\n\nAnd I've actually had the opportunity to fight a few devs in different indy games so I know it's true.\n\nSo how can we design better combat systems?\n\nFirst thing I think we all have to just assume is that we designers SUCK at PvP.\n\nMaybe you are great.. But you have to assume you suck.\n\nAnother thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..\n\nIt's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..\n\nbut if your game has classes in it as well, then you face the additional challenge of balancing these classes.. Which I've never seen accomplished in any game I've played so far.\n\nSo if you make a skill based game (no classes) then you only need to worry about creating a good combat system without without sweating about class imbalances.\n\nDiscuss!\n\n# How to design a great combat system + mechanics? (PvP)\n\n> \n\nMost games I've played have had imbalanced or good enough or sometimes even terrible combat systems + mechanics.\n\nPretty much just one game I think that had a outstanding combat system + mechs.\n\nI won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.\n\nFor sake of avoiding that let's assume in this thread that class based games can be balanced as well.\n\nSo why is it so rare to find great combat systems + mechanics in games?\n\nI'm sure the designers thought they had created a great great combat s+m.\n\nSo this means that most designers are terrible when it comes to PvP.\n\nAnd I've actually had the opportunity to fight a few devs in different indy games so I know it's true.\n\nSo how can we design better combat systems?\n\nFirst thing I think we all have to just assume is that we designers SUCK at PvP.\n\nMaybe you are great.. But you have to assume you suck.\n\nAnother thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..\n\nIt's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..\n\nbut if your game has classes in it as well, then you face the additional challenge of balancing these classes.. Which I've never seen accomplished in any game I've played so far.\n\nSo if you make a skill based game (no classes) then you only need to worry about creating a good combat system without without sweating about class imbalances.\n\nDiscuss!\nYou then replace class imbalances with skill imbalances. Balance is key to any game, class or skill based. Balancing properly is something that most dev teams aren't super great at.\n\n> \n\nYou then replace class imbalances with skill imbalances. Balance is key to any game, class or skill based. Balancing properly is something that most dev teams aren't super great at.\nI'm assuming you mean an in-game skill such as swordsmanship just as an example.\n\nBut it's just not true.. Everyone has access to the same skills.\n\nIf it's a pvp focused game.. then everyone will probably have the same skills.. balanced.\n\nOr maybe they chose skills more fitting for another part of PvP.. but then it's their choice to focus on that part of PvP instead of 1v1 duels.\n\nMaybe they chose 1v1 skills but meant for ganking instead of dueling.\n\nBut they have the possibility of choosing skills for 1v1 duels... and then it's going to be balanced.\n\nIf you want to have a class based game..\n\nIMO the best way of balancing is to make each class for a different role.\n\nSuch as one that is best as a 1v1 duelist, one that is a support class, one that is a ganking class maybe one that is jack of all master of none.. etc\nIMO the best way of balancing is to make each class for a different role.\n\nSuch as one that is best as a 1v1 duelist, one that is a support class, one that is a ganking class maybe one that is jack of all master of none.. etc\n\nGames with different classes never balance completely at all, afaik thats part of the system. Take a game like starcraft, there are still balance issues a year after release. Or Leagues of legends/Dota that have countless of heroes all with there own unique strategies, stats and abilities. But hey those games still play very well due to the fact they keep balancing the game. There will always come a player that exploits somekind of trait belonging to a certain character/race that is just something you keep having to deal with.\n\nA little outbalanced is not a great deal if the game is deep enough and skill gets more involved. Some people will be able to deal with certain overpowered abilities more then others it's up to the developer to see what has to be changed and what not.\nA little outbalanced is not a great deal if the game is deep enough and skill gets more involved. Some people will be able to deal with certain overpowered abilities more then others it's up to the developer to see what has to be changed and what not.\n\n> \n\nGames with different classes never balance completely at all, afaik thats part of the system. Take a game like starcraft, there are still balance issues a year after release. Or Leagues of legends/Dota that have countless of heroes all with there own unique strategies, stats and abilities. But hey those games still play very well due to the fact they keep balancing the game. There will always come a player that exploits somekind of trait belonging to a certain character/race that is just something you keep having to deal with.\n\nA little outbalanced is not a great deal if the game is deep enough and skill gets more involved. Some people will be able to deal with certain overpowered abilities more then others it's up to the developer to see what has to be changed and what not.\nI agree that class based games can't be balanced but like I said in OP, Let's assume in this thread that it can be balanced but not easily.\n\nAlso another issue you brought up, I didn't really want to say in the OP.\n\nBut like I said we have to assume us designers suck at PvP.. And the question is, What do we do then?\n\nWe can't just listen to what all the players are saying on the forums.. Majority of them are also bad/don't know what they are talking about.\n\nEven players that reach the top rankings can be completely clueless to how they are winning etc. It's pretty funny.\n\nSo there's we can't trust ourselves and we don't know which players actually know what they are talking about..\n\nWhat do we then do?\n\nRecap: We can't trust ourselves, we have to assume we don't know exactly what we're doing. We don't know which players know how to do it the right way. So my conclusion, I hate it but.. We have to design the combat so that the majority, mass players enjoy it. Aka simpify it, add RNG and classes for lots of diversity and randomness etc.\n\nImbalanced systems come from simplification. Most online RPGs are dumbed down so much that all fights become a race to 0 HP. If you deal more damage, you win. If a class ends up dealing more damage overall, it's seen as imbalanced. Randomness will make other classes feel like they stand a chance, but overall, the more powerful class will win more often.\n\nTo get a balanced system, you need to offer players a choice that will put the combat in their favor at any point. Even if they lost a part of the battle, they can still come victorious because they used the right skill at the right time. It should be like playing rock paper scissor until someone wins 5 times. Because you lose the first 3 rounds do not mean you lost the battle, just that you are unlikely to win it. For that, you need to add other mechanics, but that ends up adding complexity because it doesn't follow the standard damage race battle system.\nTo get a balanced system, you need to offer players a choice that will put the combat in their favor at any point. Even if they lost a part of the battle, they can still come victorious because they used the right skill at the right time. It should be like playing rock paper scissor until someone wins 5 times. Because you lose the first 3 rounds do not mean you lost the battle, just that you are unlikely to win it. For that, you need to add other mechanics, but that ends up adding complexity because it doesn't follow the standard damage race battle system.\n\n> \n\nImbalanced systems come from simplification. Most online RPGs are dumbed down so much that all fights become a race to 0 HP. If you deal more damage, you win. If a class ends up dealing more damage overall, it's seen as imbalanced. Randomness will make other classes feel like they stand a chance, but overall, the more powerful class will win more often.\n\nTo get a balanced system, you need to offer players a choice that will put the combat in their favor at any point. Even if they lost a part of the battle, they can still come victorious because they used the right skill at the right time. It should be like playing rock paper scissor until someone wins 5 times. Because you lose the first 3 rounds do not mean you lost the battle, just that you are unlikely to win it. For that, you need to add other mechanics, but that ends up adding complexity because it doesn't follow the standard damage race battle system.\nI like what you are saying, but rock paper scissor was a poor example since it's luck based.\n\nI think Mount and Blade: Warband is an awesome game to use as an example.\n\nIf you wear medium armor you can take 5+ hits.. This allows exactly what you said... if you fail/made a few mistakes that let him hit you 2 or 3 times... you can still win if you get your shit together and stop failing.\n\nRock Paper Scissor is as much luck based than a game where you can choose between a few actions and the result will depend on what action the other guy did. Fighting games are fancy RPS implementations and they are not considered luck based.\n\n> \n\nRock Paper Scissor is as much luck based than a game where you can choose between a few actions and the result will depend on what action the other guy did. Fighting games are fancy RPS implementations and they are not considered luck based.\nNot really. Pure RPS is luck based because you choose your moves simultaneously and blind - so barring any deviations from pure randomness due to people trying outguess one another, is effectively dumb luck.\n\nA fighting game has non-simultaneous moves, each of which require a certain element of skill to pull off in the first place. A skilled player can identify what his opponent is doing and pull off a suitable (counter)attack - and do it successfully - before the opponent's attack lands. This is just move-by-move level tactics - on the scale of a whole match the player can identify which moves his opponent favours (unlike RPS, the number of moves and the skill required to pull them off means that not all moves will be chosen equally) and use that knowledge to his own advantage.\n\nSo to break that down into a list of things that you are likely to want:\n\n• A broad selection of options to deal with any situation\n\n• different options have different 'costs' and/or skill requirements to pull off\n\n• moves have a window of opportunity during which they maybe countered or avoided\n\n• audio/visual cues to reveal information about your opponents moves, strengths and weaknesses. Choice is worthless without information - however information should not entirely trivialise the player's choices.\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/647419-the-manipulators-art-thread/?forceDownload=1&_k=880ea6a14ea49e853634fbdc5015a024", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nLinkaggge:\n\nNow let's get to the art with our humble first post:\n\n[attachment=17773:flatmate.jpg]\n\n[attachment=17774:living room.jpg]\n\nLinkaggge:\n\nNow let's get to the art with our humble first post:\n\n[attachment=17773:flatmate.jpg]\n\n[attachment=17774:living room.jpg]\n\nGood drawings!\n\nhttp://www.game-silkroad.com\n\ninfo_game@silkroadcg.comHi Vatsel. Can you post your workflow?\n\nWhat software and tools do you use, how do you collect reference, and what do you like to work on first in a piece?\n\nAlso, in that room painting, how did you work out the vanishing (or perspective) lines without having the vanishing point or the horizon line being visible in the composition?\n\nWhen I do a sketch on paper and it's an unusual perspective like that one, the vanishing point lies outside the paper and somewhere around the table I'm sketching on - I had to use rulers to mark it out.\nThanks rouncer!\n\nKryzon, I use Photoshop and an Intuos graphics tablet for all the painting I do. As for reference, I only use a bit to get an idea for some extra things to put in the room and to try and get the different materials right. One very cool method of solving perspective problems is building the room skeleton in Google sketch up first and then printscreening the right angle and importing it into Photoshop, it usually saves me a LOT of time as then I'll already have the perspective done for me.\n\nI think I should do a little tutorial on my room design, maybe that will help?\n\nThanks for the comments !\n\nedit: formatting\n\n> That's a smart solution, thanks for sharing.\n\nOne very cool method of solving perspective problems is building the room skeleton in Google sketch up first and then printscreening the right angle and importing it into Photoshop\nKryzon - anytime!\n\nHere's another piece of concept art", | |
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| "url": "https://www.gamedev.net/topic/643197-unity-raycast-issue/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi all. Since my last post, my team has convinced me to switch to Unity3D from my own homebrew engine. So, I'm in the process of reimplementing some features that I had completed in my engine. Specifically, automatic doors and ladders. I'm using a pair of raycasts, one in either direction from the player center (at least, I think its from the player center) to detect appropriate \"interactable\" objects as follows:\n\nPhysics.Raycast(thisTransform.position, -Vector3.right, out hit, rayInteractableDistX, InteractableNonGroundMask) for left and\n\nPhysics.Raycast(thisTransform.position, -Vector3.right, out hit, rayInteractableDistX, InteractableNonGroundMask) for right\n\nWhere thisTransform is the player's transform. The problem I'm having is that these raycasts don't seem to work when the player overlaps the target object (ie: When the player is standing in the middle of the doorframe). Because one of the ways of exiting climb mode is to not be touching a climbable anymore, this is entirely preventing climbing from working, and seems to cause the door to close on the player as well.\n\nWhat am I doing wrong?", | |
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| "url": "http://www.gamedev.net/topic/66145-modelview-matrix/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# MODELVIEW matrix\n\nIn some rendering APIs there is a world (or model) matrix and a viewing matrix. In OpenGL, howeverm there is a modelview matrix. I know this is a result of some sort of concatenation, but how is this made? If the two matrices are multiplied, is it MODEL * VIEW or VIEW * MODEL?\n\nCheck out my raytracer at http://simp-raytracer.sourceforge.net. Download it at http://www.sourceforge.net/projects/simp-raytracer.\n\nWell in OpenGL you would first do a glLoadMatrix(view) and then a glMultMatrix(model).\n\nWhether this is view * model or model * view depends on how you interpret the 16 float's that OpenGL uses for a matrix.\n\nIf you think of 0,1,2,3 as the first COLUMN of a matrix, then the procedure above is equivalent to: view * model. If you think of 0,1,2,3 as the first ROW of a matrix, then it would be model * view.\n\nWhy? Well (A * B)T = BT * AT, or in English: the transpose of a matrix multiplication is the multiplication of the transposed matrices in reverse order.\n\nDoes that make any sense?\n\nEDIT: typo\n\nEdited by - Scarab0 on November 7, 2001 10:41:55 AM\nWhether this is view * model or model * view depends on how you interpret the 16 float's that OpenGL uses for a matrix.\n\nIf you think of 0,1,2,3 as the first COLUMN of a matrix, then the procedure above is equivalent to: view * model. If you think of 0,1,2,3 as the first ROW of a matrix, then it would be model * view.\n\nWhy? Well (A * B)T = BT * AT, or in English: the transpose of a matrix multiplication is the multiplication of the transposed matrices in reverse order.\n\nDoes that make any sense?\n\nEDIT: typo\n\nEdited by - Scarab0 on November 7, 2001 10:41:55 AM\n\nDirk =[Scarab]= Gerrits\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blogs/entry/1628029-vote-kucinich/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nVote Kucinich \n Published January 06, 2008\nVote Kucinich \n Published January 06, 2008\n\n# Vote Kucinich\n\nPublished January 06, 2008\n\nSo I fixed a bunch of bugs today. The most visible one is that the star jump vignette is finally in its proper spot. Here we are flying to the moon, where we can play among the stars, and see what high-velocity flechette weapons do to people on Jupiter and Mars.\n The other visible improvement is that there are actually space pirates now, but they're kind of pussy. They only attack when the short-range sensor goes off on the ship AI, which is only like six meters away. However, they are vicious and even the small ones can cut you up with a light machine gun.\n I had a quick duel with one in an uninhabited system, resulting in his gory demise from my overpowered turret weapon.\n Other mild improvements:\n\n You can refill ammo from \"ammo charger\" items you buy at space stations\n You can no longer dock with a space station from across the system; you must now be within seven units.\n The \"Go To\" feature is now a bit more aggressive, and has raised its speed limit and stopping distance.\n Data grids now have resizable columns (hopefully putting an end to a lot of the ugliness with quests, but I doubt it).\n Hostile enemies are now indicated in the HUD brackets.\n The AI is better at sorting out its foes, and now optimizes who to attack based on proximity, rather than who just shot it.\n\n All in all, a decent amount of improvements for an hour of work just now. If only I had the motivation to have worked on it all weekend instead of replaying Phantasy Star IV on my PSP.\n Afterglow\n The editor is moving along slowly. Deal with it.\n\nSo I fixed a bunch of bugs today. The most visible one is that the star jump vignette is finally in its proper spot. Here we are flying to the moon, where we can play among the stars, and see what high-velocity flechette weapons do to people on Jupiter and Mars.\n\nThe other visible improvement is that there are actually space pirates now, but they're kind of pussy. They only attack when the short-range sensor goes off on the ship AI, which is only like six meters away. However, they are vicious and even the small ones can cut you up with a light machine gun.\n\nI had a quick duel with one in an uninhabited system, resulting in his gory demise from my overpowered turret weapon.\n\nOther mild improvements:\n\n* You can refill ammo from \"ammo charger\" items you buy at space stations\n* You can no longer dock with a space station from across the system; you must now be within seven units.\n* The \"Go To\" feature is now a bit more aggressive, and has raised its speed limit and stopping distance.\n* Data grids now have resizable columns (hopefully putting an end to a lot of the ugliness with quests, but I doubt it).\n* Hostile enemies are now indicated in the HUD brackets.\n* The AI is better at sorting out its foes, and now optimizes who to attack based on proximity, rather than who just shot it.\n\nAll in all, a decent amount of improvements for an hour of work just now. If only I had the motivation to have worked on it all weekend instead of replaying Phantasy Star IV on my PSP.\n\n## Afterglow\n\nThe editor is moving along slowly. Deal with it.", | |
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| { | |
| "url": "https://www.gamedev.net/topic/12441-infront191behind/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# ?Infront¿behind?\n\nI''m not quite sure if this is the appropriate message board for my problem, but here goes. I''ve been programming for a few years, started of with QBASIC (pretty much all I know) and am now trying to learn C. My uncle was a 3d artist and whenever he comes over for a visit (international) he gives me a few graphics programs. I use photoshop all the time and am trying to teach myself 3dsmax. My question is, what could I know to give me an advantage when I go on to furthur education. (Im 15... and a 1/2). Am I infront of most people who are considering programming, am I with them or am I behind. The reason I sak this is because I want to have an understanding of the it subjects I''ll hopefully be doing in the future, to make it easier. Thanks in advance. A confused dude!\n\nWell, basicly I think your there in the middle with most other computer programming nerd (don''t worry, that used to include me too ). I''m not sure what side your aming at, art or code? But learing C or even C++ is not a bad idea, the more knowlege you have the better. As for programs, Photoshop is good, and 3D Studio is good.\n\n/Mr K\n/Mr K\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| { | |
| "url": "http://www.gamedev.net/user/208701-blackjoker/?tab=posts", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| { | |
| "url": "http://www.gamedev.net/topic/630180-setclipplane-weirdness/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm developing a game, and I use user clip planes to render water reflections. Normally the code runs fine, but randomly it fails to work (no clipping at all). The calls to SetClipPlane and SetRenderState(D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0) succeed, GetClipPlane and GetRenderState report that the clip plane is active and has the correct values... but it just doesn't clip anything.\n\nThis happens to me and 2 other users (all 3 with an AMD graphics card) - is there an issue with how it's implemented in the AMD driver? Is there a hack that I have to use to make it work (I have already tried this, to no avail)?\n\nI'm not sure if it's relevant, but SetClipPlane doesn't seem to work with the reference rasterizer. Ever.\n\nAnd yes, I am aware that I can achieve the same result with texkill/clip in the Pixel Shader, but the thread is not about that.\n\nThanks in advance.\n\n# SetClipPlane weirdness\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| { | |
| "url": "http://www.gamedev.net/topic/638274-reputation-log-glitch/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nThis happened a few minutes ago:\n\nAnd I cannot find the relevant post. Tried to reproduce by upvoting someone else, without luck.\n\nThis happened a few minutes ago:\n\nAnd I cannot find the relevant post. Tried to reproduce by upvoting someone else, without luck.\n\n“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”\n\nThis happens when you get an upvote in the developer journal section. You get the upvote here\n\n> \n\nThis happens when you get an upvote in the developer journal section. You get the upvote here\n\nAha, I see, that clears it up. Thanks!\n\n“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”\n\nI was gonna suggest phantom possibly voted you up, just because that would seem appropriate, given his name and the blank log entry...", | |
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| "url": "https://www.gamedev.net/topic/653940-large-textures-are-really-slow/page-2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nLosing 15 fps doesn't tell us much. Dropping from 1000 fps to 985 fps is a huge meh, and 15 fps dropping to 0 fps is the other extreme. I know you're somewhere in the middle, but no clue where.\n If your texture is actually 1024x768 instead of 1024x1024, make it 1024x1024 (feel free to atlas with something else if you can) and compress it as much as you're willing for some speedup. If you are using a \"bad\" texture format, change to a proper texture format (probably PVRTC). If you're using OpenGL ES 1.x instead of 2, use OES_draw_texture. Use the lowest color precision you find acceptable. If you can, do multitexture instead of multipass. Basically, just follow the best practices Apple tells you in their docs. I'm sure I left stuff out.\n I don't think 32x32 textures are faster than 1024x1024. If you really can't atlas with something else to fill out the 1024x1024, maybe 3 512x512 would be faster, but I'm not sure since you're trading one performance area for another and it will probably be dependent on what you're doing.\n And that recommendation to avoid as much of the transparency as possible is great advice. Try varying numbers of polygons to see where the sweet spot is, but I wouldn't be surprised if you're better off with 100+ polygons to minimize the amount of transparent overlay pixels to render rather than a single fullscreen quad. Still use as few textures as possible though, even if you have a lot of polygons.\n\n 1. My game has to run at a solid 60fps to remain playable. Without the overlay image, I get that. 45fps is not tolerable for my game due to the internal mechanics I've chosen to use. Sorry, should have said that earlier.\n 2. As I stated earlier, I tried POT-ing the texture, and it had zero impact. It's an issue related to fill rates. I'm going to try compressing it to use PVRTC soon, because I'm using RGBA8, which i know isn't too optimal, especially since it's black and white. I'm using OpenGL ES 2.0 right now, and now that I realize it, I did forget to switch the precision back to low, thanks. I read the Apple docs, and learned quite a bit from it, and implemented the necessary techniques to speed up my code, but none that address my particular issue.\n 3. No, that's not what I was saying. What I was saying was similar to your 4th paragraph. Use rows of 32x32 quads and not render the fully transparent area.\n\n The tile-based architectures of most mobile GPUs have a different set of optimal use cases compared to more traditional GPUs. Check the advice in Performance Tuning for Tile-Based Architectures from the OpenGL Insights book to make sure you're not doing anything that triggers poor performance.\n\n I saw that article once before, and forgot about it. This time, I'll try reading it more thoroughly.\n\n but another reason I'm asking this is because I'd also like to release another game that uses post-processing effects on mobile devices.\n You should aim for later devices then ipad1 then. It's almost 4 years old now.\n It all depends on what else you do of course, but I wouldn't plan on too fancy full screen post effects on anything more then 1-2 years old.\n With the ES3 devices coming out now, the performance start reaching levels where you can do some pretty fancy stuff, but they are still very far from desktop. \n That's not that strange considering their difference in size and power consumption though!\n\n Yes, well said. I do plan on aiming for only iOS7 compatible devices in the future (iPad1 is all I have right now, hence the reason why I'm using it).\n I do own an OpenGL ES 3.0 compatible device now, a 2nd Gen Nexus 7 which does nicely. Haven't ported my game to Android yet.\n\n How often is the texture being update ? -If every frame, are you uploading the entire texture every frame even in the case where parts of the texture is not modified? What format is the texture data in ? -If its a fat format like RGBA, do you actually need 4-channels ? Would 2-channel or 1-channel texture suffice. There is a multitude of reason as why your texture upload is so slow, but the solution probably boils down to taking a step back and looking at the requirements. I've seen you have tried a few optimization that haven't given you the desired result. Without more information like texture format, update frequency, its kinda difficult to give a concrete answer.\n\n 1. The texture is not dynamic, so it's not updated every frame.\n 2. It's RGBA, and compression wouldn't hurt, of course. I've read some posts by others who have the same issue, and they said that compression only got them a few extra fps (like 4). Still worth implementing either way.\n Shogun.\n> \nLosing 15 fps doesn't tell us much. Dropping from 1000 fps to 985 fps is a huge meh, and 15 fps dropping to 0 fps is the other extreme. I know you're somewhere in the middle, but no clue where.\n If your texture is actually 1024x768 instead of 1024x1024, make it 1024x1024 (feel free to atlas with something else if you can) and compress it as much as you're willing for some speedup. If you are using a \"bad\" texture format, change to a proper texture format (probably PVRTC). If you're using OpenGL ES 1.x instead of 2, use OES_draw_texture. Use the lowest color precision you find acceptable. If you can, do multitexture instead of multipass. Basically, just follow the best practices Apple tells you in their docs. I'm sure I left stuff out.\n I don't think 32x32 textures are faster than 1024x1024. If you really can't atlas with something else to fill out the 1024x1024, maybe 3 512x512 would be faster, but I'm not sure since you're trading one performance area for another and it will probably be dependent on what you're doing.\n And that recommendation to avoid as much of the transparency as possible is great advice. Try varying numbers of polygons to see where the sweet spot is, but I wouldn't be surprised if you're better off with 100+ polygons to minimize the amount of transparent overlay pixels to render rather than a single fullscreen quad. Still use as few textures as possible though, even if you have a lot of polygons.\n\nLosing 15 fps doesn't tell us much. Dropping from 1000 fps to 985 fps is a huge meh, and 15 fps dropping to 0 fps is the other extreme. I know you're somewhere in the middle, but no clue where.\n\nIf your texture is actually 1024x768 instead of 1024x1024, make it 1024x1024 (feel free to atlas with something else if you can) and compress it as much as you're willing for some speedup. If you are using a \"bad\" texture format, change to a proper texture format (probably PVRTC). If you're using OpenGL ES 1.x instead of 2, use OES_draw_texture. Use the lowest color precision you find acceptable. If you can, do multitexture instead of multipass. Basically, just follow the best practices Apple tells you in their docs. I'm sure I left stuff out.\n\nI don't think 32x32 textures are faster than 1024x1024. If you really can't atlas with something else to fill out the 1024x1024, maybe 3 512x512 would be faster, but I'm not sure since you're trading one performance area for another and it will probably be dependent on what you're doing.\n\nAnd that recommendation to avoid as much of the transparency as possible is great advice. Try varying numbers of polygons to see where the sweet spot is, but I wouldn't be surprised if you're better off with 100+ polygons to minimize the amount of transparent overlay pixels to render rather than a single fullscreen quad. Still use as few textures as possible though, even if you have a lot of polygons.\n\n1. My game has to run at a solid 60fps to remain playable. Without the overlay image, I get that. 45fps is not tolerable for my game due to the internal mechanics I've chosen to use. Sorry, should have said that earlier.\n\n2. As I stated earlier, I tried POT-ing the texture, and it had zero impact. It's an issue related to fill rates. I'm going to try compressing it to use PVRTC soon, because I'm using RGBA8, which i know isn't too optimal, especially since it's black and white. I'm using OpenGL ES 2.0 right now, and now that I realize it, I did forget to switch the precision back to low, thanks. I read the Apple docs, and learned quite a bit from it, and implemented the necessary techniques to speed up my code, but none that address my particular issue.\n\n3. No, that's not what I was saying. What I was saying was similar to your 4th paragraph. Use rows of 32x32 quads and not render the fully transparent area.\n\n> \nThe tile-based architectures of most mobile GPUs have a different set of optimal use cases compared to more traditional GPUs. Check the advice in Performance Tuning for Tile-Based Architectures from the OpenGL Insights book to make sure you're not doing anything that triggers poor performance.\n\nThe tile-based architectures of most mobile GPUs have a different set of optimal use cases compared to more traditional GPUs. Check the advice in Performance Tuning for Tile-Based Architectures from the OpenGL Insights book to make sure you're not doing anything that triggers poor performance.\n\nI saw that article once before, and forgot about it. This time, I'll try reading it more thoroughly.\n\n> \nbut another reason I'm asking this is because I'd also like to release another game that uses post-processing effects on mobile devices.\n You should aim for later devices then ipad1 then. It's almost 4 years old now.\n It all depends on what else you do of course, but I wouldn't plan on too fancy full screen post effects on anything more then 1-2 years old.\n With the ES3 devices coming out now, the performance start reaching levels where you can do some pretty fancy stuff, but they are still very far from desktop. \n That's not that strange considering their difference in size and power consumption though!\n> \n\nbut another reason I'm asking this is because I'd also like to release another game that uses post-processing effects on mobile devices.\nYou should aim for later devices then ipad1 then. It's almost 4 years old now.\n\nIt all depends on what else you do of course, but I wouldn't plan on too fancy full screen post effects on anything more then 1-2 years old.\n\nWith the ES3 devices coming out now, the performance start reaching levels where you can do some pretty fancy stuff, but they are still very far from desktop.\n\nThat's not that strange considering their difference in size and power consumption though!\n\nYes, well said. I do plan on aiming for only iOS7 compatible devices in the future (iPad1 is all I have right now, hence the reason why I'm using it).\n\nI do own an OpenGL ES 3.0 compatible device now, a 2nd Gen Nexus 7 which does nicely. Haven't ported my game to Android yet.\n\n> \nHow often is the texture being update ? -If every frame, are you uploading the entire texture every frame even in the case where parts of the texture is not modified? What format is the texture data in ? -If its a fat format like RGBA, do you actually need 4-channels ? Would 2-channel or 1-channel texture suffice. There is a multitude of reason as why your texture upload is so slow, but the solution probably boils down to taking a step back and looking at the requirements. I've seen you have tried a few optimization that haven't given you the desired result. Without more information like texture format, update frequency, its kinda difficult to give a concrete answer.\nHow often is the texture being update ?\n\n-If every frame, are you uploading the entire texture every frame even in the case where parts of the texture is not modified?\n\nWhat format is the texture data in ?\n\n-If its a fat format like RGBA, do you actually need 4-channels ? Would 2-channel or 1-channel texture suffice.\n\nThere is a multitude of reason as why your texture upload is so slow, but the solution probably boils down to taking a step back and looking at the requirements. I've seen you have tried a few optimization that haven't given you the desired result. Without more information like texture format, update frequency, its kinda difficult to give a concrete answer.\n1. The texture is not dynamic, so it's not updated every frame.\n\n2. It's RGBA, and compression wouldn't hurt, of course. I've read some posts by others who have the same issue, and they said that compression only got them a few extra fps (like 4). Still worth implementing either way.\n\nShogun.", | |
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| "url": "http://www.gamedev.net/user/185575-timothyjlaird/?tab=posts", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| { | |
| "url": "https://www.gamedev.net/blogs/entry/1479492-design-of-spineless-jelly/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nFirst, an announcement: if you are interested in working on or contributing to Spineless Jelly, or drawing a logo for the engine, please send mail to spineless@brainfold.org or visit the #spineless channel on the Freenode network. For more details, visit the home page.\n\nI promised to write about the structure and implementation of Spineless Jelly. Since there was a request about describing the high-level design instead of specific systems, here it is. Please note though that this design might change - even quite significantly - before the 0.3 release.\n\nSpineless Jelly?\n\nThis rewrite of Spineless is actually quite a bit less framework-like and more library-like than the previous implementation. In other words you, the programmer, have more freedom to do what you like, without the engine trying to impose specific ways of doing things, specific classes to use etc. I feel this is much more Pythonic. One example are the math classes: the renderer will accept any value that can be converted to a 3-item ctypes array as a 3D vector. Of course, this includes a ctypes array, which is the fastest way of passing arrays to the renderer. Another example are the plugins, which I'm going to talk about in a bit.\n\nInitialization\n\nWhen the engine is initialized and some basic stuff is set up (exception hook, logging), config is searched for plugins to load. Engine config can be modified directly or loaded from a config file, which is just a Python script. In Spineless Jelly, a plugin is a module or package conforming to the interface of that plugin category. Current plugin categories are renderer and windowmanager, with a single implementation each: OpenGL and Pygame, respectively. Future categories will probably include at least audio, network and physics. With a bit of hackery (__path__ and __dict__.update()), the category package is effectively replaced by the plugin package or module. In other words, if you load the opengl plugin for the renderer category, \"from renderer import mesh\" will actually import renderer.opengl.mesh.\n\nThe caveat with this solution is that global variables in plugin packages or modules don't work correctly. Why not? The short version is that functions defined in the plugin package will continue existing in that scope (eg. renderer.opengl), while global variables will be moved to the plugin category scope (eg. renderer). The less-than-perfect but adequate solution is to write getter functions for the global variables. For example, renderer.get_max_lights() instead of renderer.max_lights.\n\nRunning\n\nActually running the engine is based on tasks and phases. Each phase contains a list of tasks, and a tick of the engine consists of updating all the tasks in each phase in order. The phase list can be freely edited, and phases are actually just strings (but they could be any objects). Currently the default phases are, in order: \"input\", \"logic\", \"output\". For example, the Pygame window manager has an EventPollTask which belongs to the \"input\" phase. Game logic belongs to the \"logic\" phase, while rendering and audio would go to the \"output\" phase.\n\nAt the moment, tasks are just simple classes with start(), stop() and update() methods, but later more advanced task types might be added. For example remote (networked), delayed or coroutine-based tasks.\n\nThat's it\n\nAnd that's basically it at the moment. Resource management also works, but little has changed and I've described it in a previous post. You can now use multiple loaders for a resource type, such as PygameLoader and PILLoader for Images, but otherwise it's more or less the same.\n\nI'm currently rewriting scene management and rendering, while also working on GLSL integration and COLLADA loading, so I'm not yet going to talk about the new scene management system. It more or less resembles the old system, but with a cleaner design and other changes.\nAdvertisement\n\n### Latest Entries\n\n# Help needed\n\n1348 views\n\n# PyEigen 0.2 feature complete\n\n1311 views\n\n# PyEigen 0.2 teaser\n\n1675 views\n\n# PyEigen 0.1 released\n\n1540 views\n\n# PyEigen progress\n\n1242 views\n\n# More types and results\n\n1146 views\n\n# Surprising results\n\n1486 views\n\n# PyEigen\n\n1346 views\n\n# Stealth prototyping\n\n1095 views\n\n# Work!\n\n1404 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blog/1248/entry-2250553-im-back-wow/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nIt has been a long time since my last post on gamedev. Actually, too much time. Many things changed here (interface included) and also in my life. For the last year and a half I have been involved into in a non game/graphics related project. Having to start from scratch I didn't have time to keep working on old projects. Switching from graphic programming to database and webservices programming was a little shocking at the beginning but hopefully now the software is ok and my job will be mostly maintenance and adding a few features. Meaning I'll have time to do the kind of programming I love the most.\n\nSo in the past weeks II set up two new development PCs (well actually one is a mac with bootcamp) and started reviewing my old (unfinished) projects. I have a few unfinished projects and I can't wait to complete some of them. Maybe sometimes it's good to take a break from your usual work.\n\nSpeaking about this blog I expect to post small code snippets/tutorials, random thoughts, projects updates, etc... as long as I won't be too much busy (or lazy)!\n\nWell, it took a while but I'm happy to be back to graphics programming!\nAdvertisement", | |
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| "url": "http://www.gamedev.net/user/183303-mikeymike420/?tab=status", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
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| { | |
| "url": "http://www.gamedev.net/topic/648043-physics-based-multiplayer-simulation-game/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi,\n\nI asked the same question at Unity forums but I wanted to get the ideas of you guys also to have an idea out of Unity.\n\nWe are working on a multiplayer pool game heavily based on Unity physics (PhysX) and we managed it have a stable version of the single player gameplay.\n\nFor one week, we are working on the multiplayer version of it. Firstly I can say I am not a networking or physics expert but I know all the concepts of them, have 3 years background in game industry and have made a long research about it before I came to here.\n\nOur current solution was the easy one which turnout to be not that easy. It is sending force direction and position from clients and calculating physics on both client/server and correcting the results (supposed to be too low) from the server at the end of the turn. To be able to make this work, we have made lots of investigation:\n\nFirstly; simulation wasn't even same at the same computer with the same executable. To be able to correct it, we have to work on many Unity parameters, we corrected it up to same extent but none of them worked perfectly.\n\nOur final results with break shot for 15 + 1 balls:\n\nClient, two same shots, three balls position:\n\nBall_1: 7.647239, 1.791727, -7.450733\n\nBall_1: 7.647166, 1.791727, -7.450527\n\nBall_12: 3.079326, 1.791727, -3.05286\n\nBall_12: 3.080814, 1.791728, -3.052271\n\nBall_15: 7.133366, 1.791727, -11.65263\n\nBall_15: 7.133381, 1.791727, -11.6526\n\nServer, two same shots, three balls position:\n\nBall_1: 7.649154, 1.791727, -7.458591\n\nBall_1: 7.649155, 1.791727, -7.458614\n\nBall_12: 3.076369, 1.791727, -3.062551\n\nBall_12: 3.076268, 1.791727, -3.063016\n\nBall_15: 7.1292, 1.791727, -11.64938\n\nBall_15: 7.129121, 1.791728, -11.64801\n\nAs you see the results are very close now but still even 0.01 differences make significant differences at some points (with a strong force or situation like in the client ball enters pocket but in the server it doesn't with a very small difference and such..).\n\nI know the main problem here is physics random numbers and floating point arithmetic but I still believe there could be a workaround for this as it is a turn-based game at the end.\n\nSo my question here: Is it possible to make Unity physics deterministic and make it work with this approach?\n\nOr:\n\nOnly way for this is state sync from server to clients which uses bandwidth around 6kB/s per player (16 balls, 12 bytes for position, 16 bytes for rotation, 10 bytes for header). Down side for this is; it will very expensive when we reach huge amount of players, also connection speed could effect this a lot.\n\nOr:\n\nWriting our own stable physics for it. Down side for this is; production cost and optimization issues. Possibly we could use another physics library with Unity but not sure if it will worth the results.\n\nI hope someone could lead me to a possible solution for this.\n\nThanks in advance\n\n# Physics based multiplayer simulation game\n\nI don't know myself, but I've heard a couple of people claim that deterministic physics isn't possible with Unity.\n\nDeterministic physics is a very attractive way of making a multiplayer physics game send very little data. I'm doing this, but I have my own physics code, so when it breaks it's my own fault :P\n\nThis may not be what you want for your game, but one approach you could take is to have the physics simulation take place only on the machine of the player whose turn it is, and simply transmit the positions of the balls to the other player. This solves your problem (I think) but it also makes scaling the solution easier. For example, if you decide at some point to have multiple observers of the game, transmitting the results is a straight-forward extension of transmitting the ball positions to the opponent. This comes down the idea that there is only ever one source of the Truth in the system and everyone is an observer (until it is their turn of course).\n\n-Josh\n\n--www.physicaluncertainty.com\n\n--linkedin\n\n--irc.freenode.net#gdnet", | |
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| "url": "https://www.gamedev.net/blogs/entry/224416-presenting-click-the-yellow-rhombustm/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAnd now the explanation, for those of you not named John Hattan or Ron Penton:\n\nAt the 2003 GDC, a few of us were sitting in the Premier Press booth, talking about games. Ron was blathering on about... something or other... and generally being kind of a poop, and I stated firmly that I could make a stupid game called \"Click the Yellow Rhombus\", and it would be fun. (I think my point was that games don't have to be complicated or something of the sort.)\n\nSo, almost two years later, I finally made it. Yeah, it's a little ugly at the moment, but it'll get better.\n\nHow to play \"Click The Yellow Rhombus\":(is this REALLY necessary?)\n\nTo start, click \"Play\".\n\nThe four numbers on the side(from top to bottom) are Hits, Misses, Score, and Time Left.\n\nClick the Yellow Zombie Rhombuses (Rhombii?) and earn 10 points.\n\nClick the Black Square and lose 15 points.\n\nGame ends after 60 seconds.", | |
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| "url": "https://www.gamedev.net/topic/624522-game-designer-5y-exp-need-career-advice/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi there. I'm new to the forums, and I hope that I chose the correct forum to post this.\n\nI've been working in game industry as a game designer (and lately as a producer) for 5 years, with over 20 projects under the belt. However, all of the games that I've worked on we're free2play online games, mostly browser-based, and for the last couple years — social and mobile. Which's not exactly the AAA titles that I've dreamt to develop when I first got here.\n\nIf'd live in USA or Canada, I guess I could just look for a job in this field — but there aren't any companies developing big single-player games around, and finding a company that would want to relocate a game designer is extremely difficult. So, here's my question — how should I proceed towards my career goal? May be I just should develop something myself as am indie, or get into coding (with which I'm pretty familiar with), or just get more experience in the field that I'm in.... I just don't see even a theoretical career path from where I am now to, say, being a director of a bug production in 10 years time, and that's really depressing.\n\n# Game designer, 5y exp, need career advice\n\n> and finding a company that would want to relocate a game designer is extremely difficult.\n\nI'd first have to ask you, have you tried?\n\nIt probably also would help us to know where you're from.\n\nHere in Montreal at least just looking around the office I see several designers which have been relocated.\n\nYou may not have to change career at all, it simply may take applying to more companies.\n\nRemco van Oosterhout, game programmer.\n\nMy posts are my own and don't reflect the opinion of my employer.\nMy posts are my own and don't reflect the opinion of my employer.\n\n> \n\n1. Hi there. I'm new to the forums, and I hope that I chose the correct forum to post this.\n\n2. I've been working in game industry as a game designer (and lately as a producer) for 5 years, with over 20 projects ...\n\n3. how should I proceed towards my career goal? [AAA games]\n1. Yes, this is the right place.\n\n2. That's excellent. You're an impressive person, with an excellent resume.\n\n3. Work on AAA games. Quit your job and go indie. Remco (above) suggests you could just go ahead and apply to AAA game companies, and yes, you can try that. But I think you'll find that you need to add some AAA to your resume. With your strong resume, I think you could afford (in a career sense -- I'm not talking about \"afford\" in the financial sense) some time off to build your resume so you can break out of the F2P pigeonhole. But don't take too long -- see what you can do in less than a year.\n\n-- Tom Sloper -- sloperama.com\n\nThanks for replies!\n\n@Azgur: I'm from Moscow. Yes, I've sent out a lot of resumes to various game companies all around the world — but all of them were \"cold calls\", as I don't have a lot of connections in the foreign game industry, and most of the time I didn't even get a reply. And when I did, they looked like template rejection letters. I've also got in contact with recruiters, and they've set me up for a couple of Skype interviews, but it goes pretty slow (I've started this quest in march). Could you shed more detail about these designers — what it took them to achieve this?\n\n@Tom: Thanks for the compliment! I hope I deserve it ;). If I understand you correctly, you think that an indie project would be the best option for me, right? But when I tight about going indie, I thought that I have the best chances on succes with something really small, Iike a web-based or mobile application, and it's still pretty far from AAA experience. It's not like I could create a PSN or XBLA title by myself: although I can code and model, I'm just not that good ;). May be creating a mod or level-pack for some big PC game with an editor would be a better approach to build a portfolio? It's a closer skillset to AAA production after all. I would really like to know what do you think about that.\n@Azgur: I'm from Moscow. Yes, I've sent out a lot of resumes to various game companies all around the world — but all of them were \"cold calls\", as I don't have a lot of connections in the foreign game industry, and most of the time I didn't even get a reply. And when I did, they looked like template rejection letters. I've also got in contact with recruiters, and they've set me up for a couple of Skype interviews, but it goes pretty slow (I've started this quest in march). Could you shed more detail about these designers — what it took them to achieve this?\n\n@Tom: Thanks for the compliment! I hope I deserve it ;). If I understand you correctly, you think that an indie project would be the best option for me, right? But when I tight about going indie, I thought that I have the best chances on succes with something really small, Iike a web-based or mobile application, and it's still pretty far from AAA experience. It's not like I could create a PSN or XBLA title by myself: although I can code and model, I'm just not that good ;). May be creating a mod or level-pack for some big PC game with an editor would be a better approach to build a portfolio? It's a closer skillset to AAA production after all. I would really like to know what do you think about that.\n\n> \n\nI thought that I have the best chances on succes with something really small, Iike a web-based or mobile application, and it's still pretty far from AAA experience. It's not like I could create a PSN or XBLA title by myself:\nThere are many interpretations of the term \"indie.\" I'm suggesting that you work in your accustomed role (designer, producer) on an AAA-quality indie project, since you want to work in AAA. You must show that you can do the thing you want to do, so you have to do the thing you say you want to do. You do not have to program anything -- I never said that. And like Azgur said you can just go ahead and apply to AAA companies, but since you're in Russia you need to find AAA developers in Russia. Use gamedevmap and gameindustrymap, read FAQ 24 and FAQ 27.\n\n-- Tom Sloper -- sloperama.com\n\n> \n\nI'm suggesting that you work in your accustomed role (designer, producer) on an AAA-quality indie project, since you want to work in AAA.\nCan you suggest how should I look for such a project (apart from founding one myself)?\n\nLook in the Classifieds here on GameDev. And check other indie gamer forums too.\n\n-- Tom Sloper -- sloperama.com\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blogs/entry/1958753-r7-will-forcibly-remove-your-socks/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI've now more or less completed the new memory manager, which takes a twofold approach. Messages in the inter-thread message queue are now allocated from a special buffer rather than the general freestore; this buffer is managed by a lock-free LIFO stack which keeps track of allocations and frees. Other special memory is allocated via a custom allocator class for the std::stack used in the message caching system; this allocator uses a thread-local heap and thereby avoids locking on the general shared heap.\n\nFor a while I was skeptical about the results, as it seemed like a simple critical section-guarded allocation was going to be faster; but after a little bit of profiling and some careful tuning, I've gotten substantial results - the initial implementation could pump about 55,000 messages per second on my dev machine; the lock-free implementation regularly peaks out above 60,000. I consider that to be a solid win.\n\nI've also fixed a handful of bugs in various areas, mainly in the parser. Somewhere in the back of my mind is a vague notion that I also added a cool feature, but I can't quite recall what it could have been, so that will probably forever remain a mystery.\n\nAnd the ever-shrinking task list now looks thusly:\n\n* Fix some bugs in nested response map support\n* Improve syntax for nested structure initialization\n* Type aliases (aka. typedefs)\n* Change task IDs to string variables for easier metaprogramming\n* Perform complete code review for exception safety, documentation, code cleanliness, error handling robustness, and elimination of hardcoded strings/magic numbers\n\nThese are mostly small jobs (aside from the code review obviously) so they should hopefully go pretty fast. I'm still not willing to speculate on a release schedule, but I'll definitely say that R7 will be out in the very near future.\n\n[Addendum]\n\nI had the idea of reducing as many allocations/frees as I could across the entire codebase; the biggest consumer of tiny allocs is the r-value wrapper class, which propagates values from functions into other functions or into variables. Originally, the VM was designed to assign an r-value to every operation. However, it quickly became clear that this makes no sense, as the vast majority of operations were just returning a null.\n\nSo I introduced a second execution path in the VM, named ExecuteFast. This path does not allocate r-values except in very specific circumstances (i.e. when an r-value is truly, desperately needed). This has led to a substantial speedup in the VM.\n\nSpecifically, I've shattered the message throughput record. Current peak is just over 65,000 messages per second. Not bad for a 20 minute refactoring!\n\n[Not Done Yet!]\n\nDid some more quick hackery and optimization, and cranked the throughput up to 68,000 messages/second. I've also noticed several relatively straightforward memory allocation optimizations I could make. So at the moment I'm tempted to push back R7 in order to continue doing optimizations... but I'll try my best to resist and keep the major speed stuff for R8 or R9 [smile]", | |
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| "url": "http://www.gamedev.net/topic/659350-creating-an-ai-for-a-ccg/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nTypically, a \"turn\" in a CCG isn't a \"turn\" in the traditional game tree usage of the word, but a sequence of many AI turns of different types.\n Taking Magic: the Gathering as a reference, every time a player passes priority to the opponent to answer his move it is one turn in the game tree, even if the other player's move is doing nothing (which in many cases is the optimal choice). Some of these turns are special actions (e.g. declaring attacking and blocking creatures), some are game state changes without player decisions (e.g. resolving spells and abilities, combat damage steps, state based actions) and some consist of composite moves (e.g. playing mana abilities as you play a spell or ability, or stacking several spells and abilities without passing priority).\n\nTypically, a \"turn\" in a CCG isn't a \"turn\" in the traditional game tree usage of the word, but a sequence of many AI turns of different types.\n\nTaking Magic: the Gathering as a reference, every time a player passes priority to the opponent to answer his move it is one turn in the game tree, even if the other player's move is doing nothing (which in many cases is the optimal choice). Some of these turns are special actions (e.g. declaring attacking and blocking creatures), some are game state changes without player decisions (e.g. resolving spells and abilities, combat damage steps, state based actions) and some consist of composite moves (e.g. playing mana abilities as you play a spell or ability, or stacking several spells and abilities without passing priority).", | |
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| "url": "http://www.gamedev.net/user/111039-n00body/?tab=posts", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| "url": "http://www.gamedev.net/user/190196-altarofscience/?tab=reputation&app_tab=forums&type=received&st=30", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| { | |
| "url": "https://www.gamedev.net/blogs/entry/963402-i-cheated/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n(click to enlarge)\n\nThe above screenshot shows three directional lights (red, green and blue) on the same scene I've used before. Lights are additively combined, but no tone mapping is applied.\n\nAlthough, one thing to note if you look at the above screenshot - it's using 112mb 928kb 352b of VRAM. Which is kinda ridiculous given that scene.\n\nBut it makes for a convenient example of why resource pooling is a good idea. For the sake of keeping the code trivial each of the models is represented by it's own class which contains a private copy of all it's resources. Those 4 containers are identical, yet 4 copies reside in memory. Now that's a bit of a problem when they each occupy over 16mb of VRAM [oh]\n\nI think my tasks for tomorrow might include a better set of models (with smaller textures [lol]) and to allow the lights to be customized. Then I can drop in the HDRI and get something cool looking [grin]", | |
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| "url": "https://www.gamedev.net/topic/13909-webpage-javascript/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# [java] Webpage Javascript\n\nThis isn't about games, but it is about my game programming web page. I have a java-script file on my web page that keeps track of when the page on the right frame changes. I would like it to execute a counter script (either in asp, cgi, or server side java) whenever the page in the right frame changes. How would I go about doing that? http://www.gamedev.net/hosted/3dgraphics/ Edited by - LeeIsMe on 5/15/00 7:16:13 PM\n\nSorry, but I can''t help you. I''m just starting to look into Java, I just wanted to say, your web page looks GREAT!!\n\nMay 20, 2000 10:05 PM\n\nI believe this can be accomplished with OnLoad function, but you will have to check on that =)\n\nBasically, you can create a form theForm on the page that calls your cgi, servlet etc. Create a function callFunc() that does theForm.submit(). OnLoad(callFunc())\nBasically, you can create a form theForm on the page that calls your cgi, servlet etc. Create a function callFunc() that does theForm.submit(). OnLoad(callFunc())\n\nIf those are your options then I would make a java applet that just keeps track of the hits in a text file and then displays them... It should be a very very easy applet to write.\n\nWar doesn't determine who is right, war determines who is left.\nWar doesn't determine who is right, war determines who is left.\n\nI solved my problem. I had wanted a solution where I wouldn''t need to include html on every page that I wanted to count. My web page has frames, so I set up a java-script in the left frame to check whenever the url in the right frame changes. There was already a java-script in place to update the links frame to reflect the right page, so it was fairly easy. When the right frame changes the java-script sends the info to a perl script that show the relevant links for the page and records hits. This solution seems incredibly in-elegant, but it works.\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/blogs/entry/1304210-win32/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI think I need to learn Win32 API programming properly. I know a bit, enough to write the skeleton for a D3D app and I've played about putting menus on windows and using the GDI, but I want to be able to write something as complex as my map editor with Visual C++ so I'm not messing about with C++ Builder and worrying about shipping daft VCL DLLs with projects.\n\nI'm overwhelmed by the number of total strangers on this site that have volunteered to make levels for Orc if I could release a level editor and I'd love nothing more than let other people get involved.\n\nI've thought about learning C# and Windows Forms and I've thought about writing a GUI for D3D so I could write an editor as a fullscreen app like that but at the end of the day, if I really put my mind to it, why the hell can't I just use the internet to learn to write Win32 apps in normal C++?\n\nRight. I've talked myself into it. I'm going to go and fire up VS and damn well create a window with a menu and a bitmap drawn in the client area and to hell with anyone who says I can't.\n\nAhahahahahaha.\n\n(several hours later)\n\nBehold, my hand written Win32 application:\n\nSo far so good.\nPrevious Entry Orc released!\n\nNext Entry Win32 continued\n\n# Comments\n\nUgh, bitmaps in Win32 FTL. You sound pretty convinced, but I have to say that I'm REALLY glad I took the time to learn C# and WinForms. Tool development is much faster and much more efficient.\n\nGood luck!\nGood luck!\n\nNovember 02, 2006 02:27 PM\n\nI'm utterly sure you are completely right and I apologise for being stubborn, but I'm on a mission. I've already got a window with an icon and a menu up and running (hand-coded, refering to a sample wizard-created project) and I've got my blinkers on at the moment.\n\nThinking ahead though, for when I start pulling out my hair and giving up, could you point me at any good resources for learning C# and Windows Forms? Is it fairly easy to move from C++ to C#?\nThinking ahead though, for when I start pulling out my hair and giving up, could you point me at any good resources for learning C# and Windows Forms? Is it fairly easy to move from C++ to C#?\n\nNovember 02, 2006 02:56 PM\n\nME TOO! I've been cobbling together a level editor in OpenGL but after seeing your editor I thought how nice it would be to have an editor with a few more features. Everyone seems convinced that C# is the way to go, but I've been hesitant because I don't especially want to learn a new language just to open up a textbox... still, I know C++ and a little Java so maybe it should be an easy transition... but can C# play nicely with OpenGL - argh!\n\nNovember 02, 2006 03:03 PM\n\nMoving from C++ to C# was fairly easy IMO. Obviously there are quite a few differences, but there are also a lot of similarities. For WinForms you can download Microsoft Visual C# Express Edition and use the designer which works REALLY well.\n\nAs for resources, I don't really have any. For the few problems that I've run into I've just quickly googled and found some help. If you've got AIM (dfgDBeals) or IRC (#general) I'm available for most problems (still new to it myself, but I've learned a few of the quirks.) If you don't have either of those I check my PMs and email quite often.\n\nHTH! Good luck with Win32!\nAs for resources, I don't really have any. For the few problems that I've run into I've just quickly googled and found some help. If you've got AIM (dfgDBeals) or IRC (#general) I'm available for most problems (still new to it myself, but I've learned a few of the quirks.) If you don't have either of those I check my PMs and email quite often.\n\nHTH! Good luck with Win32!\n\nNovember 02, 2006 03:09 PM\n\n> Quote:\nOriginal post by Programmer16\n\nMoving from C++ to C# was fairly easy IMO. Obviously there are quite a few differences, but there are also a lot of similarities. For WinForms you can download Microsoft Visual C# Express Edition and use the designer which works REALLY well.\n\nAs for resources, I don't really have any. For the few problems that I've run into I've just quickly googled and found some help. If you've got AIM (dfgDBeals) or IRC (#general) I'm available for most problems (still new to it myself, but I've learned a few of the quirks.) If you don't have either of those I check my PMs and email quite often.\n\nHTH! Good luck with Win32!\nI really appreciate that. I'm sure I'll give up on Win32 at some point in the near future and will definately pick your brain when I hurl myself at C#. Thanks.\n\nPaul\n\n[EDIT] Atctually, dumb question now - if I create a Windows Forms app with Visual C++ Express, would I be right in thinking that is a Managed C++ application? Perhaps I should look at that instead.\n\nNovember 02, 2006 03:35 PM\n\nAdvertisement\n\n### Latest Entries\n\n# Hey\n\n3633 views\n\n# Further developments\n\n2327 views\n\n# Implementing Properties\n\n3995 views\n\n# Optimising my scripting language\n\n3246 views\n\n# QtScripting madness\n\n2693 views\n\n# Various\n\n2788 views\n\n# Progress Update\n\n2838 views\n\n# Some progress (added new vid)\n\n2881 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/54892-opengl-in-c/?forceDownload=1&_k=880ea6a14ea49e853634fbdc5015a024", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# OpenGL in C#?\n\nHey guys, I just wanted to know if it''s possible to use opengl in C#. I have plenty of experience in using it with C++, but am wanting to learn C#. If it is possible, do you have to do anything special, etc. To be honest, I know nothing about C# right now as far as actual coding. -Cebu\n\nMaybe they''ll make a lot of changes by the time they release Visual Studio.net in 2002. I hope they do, but right now it runs slowly if you don''t use built in functions, kinda like vb. I think the intercompile feature is cool, but not if it slows it down. I don''t know if c# will actually be used for game developement. I''m sticking with c++ untill it proves itself. I don''t think you want to use c# either since it''s unsupported.\n\nJoe\n\nHHSDrum@yahoo.com\n\nPolarisoft Home Page\nJoe\n\nHHSDrum@yahoo.com\n\nPolarisoft Home Page\n\nMy HomepageSome shoot to kill, others shoot to mame. I say clear the chamber and let the lord decide. - Reno 911\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "http://www.gamedev.net/topic/639890-this-is-the-future-of-video-games-no-wonder-ive-been-buying-so-many-board-games-lately/page-4", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI will admit that I'm very disappointed in myself. I wasn't going to do it, but then I saw a few guys in my office doing it, so I decided I would join them.\n\nI purchased the new SimCity game.\n\nThings were a tad slow in the office today, so I managed to take off early to get a few things done, and this left me with free time. In theory this also meant that I would have a chance to explore the gameplay and design aspects of the latest SimCity. Bought it, got it installed in the afternoon, and sat down to play a bit. Co-workers warned me to set up on European servers as the US ones were hammered, followed their advice, and then half an hour later I was getting errors about having lost contact with the servers.\n\nNo big deal right? This is still technically a single player game, I'm not interacting with any other players, so clearly not having contact with the server isn't a huge deal. I'll miss out on a few easy achievements maybe? It isn't kicking me off and has been flashing that message for awhile, so obviously everything is fine... Wait, I was eventually kicked off.\n\nSo I take a break for supper, come back, and now I can't log in because the servers are down for maintenance, and their ETA on coming back up is <parameter string>. Great, so not only can the servers go down for an unknown length of time, but the people behind them are sloppy enough that I can see internal strings that I'm not suppose to.\n\nAnd this is the trend developers are pushing for? To piss me off enough that I declare to hell with their product, and have called up a friend to see if she and her roommate wants to play Carcassonne The City with me?", | |
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| "url": "https://www.gamedev.net/topic/631127-what-lighting-technique-is-used-here/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nCan anyone please tell me what technique they might be using for this game:\n\nhttp://oyster.ignimgs.com/ve3d/images/04/16/41627_TheHunter-InGame-11.jpg\n\nIt looks really good, but too good for just ambient + sun light. Does anyone think AO?\n\nThanks\n\nJeff.\n\n# What Lighting Technique is used here?\n\n> It looks really good, but too good for just ambient + sun light. Does anyone think AO?I can't see more light sources than just the sun, and I can't see any AO.\n\nThe shadows are pretty good, the detailed textures and normal-maps help, there seems to be subtle specular, and it looks like it's rendered in HDR with a very bright sun light source.\n\n. 22 Racing Series .\n\nWhere do you see normal-maps?\n\nHow can you tell its HDR? Could the textures just be lighter?\n\nThanks\n\nJeff\nHow can you tell its HDR? Could the textures just be lighter?\n\nThanks\n\nJeff\n\nThe tree trunks seem to be normal-mapped, and the deer seems to be as well.\n\nOn the left, there's a thick white tree just left of a thick brown tree. Look at the vertical line where it transitions from light into shadow. On a smooth shape, this \"termination line\" would also be smooth, but on the tree it's very irregular, indicating a bumpy surface. It's either high-poly or normal mapped.\n\nIt could just be a bright light in a non-HDR renderer (e.g. sun brightness of 2.0), but as there's no visible saturation anywhere, it's either been carefully tweaked, or is HDR.\n\nIf you look at the thin white tree in the foreground on the left, the thin shadowed trunk appears quite different to the lit trunk next to it (which seems to share the same texture). Also, the lit trunk is almost saturated, so if that was the original texture, then when darkened (to produce the shadowed trunk) it would not have as much detail as the shadowed trunk actually has - so that texture has probably been lightened above it's original painted values in the lit areas.\nOn the left, there's a thick white tree just left of a thick brown tree. Look at the vertical line where it transitions from light into shadow. On a smooth shape, this \"termination line\" would also be smooth, but on the tree it's very irregular, indicating a bumpy surface. It's either high-poly or normal mapped.\n\nIt could just be a bright light in a non-HDR renderer (e.g. sun brightness of 2.0), but as there's no visible saturation anywhere, it's either been carefully tweaked, or is HDR.\n\nIf you look at the thin white tree in the foreground on the left, the thin shadowed trunk appears quite different to the lit trunk next to it (which seems to share the same texture). Also, the lit trunk is almost saturated, so if that was the original texture, then when darkened (to produce the shadowed trunk) it would not have as much detail as the shadowed trunk actually has - so that texture has probably been lightened above it's original painted values in the lit areas.\n\n. 22 Racing Series .\n\n> \n\nThe tree trunks seem to be normal-mapped, and the deer seems to be as well.\n\nOn the left, there's a thick white tree just left of a thick brown tree. Look at the vertical line where it transitions from light into shadow. On a smooth shape, this \"termination line\" would also be smooth, but on the tree it's very irregular, indicating a bumpy surface. It's either high-poly or normal mapped.\n\nIt could just be a bright light in a non-HDR renderer (e.g. sun brightness of 2.0), but as there's no visible saturation anywhere, it's either been carefully tweaked, or is HDR.\n\nIf you look at the thin white tree in the foreground on the left, the thin shadowed trunk appears quite different to the lit trunk next to it (which seems to share the same texture). Also, the lit trunk is almost saturated, so if that was the original texture, then when darkened (to produce the shadowed trunk) it would not have as much detail as the shadowed trunk actually has - so that texture has probably been lightened above it's original painted values in the lit areas.\nReally nice explanation. What do you think about the indirect illumination? Is it just constant term or sh lighting, or what? I don't really see any variations in the illumination in shadows.\n\nHodgman,\n\nThanks for the explanation. I guess HDR + bump = really nice scenes\n\nThanks\n\nJeff.\nThanks for the explanation. I guess HDR + bump = really nice scenes\n\nThanks\n\nJeff.\n\n> \n\nI guess HDR + bump = really nice scenes\nAn awful lot of the quality in any rendered scene is in the textures. Really high quality diffuse+bump texture can make up for the lack of many complicated/expensive effects.\n\nTristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]\n\nyes, the foreground shadowed trunk on the right shows that there is variation in the lighting even in the shadow. this appears to be some kind of pure ambient + slight lambertian.\n\nboth ambiant+lambert are tweaked to look like the average sky color (blueish). this can be seen particularly on the rocks, in the shadows they are blue.\n\nif this is automatic, this could be 2 bands SH lighting, but in my opinion it is just manual.\nboth ambiant+lambert are tweaked to look like the average sky color (blueish). this can be seen particularly on the rocks, in the shadows they are blue.\n\nif this is automatic, this could be 2 bands SH lighting, but in my opinion it is just manual.\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/user/210524-megs/?setlanguage=1&langurlbits=user/210524-megs/&langid=2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| { | |
| "url": "http://www.gamedev.net/user/191863-frenetic-pony/?tab=topics", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00145-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| }, | |
| { | |
| "url": "https://www.gamedev.net/blogs/entry/850905-the-5th-lighting-model/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00925-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nSo far I've only read 5 chapters (all theory) and I'm really liking it. I shall see about posting some more thoughts on it once I've read a bit more [smile]\n\nAlso, if you've got time and have any interest in Managed Direct3D programming, you might want to take a look at MH's sticky in the DX forums: [MDX] C# port of jollyjeffers' HDR demo. Can't be a bad thing to have another decent sample for MDX!\n\nAshikhmin-Shirley Reflection Model\n\nThis is the last lighting model that I'm planning on covering for now. Makes for a total of 5 to work with. I really need to begin doing a proper write-up of this project - it's due in about 18 days.\n\nBeautiful isn't it [smile]\n\nInputs:\n\nVertex Data:\n\nAnd, as per usual, a nice Visio diagram:", | |
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| "url": "https://www.gamedev.net/topic/5986-what-to-take/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# What to take?\n\nI just got into game programming and don''t know much, but I like to plan ahead. I was looking at those Game Design schools like Digipen but they are far away and pretty expensive. I just plan to go to a regular college and take computer courses there. However, I''m not exactly sure what classes I have to take and I would hate to not take an essential class to get hired at a company. Can anyone help me out on what to take?\n\nMost colleges have a set of required classes.\n\nFor example, at my school, we need 3 physics, 3 calc(math), 1 discrete math, and a bunch of CIS classes. This is for a Bachelor of Science degree.\n\nWe also have a BA(arts) in CIS. This is the ''less intense'' degree. Physics is maybe one class.\n\nFor game programming, you want a strong understanding of math and physics. If you go to a good school, you shouldn''t need to worry. You''ll have to take those courses anyway... your only responsibility is to understand the material.\n\nSix\nFor example, at my school, we need 3 physics, 3 calc(math), 1 discrete math, and a bunch of CIS classes. This is for a Bachelor of Science degree.\n\nWe also have a BA(arts) in CIS. This is the ''less intense'' degree. Physics is maybe one class.\n\nFor game programming, you want a strong understanding of math and physics. If you go to a good school, you shouldn''t need to worry. You''ll have to take those courses anyway... your only responsibility is to understand the material.\n\nSix\n\nThanks, My strong points are math and science so that should be an advantage. I have Visual Basic book and I do a little with that, But I was gonna start learning C++. I checked out the books on this site and they looked good, except there are a lot to chose from. Can anyone tell me what books they used or what books they would recommend for a beginner like me to get?\n\nI reccomend getting a generic C++ book first(like Learn C++ in 24 hours). Then get one of Andre Lamothe''s books. I reccomend Windows Game Programming For Dummies. Its really good and is like only $20 on barnes and noble .com He has a new one out called Tricks Of The Windows Game Programing Gurus. That one has a bit bigger price tag ($45) but its longer. I don''t have that one so I really can''t review much on it.\n\nC++ Rocks\nC++ Rocks\n\nVisit http://members.xoom.com/ivanickgames\n\nBack to the original topic...\n\n__I go to a technical community college. There are two ways to learn programming; through the Computer Science department or through the Business Department. Which would you recommend?\n\n__Now, before everyone goes and says, \"duh! CompSci!\", I''m looking for the more practical route. That is, I''m usually doing art, music, sound, etc. more than coding and don''t have the time (at least not right now) to get a degree in Computer Science.\n\n__My question comes down to this then; will I get more about programming from one CompSci course or more from one Biz course?\n\n(Now that I''ve really got my one question screwed up, can anyone recommend a good OpenGL book, too?)\n__I go to a technical community college. There are two ways to learn programming; through the Computer Science department or through the Business Department. Which would you recommend?\n\n__Now, before everyone goes and says, \"duh! CompSci!\", I''m looking for the more practical route. That is, I''m usually doing art, music, sound, etc. more than coding and don''t have the time (at least not right now) to get a degree in Computer Science.\n\n__My question comes down to this then; will I get more about programming from one CompSci course or more from one Biz course?\n\n(Now that I''ve really got my one question screwed up, can anyone recommend a good OpenGL book, too?)\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "http://www.gamedev.net/topic/651341-car-physics-force-feedback-and-such-enjoyment/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi,\n\nI started playing with force feedback wheels, and as I noticed this is the point where most people had already given up or it's just simply out of their interest.\n\nAnyway, I'm having a hard time finding good writings about decent force feedback \"simulation\", so I have to take the hard way, figuring it out.\n\nHopefuly some of you are also into this topic :)\n\nHere are some notices and questions that arose:\n\n- There is a strange behavior even if driving straight, the steering wheel wants to \"go slalom\", I noticed the same effect with some AAA driving game, but not with Gran Turismo. Maybe it's the toe-in or camber that generates some torque, which are not equal for both wheels and \"magnifies\" with speed. My quick solution is to have a dead-zone and some damping at the center, so I can release the wheel at 300km/h and not hitting the wall :)\n\nBut it feels there is no grip around the center. It builds up as I turn but not instantly.\n\n- I'm using the good old Pacejka to get the aligning moment, but it not incorporates the caster angle, is that an important factor, or can that be neglected? Also, where should the Mz curve's peak be? At the peak of Fy's? Or should it go back to zero at Max Fy?\n\n- Road surface feedback is what I did yesterday. I'm using constant force for aligning moment, so it seemed obvoius that I should add some \"noise\" to the current FF force depending on the surface, but it just doesn't make that rumble effect that I expected. Am I on the good way or should I turn my attention to custom FF effects?\n\nThat's all I can remember now, and thanks for every help, ideas and opinions...ect.\n\nBy the way, this is where I'm now:", | |
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| "url": "https://www.gamedev.net/forums/topic/517004-conquest-public-beta-has-started/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nAll Content Blogs Forums News Tutorials Log In Sign Up Login Username / Email Password Remember me Forgot password? Login or Don't have a GameDev.net account? Sign up Forgot your password? Email Address Reset Password Please contact us if you have any trouble resetting your password. Home Blogs Forums News Portfolios Projects Tutorials 22 users logged in Proud partner of GDC 2025 New? Learn about game development . Before posting, review our community guidelines . Support GameDev.net with a monthly GDNet+ subscription ! Follow Us Chat in the GameDev.net Discord! Back to Your Announcements Advertisement Conquest Public Beta has started! Your Announcements Community Started by SephiRok December 06, 2008 08:34 AM -1 comments, last by SephiRok 16 years, 2 months ago SephiRok Author 122 December 06, 2008 08:34 AM Cancel Save This topic is closed to new replies. Advertisement Popular Topics C++ pointers that are released upon going out of scope General and Gameplay Programming Adding Support for Custom Literal Constants AngelCode How to Handle Complex Side Effects and Event Sequencing in a Turn-Based Game Like XCOM? General and Gameplay Programming click and drag sprite For Beginners PGS solver implementation problems Math and Physics How to Resolve This Normal Issue? Graphics and GPU Programming Advertisement Recommended Tutorials WWH - Calculating a Rotation Matrix Based on Location/Target Graphics and GPU Programming Application of Genetic Programming to the Snake Game Artificial Intelligence Biology and Gaming: Why Women Don Game Design and Theory Efficient Instancing in a Streaming Scenario Graphics and GPU Programming Animating Characters with DirectX Graphics and GPU Programming Advertisement Reticulating splines About GameDev.net Community Guidelines Terms of Service Privacy Policy Contact Us Copyright (c) 1999-2025 GameDev.net, LLC Back to Top", | |
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| "url": "https://www.gamedev.net/blogs/entry/816164-sin/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nWell, I've completed my only 6-week class of this semester: Hazardous Materials for First Responders. It was a weekly class that would go for 5 hours at a time. It wasn't really hard, but it took a good bit of studying to pass the tests. We had to learn how to recognize the presence of haz-mat/dangerous goods and how to deal with such an incidentmeow. (Hold life safety above all else, isolate and deny entry to the scene, make appropriate notifications, etc.) It was boring at times, like anything, but we got through it. Actually, I think I'll take some chemistry later on so I'll be better prepared for this at work. All in all, I'm happy now that it's over.\n\n[sigh of relief]\n\nPS: SIN is a responder's acronym for Safety, Isolation, Notifications. [evil]\nPrevious Entry Find the hidden meow.\n\nNext Entry My GDNet+ Subscription... meow\n\nAdvertisement\n\n### Latest Entries\n\n# Here I Am...\n\n1231 views\n\n# My GDNet+ Subscription... meow\n\n1235 views\n\n# SIN.\n\n1300 views\n\n# Find the hidden meow.\n\n1423 views\n\n# The Search for More Money.\n\n1195 views\n\n# Untitled\n\n1217 views\n\n# I love C# :)\n\n1284 views\n\n# Benji Goes .Net\n\n1124 views\n\n# Terminal\n\n1165 views\n\n# Cancer.\n\n1238 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/655676-should-i-use-gamemaker-or-go-from-scratch/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nSo I've had this idea for about a year now, and it's not really something that I'd want to distribute on a large scale--mostly it's just a learning endeavor, and something to satisfy my own amusement.\n\nFirst I should say that I'm unfamiliar with pretty much all programming languages (save HTML) and I'm more of an artist, but I'd love to have a crash-coarse in whatever I need to learn by making this. Particularly javascript, which will help out with websites as well.\n\nSo! My idea.\n\nBasically this \"game\" I want to make is the 3D interior of a house. The user will be able to navigate a character (which they can possibly choose at the beginning) through this house and examine and explore the rooms to find things, much like a single dungeon area in a Final Fantasy-esque RPG. I might have an animated sprite or I might have a 1st person perspective, still deciding.\n\nWould it be easier to lay it out like the enviornments in the early FF games, with stationary camera? I suppose so, haha.\n\nThe goal of the game is to find codes that will unlock the front door, which is a portal to other places. For example, when the user finds the first code, she can use the code on the door and open it into a forest. If the next code is found, the user can step out into a street, etc. There will be popups like thought bubbles when the user examines certain things, and so on and so forth.\n\nThis house will have 3 stories and various different rooms.\n\nBasically I was just going to create this 3D enviornment in Maya/Blender to practice using the programs, but then I thought it would be kinda fun to be able to navigate it in a game-like fashion.\n\nI just have no idea where to start! Would GameMaker be able to handle this job? I would create objects in Maya--like tables and books and such--and import them. And then there's the animated sprite...\n\nJust wanted to throw this out there and see if anyone had any suggestions! I really appreciate the time you've taken to read this, and thank you in advance! :)", | |
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| "url": "http://www.gamedev.net/topic/641801-how-do-i-create-shader-files/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI'm getting started with Vertex Shader and Pixel Shader.\n\nHow do I create shader files?\n\nShould I write shader files myself or should I use a software for generating shader files?\n\nI'm getting started with Vertex Shader and Pixel Shader.\n\nHow do I create shader files?\n\nShould I write shader files myself or should I use a software for generating shader files?\n\nThey are mostly done in Notepad - DirectX reads them as text files, and it's easy enough to put them together without any special additional programs. You can use things like RenderMonkey to test them out and debug on the fly.", | |
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| { | |
| "url": "https://www.gamedev.net/topic/656853-what-opengl-book-do-you-recommend-for-experts/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00277-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nIn the same vein as this post: http://www.gamedev.net/topic/656791-what-good-opengl-book-do-you-recommend-for-beginners/\n\nExcept I'm looking for a GL book for someone who already knows how to use a dozen other graphics APIs, and just wants:\n\n* a good way to translate their knowledge of other APIs to OpenGL's worldview,\n* a good reference for GL features,\n* and a guide for how to find the \"fast path\" in the GL quagmire.\n\nAt the moment I'm thinking of getting these:\n\nSomething like MJP and JasonZ's D3D book (\"Practical Rendering & Computation with Direct3D11\") would be nice", | |
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| { | |
| "url": "http://www.gamedev.net/topic/655101-directx-12-effect-on-the-game-development-industry/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi,\n\nAny thoughts on how the coming DirectX 12 outroll will impact the industry in general and also certain segments of the market?\n\nFor those who do not know, it comes with promise to help developers have more performance advantage in low level coding and such issues by providing a thinner API layer between developer and hardware. Subsequently, game development costs in these related areas should be leaner than in the past while increasing access to optimizations such as threading.", | |
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| { | |
| "url": "http://www.gamedev.net/topic/619463-compute-bounds-on-total-value-intersecting-plane-with-box-in-n-dimensions/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n(NOT homework, don't worry)\n\nWe have a number payments of which we don't know the exact value.\n\nAnd the number of payments which fit into a given disjoint set of ranges together with the percentage of the total value of payments, that payments from this range provide.\n\nHow can we compute the bounds on the total sum of payments?\n\nFor instance say that we know:\n\nthere are 4 payments in the range 0 <= x < 5\n\nand 2 payments in the range 5 <= x < 20\n\nand 2 payments in the range 20 <= x < 100\n\nand that the payments in the range 0 <= x < 5 provide 10.7% of the total\n\npayments in the range 5 <= x < 20 provide 27.7% of the total\n\nand payments in the range 20 <= x < 100 provide 61.6% of the total\n\nI think it should be clear we don't actually care about the value of specific payments, only their average within the range so that we can reason about the total value of payments in a given range, so that we would have:\n\n0 <= X < 20\n\n10 <= Y < 40\n\n40 <= Z < 200\n\nand that X = 0.107(X+Y+Z), Y = 0.277(X+Y+Z), Z = 0.616(X+Y+Z)\n\nand we want to compute the upper and lower bounds of X+Y+Z.\n\nIt seems to me that the 3 equalities define a plane like:\n\n(1/0.107 - 3)X + (1/0.277 - 3)Y + (1/0.616 - 3)Z = 0\n\nand so we can find the upper/lower bounds of the total by intersecting the plane with the box defined by the inequalities, and at each interesting point (the lines intersecting the box) compute the total value and find the min/max of those to get the upper and lower bounds.\n\nThis would extend to any number of ranges in increasing dimensions, my only issue now is actually going about implementing this.\n\n# compute bounds on total value (intersecting plane with box in N dimensions)\n\nLooks like this can be solved as an linear program, since the constraints and the function to optimize are both linear, and you are (I assume) modelling the average payments X, Y, Z as arbitrary scalars (and not as integers, or fixed-point rationals).\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| { | |
| "url": "https://www.gamedev.net/topic/638949-rotation-around-leftup-vector-messed-up-copengl/?forceDownload=1&_k=880ea6a14ea49e853634fbdc5015a024", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHello.\n\nI am implementing rotation around the up,left vectors of an object in the following way, which for some reason works only individually.\n\nThat is, i can rotate perfectly fine around up but after that, if i try rotation around left everything gets messed up.\nSame if i rotate around left vector,and then try rotating around up.\n\nCould you tell me if the following general method is correct?\n\nvectors up,left,forward, float arrays with x,y,z components.\n\nFor example, if i want to rotate at an angle ANG, around UP (turn left/right).\n\n1. I get the angles of the UP vector from XZ plane and the YZ plane.\n\nRotating the UP with these angles around the proper axes would align it with the Z axis.\n\n2. I perform these rotations to all the vectors except UP.\n\n3. I perfom the desired rotation with ANG, around Z.\n\n4. I perform the opposite rotations in (2) (again,all vectors but UP),so only the desired rotation \"remains\".\n\nI could just use glRotate to visualize the rotations, but i want the forward,etc vectors as information to where the object is looking at.\n\nThanks in advance.\n\n(this forum looks awesome )", | |
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| { | |
| "url": "https://www.gamedev.net/blogs/entry/728530-hooray/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nWell, I've been constantly telling myself that I have to write a good long journal update, but I always either get distracted, or have homework or something to do, but not today!!!!\n\nWe've been planning to release an update for the past week, but technical problems kept coming up, so we weren't making very much progress until yesterday, when I finally reached our next milestone, having a working Menu system.\n\nThe Menu System\n\nThe menu in Angels 20 works almost like a website. Each menu screen is a \"page\", with it's own button definitions, buttons can either link to other \"pages\", or invoke special actions such as starting a certain level(during which the menu goes into a 'sleep' mode), exiting the game , saving , etc. It's a pretty easy to use system, and I've been able to change button locations and background images in seconds.\n\nExplosions\n\nAlot of people have commented on the game and told me that the weapons just lack the \"boom\" that one would expect them make, so Mark and I set out to remedy the problem. I wrote a simple little class called Explosion, which pretty much stored the x/y position, and animation state of an explosion sprite. Mark then drew a simple explosion animation and we plugged it into the game. Initially, it looked like shit, but after mark made a new explosion image, and I sped up the animation timer, it really looked kickass (as you can see in the screens at the end of this post). The cool thing about the explosions are that they can be scaled easily, so different weapons can produce different sized explosions. All in all, awesome[grin]!!!!!!\n\nMission Parameters\n\nWe wanted to be able to have unique mission objectives for certain levels, and now we can! Expect at least one of the missions in the update(thats right you guys get to choose now[grin]) to have an objective besides killing everything in it.\n\n4 Levels of Destruction\n\nA couple weeks ago, we added a feature to A20 that allowed tiles to have 2 visual states, undamaged, and damaged. Well, we didn't think that was enough, so Mark drew up some more destrution levels, and now we have a total of 4 levels of destruction on every tile, as illustrated in the screenie below.\n\nIt's really fun to go around blowing all the tiles up multiple times, and it looks really good with the explosions in there now, although its been really draining from my development time[wink].\n\nThe Bad News\n\nOf course, for every good thing that happens, something bad must happen so the universe evens out. The bad thing this time happens only when I try and load a new level after I've already played a different one. The way I had originally planned or this to work was that when you loaded up the first level in your game \"session\", the game would load everything it needs for any possible level, then, when you load up a different level, the objects and assets are rearranged, so now you have a new level, but there wasn't any new memory allocations to deal with, so the next levels load really fast. Unfortunately, this is a real pain in the ass to get working, and it's the sole reason why you guys aren't playing the updated version right now. I'm really cracking down on all the problems, so it should be fixed soon (maybe by tomorrow), and then I'll upload the newest version for you guys to screw around with.\n\nNew Controls\n\nWe messed with the weapons controls again, so now you can fire both your guns, and your secondary weapon at the same time. The changed controls are:\n\nCONTROL: Fires Secondary Weapons\n\nSHIFT: Switches flight modes\n\nSPACE: Fires Guns\n\nIt's kinda hard to get used to, but I'm adjusting slowly, hopefully it won't be as hard for you guys (I've played it waaaaaaay too much).\n\nA Screenie Album from the update\n\nHere are some shots from the latest stable build I have:\n\nCool Title Screen\n\nThe Demo's Main Menu\n\nThe First Mission Briefing\n\nBlowing Up Huts (Cool Explosion)\n\nCrashing into the Ground\n\nAbout to get impaled by a SAM\n\nThe Screen I've Seen Too Often Lately\n\nWell, Let us know what you guys think, we'll try and get the new version working and in the GDS before the weekend, so get your fingers and flying goggles ready!!! Talk to you guys later!!!\n\nAngels 20 Feature WorkList\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-\n\n-Random HUD Stuff\n\n-Improved Level Editor\n\n(Almost Done!!!!)", | |
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| { | |
| "url": "http://www.gamedev.net/user/216631-jan2go/?tab=reputation", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00323-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "http://www.gamedev.net/user/36945-dublindan/?tab=reputation", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
| "content_format": "markdown" | |
| }, | |
| { | |
| "url": "https://www.gamedev.net/blog/773-robot-university----a-2d-directx-puzzle/?st=24", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00540-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nIt's been 15 months since I last posted. My new project is Graph Maze, which I have been designing in my head for many years. It is similar to Amorphous Maze in that the walls are at arbitrary angles, but different in that the locations are pre-set by a template created with a CAD program.\n\nDay 1\n\nTo …[font=arial]Day 10[/font]\n\nIn the past few days I added the ability to print. I tested with only one printer so it would be nice if you (a GameDev member) can tell me if it worked with your printer. I will leave a copy of a beta version here for a few weeks:\n\nhttp://members.gamedev.net/puz/88maze101.z…\nIn the past few days I added the ability to print. I tested with only one printer so it would be nice if you (a GameDev member) can tell me if it worked with your printer. I will leave a copy of a beta version here for a few weeks:\n\nhttp://members.gamedev.net/puz/88maze101.z…\n\n[font=arial]Day 9[/font]\n\nIn the past 3 days, I added the ability to save the maze image to a bitmap file. Previously I used 96 DPI, which seems to be Windows' default, but this time I realized I can specify any DPI I want to in a bitmap file, so I picked 150 DPI because I thought it was a good comp…\nIn the past 3 days, I added the ability to save the maze image to a bitmap file. Previously I used 96 DPI, which seems to be Windows' default, but this time I realized I can specify any DPI I want to in a bitmap file, so I picked 150 DPI because I thought it was a good comp…\n\n[font=arial]Day 8[/font]\n\nI have not reported for about a week. I was spending all of my time refactoring, breaking, and fixing the code. That's why there were no visible progresses to report. But after that, I added the ability to find the solution. Figure 16 is a sample without the solution.\n\nFigure…\nI have not reported for about a week. I was spending all of my time refactoring, breaking, and fixing the code. That's why there were no visible progresses to report. But after that, I added the ability to find the solution. Figure 16 is a sample without the solution.\n\nFigure…\n\nDay 7\n\nToday I mixed GDI+ with MFC so that I can antialias my lines. Here are the before and after pictures:\n\nI see an improvement in quality. I probably should revisit my old mazes and add antialiasing. Like this one.\nToday I mixed GDI+ with MFC so that I can antialias my lines. Here are the before and after pictures:\n\nI see an improvement in quality. I probably should revisit my old mazes and add antialiasing. Like this one.\n\nDay 5\n\nI decided to make the center of the hexadecagons prohibited regions. The result is Figure (13).\n\nThe maze looks a little like another maze I wrote last year called Beads Maze but at least, it looks a little better than what I got yesterday in Figure (12).\nI decided to make the center of the hexadecagons prohibited regions. The result is Figure (13).\n\nThe maze looks a little like another maze I wrote last year called Beads Maze but at least, it looks a little better than what I got yesterday in Figure (12).\n\nAdvertisement\n\n## Popular Blogs\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/topic/687396-where-can-i-get-sound-effects/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nWhat are some good places to get sound effects and what to avoid?\n\n# Where can I get sound effects?\n\n* http://freesound.org/\n* http://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=13&sort_by=count&sort_order=DESC\n* http://www.flashkit.com/soundfx/\n\nPay attention to the license requirements on each item.\n\nYou may want to grab Audacity (http://www.audacityteam.org/) as well for tweaking things and possibly for recording your own effects. With a little patience and creativity you can make most simple effects yourself.\n\nThere are ten kinds of people in this world: those who understand binary and those who don't.\n\nYou can also make your own on http://sfbgames.com/chiptone/\n\nYou can even save (\"save setup\") to work with it later.\n\n=]\n\nThis guy has some good sound fx but doesn't have a lot of them since he mainly composes music.\n\nIt depends greatly on what kind of sounds you are looking for. Synthesizers are good for some sounds. Some sounds can be found on the internet as some have pointed out. You may have to record your own. A digital recorder is probably a good place to start for that. I'm sure your setup can become as expensive and as involved as you want it to be. In addition, you will probably want at least some simple audio editing software for cutting out parts of the track you don't want if nothing else. And recording is a skill like most everything else. It takes time and practice to get good at it. And more equipment.\n\non the flight home from CGDC '96 I finally broke down and bought The General 6000 Series (50 CDs!) for $1000. collections start at about $100.\n\nNorm Barrows\n\nRockland Software Productions\n\n\"Building PC games since 1989\"\n\nPLAY CAVEMAN NOW!\n\nhttp://rocklandsoftware.net/beta.php", | |
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| "url": "https://www.gamedev.net/user/125154-nobunagaota/?tab=posts&setlanguage=1&langurlbits=user/125154-nobunagaota/&tab=posts&langid=2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| { | |
| "url": "http://www.gamedev.net/topic/562126-writing-a-cover-lettercv-for-a-design-position/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# Writing a cover letter/CV for a design position\n\nI'm helping out a published author friend to find a job in the industry as a designer/writer, and I'm just looking to get him some tips on applying for positions. He does have previous work experience on Operation Flashpoint, but he's unsure as to whether or not this experience would count for or against him seeing that OFP, being close to 9 years old now, is such an ancient qualification. Now, the thing is, I've normally applied for programmer/artist positions, and I've generally been of the mindset to keep your applications as formal as possible. However when it comes to positions that are far more centered around a applicants personality, would it be best to try and let some of that character show through and go for an informal cover letter or just go for the standard 'This is what I have done, what I can do, what I want to do, and how I intend to do it' sort of approach. Does anyone here have any experience in such a position? What's worked for/against either you or potential applicants?\n\n> Quote:\nOriginal post by PlayfulPuppy\n\nHowever when it comes to positions that are far more centered around a applicants personality.....\nWriters are hired for what they can do - write, just as programmers, artists or designers are.\n\nA non-standard resume/letter just tells me that the applicant either\n\na. Hasn't bothered to find out how to write a resume/letter\n\nb. Feels that their resume is lacking and is attempting to distract from that\n\nIt is basically a red flag and will make me look closely to see what it is they are trying to hide.\n\n> Quote:\n...he's unsure as to whether or not this experience would count for or against him seeing that OFP, being close to 9 years old now, is such an ancient qualification.\n\nand this would appear to be what he wants to distract attention from.\n\nHe has some experience. That is good. There is a 9 year gap, that's bad. How bad depends on what he has been doing over the last 9 years. If he has been writing in another field then that is current experience. If he has been working is a supermarket then he is going to have a much harder time convincing an employer that he is actually a writer.\n\nIn either case the best way to show that he can write is to include some of his best work in a portfolio and leave the cover letter alone.\n\nDan Marchant - Business Development Consultant\n\nwww.obscure.co.uk\nwww.obscure.co.uk\n\n### This topic is closed to new replies.\n\nAdvertisement\n\n### Popular Topics\n\nAdvertisement\n\n### Recommended Tutorials\n\nAdvertisement", | |
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| "url": "http://www.gamedev.net/topic/641212-raiding-and-inter-band-rivalry-in-caveman-simulator/page-2", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00248-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nHi everyone!\n\nTime to implement raiding and interband rivalry in my caveman simulator.\n\nand i'm not sure what to do.\n\ni've done the research and figured out how it really worked, but i'm still not sure what to do.\n\nyou'd have bands of cavemen, and they'd have good or bad relations with each other. they could raid each other for supplies, mates, slaves, etc. but killing would be somewhat rare, for fear of retribution. but on occasion, a band might be wiped out.\n\nin the game, the player controls a band, similar to a household in the sims, or a PC and sqauddie NPCs in a shooter. the player can tab between band members at anytime.\n\nnon-player bands are either friendly or hostile. friendlies only become hostile if you attack. hostiles never become friendly.\n\nif you kill all the hostiles at a cave or rock shelter, you clear it out. if you kill or drive away all hostile at a hut, you clear it out, and can take it over or demolish it.\n\ntaking of prisoners will be implemented. it was at one point already then turned off.\n\nhostile raids on player caves, rock shelters, and huts (CRH's) are already modeled. if there's a player band member nearby, it triggers an hostile encounter. if not, there's a chance they take over (cave, rock shelter) or demolish (hut) your shelter, and you lose your stuff, depending on how well your shelter is camouflaged.\n\nthis is whats in the game so far.\n\ni'm thinking one should be able to form alliances with friendly bands, and that hostiles should likewise form alliances, leading to tribes and nation states, and inter-tribal warfare.\n\nany ideas?", | |
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| "url": "https://www.gamedev.net/topic/636682-good-habits-for-game-development/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n# Good habits for game development\n\nIm starting to make big proyects (of course, big in relation to my previous proyects) and I'm beginning to consider how to make game more efficiently.\n\nOne thing I realized about my little experience is that is very important to design the whole game and the structure of the code before start writing, although I have not put this into practice.\n\nSo what I should consider about this point?\n\nAnd in general, what I should consider for become a better game developer and make better games?\n\nThanks you for the help!!\n\nTry to work out what features you want to implement before anything else. Start with general ideas and work your way down to specific features and requirements. Once you have all of your features in a list, you can start to design your architecture to implement these features, making sure to find solutions to dependencies between them. (this can be the hardest part!)\n\nDon't bother with any pseudo-code after you've finished the architecture, as you've got all the elements needed to begin coding the actual game. When you do this, make sure to always write code that doesn't depend on a feature you haven't implemented yet. This should help you keep your game testable and cut down the amount of coding you need to do in between new builds, which will keep you motivated.\n\n* Write clean code the first time through. Don't write messy code and promise yourself that you'll \"clean it up later\".\n* Recognize that clean code is better than fast code. It's easy for clean code to be made fast, but hard for fast code to be made clean.\n* Counter tip: Don't be so obsessed with clean code that your project's progress stalls.\n* Avoid macroes, except when they make your code easier, safer, and cleaner.\n* Avoid globals, except when they make your code easier, safer, and cleaner.\n* Avoid gotos, except when they make your code easier, safer, and cleaner.\n* Avoid people that say macroes, globals, and gotos are perfectly fine.\n* Avoid people that say macroes, globals, and gotos are never allowed.\n* Listen to people that say macroes, globals, and gotos should be rarely* used, but who recognize exceptions.\n* Use RAII, Single Responsibility Principle, and other similar concepts.\n* Don't embed content into code - load content from file or something similar.\n* Create and use a consistent coding style for your code.\n* Use the C++11 smart pointers and std::make_shared(). (use Boost's versions if you can't use C++11)\n* Avoid calling 'new' and 'delete' yourself, except in the rare situations** where they are required.\n* Don't re-invent the wheel, unless it's a small wheel, isn't in the standard library, and won't take you long.\n* Make your code as self-documenting as possible, so it can be easily understood without comments.\n* Comment the code it anyway.\n* Finish the projects and features you start.\n* After you learn to finish the projects or you start, then learn to shoot the projects or features that need to die.\n* Worry about writing poor code. Aim for high quality code, or at least good code.\n* Don't worry about writing perfect code.\n* Really. Don't worry about writing perfect code.\n\n*90% of the time, a global shouldn't be a global, 95% of the time, a macro should be a template or a regular function, 99.9% of the time, a goto is being misused. 100% of these percentages are made up, but illustrate a point anyway. =)\n\n**I find that it's rare, but not extremely rare. For performance reasons, probably 19 out of 20 of my dynamic allocations should be smart pointers - but I suppose that would vary from project to project. The vast majority allocations should be on the stack, and neither smart pointers nor raw allocations.\n\nLots of good points in the previous posts. I'll second the point of designing ahead of the code. Don't implement any features you don't really need, and know what you do need before you start implementing stuff :) A 100% detailed design upfront would be nice, but not usually possible. But you at least need an overall game design, and a decent amount of full detailed stuff plotted out before you get coding.\n\nFor example, you might have a few levels planned out for a side scroller, with various platform and enemy types in them. Once you code all that up, you have all those components to mix and match in new, not-pre-planned levels, and maybe think of ideas for some more things to add. But you need those first levels designed before you start coding, or you risk falling into the trap of \"engine\" coding, which often results in lots of those unnecessary features :)\n\nAlso, use a coding style appropriate to the complexity of the game. Full C++/OO/RAII/smart pointer style is great for most things, but maybe a little overboard for Pac Man. If your game is similar to something done on SNES or earlier, chances are it was written in assembly with little if any heap allocation (usually using statically allocated pools for things that are dynamic in nature, but have a maximum number that can be on screen at a given time), and probably wouldn't run into many difficulties coding it in C.\n\nAnd when commenting code, don't go overboard. Usually it will do to give a quick plain-English overview of what a function is trying to accomplish, or a block of code in longer functions. Only comment line by line if you're doing something particularly confusing, such as highly optimized code.\n\nQuality content creation is time consuming. Background graphics, animations, sound effects, music, level design. But don't involve other people in your project until you have the design worked out well enough that a) they'll have something moving around on screen soon, and b) you're relatively confident that the project is not going to fizzle out due to excessive complexity or simply not being as much fun to play as you thought it would.\n\nBe aware that 50% of the production time is finishing the last 10% of the game. If it doesn't look \"almost done\", you've got a long way to go :) But sometimes the transition from looking like a bunch of separate components into being a cohesive whole game can happen pretty much overnight.\n\ni want to add that during development keep in mind that at some point you will need some debug information displayed in the game. a really simple example: mouse coordinates (screen vs world), number of textures, number of vertices, state of an agent and so on, and so on. so when you think about the structure of the code, think about that too.\n\nIf you want to design your game (or more precisely your game engine) up front, before coding something wrong and useless, elaborate your requirements in detail: there are features you really need, features which are likely to be useful, with vastly different priorities, and features you don't need.\n\nApart from discovering important decisions and complications early in the process to adjust your game design towards feasible objectives, knowing what you want is necessary in the choice of libraries, data structures, algorithms, contrasting architectures.\n\nOmae Wa Mou Shindeiru\n\n* Don't reinvent the wheel. Use third party libraries and engines as much as possible. Learning how to work with these tools is just as valuable as skill - perhaps even more valuable - than learning how to write them yourself from scratch. Familiarity with certain engines and libraries are very marketable skills.\n* Use source control. Break your project into clearly defined chunks of work which can be accomplished in a reasonable time frame and check it in to your main branch after each one is complete and working.\n* Ensure that each chunk of work has some clearly defined purpose. The vast majority of these chunks should relate DIRECTLY to the end-user (the player) and thus contribute to the gameplay in some way. Anything that doesn't is either a waste of time, or a utility to make your (the developer's) life easier - in which case you will need to make sure the time it takes to complete vs. the time it saves you in the long run is definitely worth it. This will help you manage the time spent making tools, refactoring etc. and encourage you to focus on the actual game.\n\nRegarding up-front design - be aware that often, things will change as development proceeds. You may find that ideas you thought sounded fun on paper turn out to be terrible, in which case they will need to be dropped or re-worked entirely. Features that you wanted may turn out to be too processor intensive to work together, and scaled back or dropped accordingly. Early prototyping will help discover some of these issues ahead of time, but ultimately you will need to be flexible. Heavy investment in up-front design can be just as much of a waste of time as doing none at all and rewriting things several times, since you may actually have to do that anyway.\n\nI think an object oriented language is the way to go for organization and maintenance (not speed though but it's fast enough for 99% of the code).\n\n- Encapsulate as much as you can. I end up re-factoring my code all the time. To think you'll get it right the first time every time, or that you won't change your mind is silly, and the more you have things encapsulated the easier it'll be to re-factor things around without breaking the things that rely on the code. It also allows for experimenting with new ideas without breaking existing code. Even if you think something is small, encapsulate it because chances are you'll come back and make it more complex eventually and doing this can really make your life easier later.\n\n- Make self containing code as much as possible. The more your code relies on each other the harder it'll be to make changes without breaking a bunch of stuff. This again allows for easier changes that don't break as much code if any. I like using event programming for this so that my objects fire events and other objects can subscribe to these events if they want. This way my objects aren't tightly coupled together (ie the HUD object doesn't need to directly know about the Player object), and don't rely on polling systems which waste time.\n\n- Always make sure your code compiles each day that you are done with it. Don't leave compile errors overnight. Logical errors are OK to leave, but be sure to note them.\n\n- I'll contradict Servant's comment and say, never use goto, global's, or macro's. In my 15 years of programming I've never used goto outside of first learning it. It's simply not needed. Globals took longer for me to realize their danger but eventually I have seen the harm they cause and haven't used one myself (libraries you use might) for probably the last 8 years. Stick to a singleton if you need something like a global. Macro's start out making your code easier and then you start abusing them and they actually end up making your code harder to read & maintain.\n\n- The biggest thing I think is to make your functions small! They should be visible on about 1 \"screen\". Any bigger than that and it's most likely doing too much and should be split. It will also be harder to maintain than a small specific function. This is important, as it's all to common to see new programmers putting so many things into giant functions. Don't do it! This is worth repeating. Practice doing this until it's second nature. This is a big one.\n\nSource control. I cannot describe the peace of mind it brings.\n\nDesign the game first! Code is a thing but the game has certain things it needs to do. There are no \"features you want to implement\" but rather features the game needs to run (technically those would be the aforementioned requirements). Anything else should not be there... unless it brings you cleaner, safer code to manage without running out of sanity.\n\nPreviously \"Krohm\"\n\nOne thing that helps me get things done is having a deadline. Preferably a deadline that you cannot push back like for a contest. When you have a deadline it helps you keeps your project simple and cut out unnecessary features so the focus becomes finishing the game rather than trying to see how many awesome features can make it into the game. Even if you cannot find a contest or other hard deadline still try to set out a realistic timeline for yourself and follow it. If you find your initial estimates weren't accurate adjust them. But break up your project into smaller pieces and tackle one piece at a time.", | |
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| "url": "https://www.gamedev.net/blogs/entry/1001250-finally-an-update/", | |
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| "content": "# \n\nDate: \nCategories: \nTags: \n\nWell I've been working my ass off these last few weeks and sometimes it seems as if the game is still the same lol.\n\nI suppose it's because I made several attempts at coding up ways to sync the NPCs and vehicles in network games. After about 2-3 attempts and 100s of wasted lines of code over the last few weeks, I think I've got it.\n\nThere can be 6 clients per server, and 50 members in each client's gang. Also...throughout the randomly generated city there can be 300-500 vehicles, and 800-1000 NPCs. That's not an unsolvable problem....but it is difficult considering bandwidth, latency, and other issues.\n\nAfter spending a few days trying to resolve some issues, I finally have my algorithm working on the vehicles at least, and keeping the client bandwidth under 2kpbs (for the vehicles) in most situations. Obviously if there is a 50 vs 50 gangster battle in a small area the bandwidth goes up about 5-10 kpbs (per client), which is lame....but the data has to be sent, no way around it.\n\nI'm going to require a broadband connection for the game, so it shouldn't be a problem. The bottom line is that it works, in some form now....after weeks of thinking/trying different solutions. I've gone through and optimized all the network traffic down to the bit, and implemented a few different prediction algorithms so I don't need to send the data as frequently. But I'm sure there is still room for improvement.\n\nI really don't want to go into too much detail about the layout/structure of my networking code, I suppose it would just make it easier for 'hax0rs' later on. So I'm gonna keep most of that to myself until a while after the game is released. This is my first 'Multiplayer' game, so I'm sure my methods are no different than those used by other games. I am rather satisfied with the bandwidth/latency right now. I run all my tests on a server in Raleigh (80 miles away) which is on a T1 line. I get about a 50-100ms ping in my test clients...I feel that's a good ping to calibrate everything at.\n\nAh well...how do I show screenshots of multiplayer progress? Here's how [grin]\n\n//Yes...the vehicles are syncronized over the network.\n\n//After days of work, it finally works....it's a pain to debug network issues, especially if your server is 80 miles away *sigh*.\n\nThe blue object in that one screenshot is another player's camera. If another player isn't controlling one of their gangsters, you can see their camera position/view direction. That way you'll know if they're \"peeping your shit\".\n\nLets see....I'm also hoping to re-implement the diplomacy window soon. You'll be able to arrange meetings with other gangs, you can send them a private message and specify a location in the 3D world for the meeting to take place, as well as time it will take places.\n\nOnce the message is received/confirmed, there will be an icon in the 3D world stating the purpose of the meeting, as well as a countdown in seconds, until it is supposed to take place.\n\nYou can also 'speak' through your selected/controlled gangsters now, and the text appears via speech bubble in the 3D world. This way you can meet opposing gangs and make drug deals, chat, etc. without the other gangs knowing.\n\nThe cool part is this opens up the doors for ambushes, double-crosses, etc. Yea...you can arrange a meeting with another gang leader to sell him some blow....but what if he's got 15 gangsters waiting near by, and they ambush your getaway car and steal the yayo? Hmmmmmm the possibilities are going to be endless. I really want to leave this part of the game wide open.\n\nI've added a functional inventory as well, and made some progress on the radial menu. Creating all the conversation branches is a bitch, but it adds a lot to the game. You can now go around the city peddling drugs to civilians to make a quick buck.\n\nHere are some more newer screenshots (sorry I don't think there is FSAA on these screenshots)\n\n//Eh....yeaaaaa\n\n//You can vote for whatever gameplay mode you want to play, majority rules....server breaks all ties, randomly.\n\n//Mmmmmmm radial menu\n\n//You can type your own text, or choose from predefined conversation using the radial menu.\n\n//Ah...a capture the flag mode. Staple of every multiplayer game, why should mine be any different?\n\n//Which way to the porn-festival??!?\n\nOn a personal note, I'm hoping to move out to San Diego sometime this summer (will be a nice change from North Carolina). I really want to live in the downtown area, or in La Jolla. That whole area is perfect for me [grin].\n\nBut I can't do any of that if this game is still in the works. I'm really trying to get it out the door....but hey, if it's not done, it's not done. My main priority is to deliver a quality/fun product.\n\nAlso sorry for the lack of updates for those who are interested in the game, I assure you I'm still hard at work :-)\n\n- Dan\nPrevious Entry Radial Menu + Gameplay ideas\n\nNext Entry Ragdoll Physics progress\n\n# Comments\n\nAre you using TCP or UDP for your communication protocol? This game looks so fun. I can't wait to see how it turns out.\n\nMarch 07, 2006 04:37 PM\n\nAh....well I guess I can't take all the credit for multiplayer. I use a 3rd party library called RakNet ( http://www.rakkarsoft.com ). It's free to use for commercial purposes if you're approved.\n\nRakNet uses only UDP....but they added a reliability layer on top...as well as a bunch of other features to make life easier.\n\nI've still got to design the packets, do all the lobby stuff, manage states, manage bandwidth, send the packets, and sync everything.....but it does provide a robust/reliable/fast way to get data from computer to computer.\n\nI'd highly recommend it to anyone making a multiplayer game. It's saved me A LOT of headaches.\n\n- Dan\nRakNet uses only UDP....but they added a reliability layer on top...as well as a bunch of other features to make life easier.\n\nI've still got to design the packets, do all the lobby stuff, manage states, manage bandwidth, send the packets, and sync everything.....but it does provide a robust/reliable/fast way to get data from computer to computer.\n\nI'd highly recommend it to anyone making a multiplayer game. It's saved me A LOT of headaches.\n\n- Dan\n\nMarch 07, 2006 05:03 PM\n\nI like the radial menu's, very nice addition. It looks like your contents coming a long nicely too. I know I keep nagging about the Beta testing, but hows that time frame looking?\n\nMarch 07, 2006 05:55 PM\n\nHey Dan, nice stuff. I've started work on my game. I'm building the collision test and response part. The character will be able to hang from edges, and most of the movements similar to Tomb Raider. I had a questionmto ask.\n\nWhat is your game's frame rate? My frame rate is about 2500 polys per frame at 20 frames per second. I'm using the Opengl fixed function (Opengl 1.2). I'm targetting the lower end gamers that don't have graphics cards. Is this frame rate normal, from your experience. I've tried alot of optimisations including display lists, vertex array and this is as high as it gets. (P.C. specs: 1.7GHz Celeron, 512MB memory).\n\nThanx.\nWhat is your game's frame rate? My frame rate is about 2500 polys per frame at 20 frames per second. I'm using the Opengl fixed function (Opengl 1.2). I'm targetting the lower end gamers that don't have graphics cards. Is this frame rate normal, from your experience. I've tried alot of optimisations including display lists, vertex array and this is as high as it gets. (P.C. specs: 1.7GHz Celeron, 512MB memory).\n\nThanx.\n\nMarch 08, 2006 03:37 AM\n\nOhhhh Yeah! California! You will definitely enjoy it out there! I'll be heading back that way (san diego) as soon as I finish up college. I can't wait!\n\nGreat job on the progress of the game! Everything is looking outstanding and I cant wait to get my hands on it!\n\nTake care\n\n-Dave\nGreat job on the progress of the game! Everything is looking outstanding and I cant wait to get my hands on it!\n\nTake care\n\n-Dave\n\nMarch 08, 2006 09:53 AM\n\nAdvertisement\n\n### Latest Entries\n\n# Just Death - Steam Page + Game Trailer\n\n12843 views\n\n# Just Death coming to Steam!\n\n5829 views\n\n# Oculus Rift VR Development Kit...\n\n5466 views\n\nAdvertisement\n\nAdvertisement", | |
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| "url": "https://www.gamedev.net/profile/215856-swamplord/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\n### You must be logged in to view GameDev.net profiles.\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!\n\nAdvertisement\n\nAdvertisement\n\nAlready a GameDev.net member? Login!\n\nThinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!", | |
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| "url": "https://www.gamedev.net/topic/641456-debating-on-which-collection-class-to-use-for-project/", | |
| "domain": "gamedev.net", | |
| "file_source": "part-00154-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", | |
| "content": "# \n\nDate: \nCategories: \nTags: \n\nI have a project in Java that requires these features to be operated on one-variable polynomials\n\n1) Input a polynomial\n\n2) Print a polynomial\n\n3) Add two polynomials\n\n4) Subtract two polynomials\n\n5) Multiply two polynomials\n\n6) Find a derivative of a polynomial\n\n7) Evaluate a polynomial at a specific value\n\nMy professor suggested using the Vector Class but I did research and Vector are usually used in a multi-threaded environment and there is an synchronized overhead on individual operation but given the features involved in this project does not require multi-threading or any type of threading.\n\nI saw no problems reading about ArrayList. ArrayList are good to use in single-threaded environment and also given my experience using it. Based on my research, ArrayList has all the benefits in the world for these features.\n\nI'm in a conundrum right now. I need advice.", | |
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