diff --git "a/gamedev_net/gamedev_net_samples.json" "b/gamedev_net/gamedev_net_samples.json" new file mode 100644--- /dev/null +++ "b/gamedev_net/gamedev_net_samples.json" @@ -0,0 +1,602 @@ +[ + { + "url": "https://www.gamedev.net/topic/655248-drm-protection/", + "domain": "gamedev.net", + "file_source": "part-00997-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDRM protection - General and Gameplay Programming - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n DRM protection\n

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\n Started by \n\nFGFS\n\n April 06, 2014 05:55 AM\n
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April 06, 2014 05:55 AM
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Hi

I wonder how to drm protect my stuff better than I do currently. Currently I check at every start for a key and compare it online. I would prefer

to check it not so often or only once. The problem is how to know when my stuff get's copied to another location. (Win/mac/linux) etc. and start a

now online comparison.

Thanks for any ideas

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April 06, 2014 08:08 AM
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Either move part of or all of your game to servers you control, or replace your code checking with a dialog box that politely asks the player whether the game was obtained in a moral way or not.

[exeggaration] Anything else is a waste of your time because your game will be cracked by evil pirates in 3 minutes. [/exeggaration]

edit: added tone markup :3

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o3o

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April 06, 2014 08:40 AM
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The 1990's called; they want their business model back. :)

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Sean Middleditch – Game Systems Engineer – Join my team!

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Locally enforced DRM is a fundamentally flawed concept as information located on digital storage media under the user's control can unconditionally be copied or altered at near zero cost, especially since it is enough that one person do it and then freely release a crack to the world. There is nothing you can do to prevent that - if the information is stored on the user's computer, you've already lost whatever battle you were trying to fight. Indeed, the DRM problem (\"the user cannot access the game without being authorized to\") can be reduced to the problem of information copy (\"the user cannot copy this information without being authorized to\"), i.e. they are equivalent, and information copy cannot be prevented without limiting the user's ability to read that information in the first place.

That leaves online games (mmorpg's and other persistent worlds, where the closest thing to a DRM breach is setting up a free - or paid - private server and garnering a community of your own), or remotely served gaming (OnLive and the like, which are certainly not designed for DRM purposes anyway).

These are the hard facts. The kind of DRM you are thinking of does not work, never has, and never will. Think outside the box, the most successful forms of DRM were those that provided value for actually owning the game, instead of oppressing the player with dozens of \"security checks\", with half of them not even working reliably and the other half actually favoring players who do not own the game (used CD keys, anyone?). In short, if when people see \"DRM\" written on a game they mentally conjure up the image of a padlock, you have failed.

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“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

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April 06, 2014 10:21 AM
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While I agree with others that every DRM will be cracked, etc. I don't think that's gonna convince OP to just abandon the idea.

Since what you asked is how to detect moved software, I'd suggest keeping some machine identifier (maybe MachineGuid or just user login) and maybe displaying user's surname on the splash screen or sth. Some people will be uncomfortable running software with different person's name.

And yeah, I know all those things are trivial to bypass, but that's not the point. The OP already has some form of registration and now the point is just to remind an honest user that he needs to register each new machine.

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Anything else is a waste of your time because your game will be cracked by evil pirates in 3 minutes.

Yes, not biased at all.

I have to wonder why people that think they are on some moral high ground always seem to be the ones that make comments just destined to start drama.

Fun fact: you don't have to be a pirate to think DRM is a really dumb and awful software practice.\n
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April 07, 2014 04:42 AM
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The OP already has some form of registration and now the point is just to remind an honest user that he needs to register each new machine.


Which is the stupidity of DRM. It is obnoxious and painful for the honest users and a minor speedbump for the dishonest ones. How is that in any way an actually good quality for a game (especially what I presume to be a small indie project) ? You want to lower barriers to entry for people wanting to play your game, not throw up additional pointless ones.\n
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Sean Middleditch – Game Systems Engineer – Join my team!

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From what I have observed, the best ones are just a nag as part of the loading screen.

This works especially well if your clients are businesses, but it can also work well with individuals.

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.

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\".

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.

Otherwise if they have an unlicensed version of the software they can use it, just with a big nag screen during loading.

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\".

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\n\n\"Norman\n
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April 07, 2014 06:18 PM
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Currently I check at every start for a key and compare it online. I would prefer
to check it not so often or only once. The problem is how to know when my stuff get's copied to another location. (Win/mac/linux) etc. and start a
now online comparison.

i'm a little confused. what does comparing the key online accomplish, other than adding internet connection as a system requirement? as you can see, it does nothing to prevent illegal copying. or anything else that i can see - except maybe prevent running a legit copy when the internet is down.

NEVER NEVER NEVER deny legit access! this is _VITAL_ in _ANY_ DRM solution. better to allow access when unsure, than possibly deny paying customers.

to know if its been copied, the software will need a systemID or authentication certificate. there may be other methods as well.

systemID:

a systemID number is generated using hardware specs on the PC (serial numbers, types of processors and drives, etc). this systemID is then used to generate a matching registration key. so a reg key is only good with a given system ID, and a systemID is based on the hardware installed. this makes the reg key hardware dependent. if they move to another pc , the hardware changes, the systemID changes, and the registration key no longer works. the downside of this approach is what if they change their hardware? this is typically handled by allowing a couple new reg numbers per user when they upgrade. another approach is to simply licence the software for single user use and installation on a single mass storage device.

authentication certificate:

when the software is installed, a hidden authentication certificate is installed. this certificate identifies the PC as legit. a user copying the software can't copy the certificate as long as it remains hidden. downsides: 1: the certificate must remain hidden. 2: this probably requires install via web, so the user doesn't have a certificate on a master disk or in a master install exe.

note that copy protection is only half the battle. the other half is anti-crack protection for your copy protection.

in general, research on client server authentication and security procedures should help. your situation is more of a network AUTH issue than it is a pure DRM issue on a stand-alone pc.

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Norm Barrows

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Rockland Software Productions

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\"Building PC games since 1989\"

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rocklandsoftware.net

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PLAY CAVEMAN NOW!

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http://rocklandsoftware.net/beta.php

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April 08, 2014 05:27 AM
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Hmm, funny while coding this I've never thought my security through. So wireshark found that remote file on my site. Now another question: Would it be possible to fake that TCP GET request? Get that file locally and tell the myapp to use that instead? If so, I would better drop my DRM before it gets hacked...

I'll forget about not checking at every start...seems to complicated and I won't spend any more time on this.

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Reticulating splines

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\n\n \n ViewTiled - A small tool for artists\n

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\n Started by \n\nServant of the Lord\n\n February 09, 2012 05:45 AM\n
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\n I 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.

\"contextmenupicture.png\"
You can download it for free from the GD.net Marketplace.

\"screenshotlnj.png\"

I 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.

Download ViewTiled

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\n Started by \n\nphueppl1\n\n July 10, 2001 06:21 PM\n
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\n Hi there!\n\nIn 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).\nAny idea what that could be and how to solve it?\n\nthx alot!\ncya,\nPhil\n \n\nVisit Rarebyte! \nand no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
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\n\n \n [HELP] Milkshape3D animation not rotating correctly\n

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\n Started by \n\nuglybdavis\n\n May 19, 2013 11:46 PM\n
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\n\n\n0\n comments, last by uglybdavis 11 years, 8 months ago\n \n\n\n
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\n\n\"uglybdavis\"\n
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May 19, 2013 11:46 PM
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Hey guys.

I'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....

I'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 :(

If anyone could take a look and tell me if i'm doing something super wrong or what, i'd really appreciate that!

My current code:

http://pastebin.com/tdZYbtJh

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\n\n\"uglybdavis\"\n
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May 20, 2013 08:56 AM
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I had a thought, \"Hey, maybe my quaternions are busted!\" so i removed the quaternions and changed them to matrices. Same result!

\nMatrix BuildMatrix(const Vector& rot, const Vector& trans) {\n    Matrix t = Matrix::Translation(trans.x, trans.y, trans.z);\n    Matrix x = Matrix::AngleAxisRotation(rot.x, 1.0f, 0.0f, 0.0f);\n    Matrix y = Matrix::AngleAxisRotation(rot.y, 0.0f, 1.0f, 0.0f);\n    Matrix z = Matrix::AngleAxisRotation(rot.z, 0.0f, 0.0f, 1.0f);\n    \n    return t * (x * y * z);\n}\n\nVector ToTranslation(float* f) {\n    Vector v(f[0], f[1], f[2]);\n    v.w = 1.0f;\n    return v;\n}\n\nVector ToRotation(float* f) {\n    Vector v(f[0], f[1], f[2]);\n    v.w = 0.0f;\n    return v;\n}\n
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Reticulating splines

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\n Progress\n \n

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Project: Pokemon Gold Remake


Well, 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]).

First 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.

As 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!

Screens:

This is the bedroom:


This shows how the world scrolls:








Other


Well, 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]
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\n\"HopeDagger\"\n
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\n So when do we get to see a demo? >:)\r

(And why is the page margin so wide on your journal?)\n
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\n It's because I don't know how to use <*hr>, [smile].(Anyone?)\r


Anyways, I think we will have a demo ready when collision detection and portals are working correctly. So maybe on Friday or Saturday [smile].\n
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\n\n \n Please help, I don't know if it's compiler's problem or my problem!\n

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\n Started by \n\nKripis\n\n July 26, 2012 01:41 AM\n
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\n\n\n7\n comments, last by Servant of the Lord 12 years, 6 months ago\n \n\n\n
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\n\n\"Kripis\"\n
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July 26, 2012 01:41 AM
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\n #include <iostream>
using namespace std;

int main()
{

int a;

cout << \"Please type a letter which will then be printed out: \";

cin >> a;

cout << a;

return 0;
}



Aaaaaand I get this: [1] http://i.imgur.com/bZkyV.png please help!

EDIT: Sorry I didn't notice that the code thing so so badly done so I just put the code there raw, please help.\n
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\n\n\"JWalsh\"\n
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July 26, 2012 02:18 AM
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\n There are a couple problems with this.

1. 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.

2. The 'out' object overrides the << operator, not \">\". So you're going to encounter problems with it.

3. 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.

To 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.

Cheers and good luck!\n
\n
\n Jeromy Walsh
\nSr. Tools & Engine Programmer | Software Engineer
\nMicrosoft Windows Phone Team
\nChronicles of Elyria (An In-development MMORPG)
\nGameDevelopedia.com - Blog & Tutorials
\nGDNet Mentoring: XNA Workshop | C# Workshop | C++ Workshop
\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
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\n\n\"DZee\"\n
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July 26, 2012 02:39 AM
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#include <iostream>
using namespace std;

int main()
{

int a;

cout << \"Please type a letter which will then be printed out: \";

cin >> a;

cout << a;

return 0;
}









1- Use code tags.
2- Why are you asking for a letter when you are declaring an int?
3- Use a proper main function.
4- 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.


#include <iostream>
using namespace std;
int main( int argc, char* args[] )
{
//Buffer
char a[250] = {};

cout << \"Please type a letter which will then be printed out: \";
cin >> a;
cout << a;

cin.get();cin.get();

return 0;
}


If you don't feel at ease with arrays you can also use std::string, that is if you need dynamic length strings.\n
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[size=1]I \"surf\" the web, literally.

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July 26, 2012 02:43 AM
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\n Thanks @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
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July 26, 2012 02:50 AM
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Thanks @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



//Including the iostream library
#include <iostream>

//Using the namespace that allows you to omit std
//in the file scope(As in everywhere in this file including in functions).
using namespace std;

//A default main function.
//Parameters are for passing values to your executable trough the command line.
//argc = Number of arguments(space delimited)
//args = Array of pointers containing all of the command line phrases
int main( int argc, char* args[] )
{
//Buffer
//Declaring an array of char containing 250 spaces(Simply expecting that much).
//Initializing with brackets let's the compiler optimize the initialization.
char a[250] = {};
cout << \"Please type a letter which will then be printed out: \";
cin >> a;
cout << a;

//Allows the shell to stay put, depends on your environment. Might need one, or two depending on IDE.
//There are other ways to handle this, as you know program execution runs and will reach the mains end
//very fast so this is just a way to keep your console stalled.
cin.get();cin.get();
return 0;
}


Basically 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).

A 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.

Start out with this link : http://www.cplusplus...rial/variables/

PS: 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
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[size=1]I \"surf\" the web, literally.

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July 26, 2012 02:54 AM
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\n Nice, 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
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\n\n\"JWalsh\"\n
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July 26, 2012 02:56 AM
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\n Kripis,

When 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.

In 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.

To 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:

char a;

This will accept a single character from the keyboard, though not a string, such as \"Hello, World!\".

Cheers and good luck!\n
\n
\n Jeromy Walsh
\nSr. Tools & Engine Programmer | Software Engineer
\nMicrosoft Windows Phone Team
\nChronicles of Elyria (An In-development MMORPG)
\nGameDevelopedia.com - Blog & Tutorials
\nGDNet Mentoring: XNA Workshop | C# Workshop | C++ Workshop
\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
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\n\n\"Kripis\"\n
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July 26, 2012 03:13 AM
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\n Thanks!\n
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\n\n\"Servant\n
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July 26, 2012 04:25 AM
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Thanks @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



Code tags are not part of programming, but part of this forum's (and many other forums') features.
They look like this:
[ code ] MY CODE GOES HERE [ /code ]
...but without spaces between the brackets.

When your post is posted, it turns into this:
MY CODE GOES HERE
...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.

To 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.
std::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.

Your code would then look like this:

#include <iostream>
#include <string> //Don't forget the <string> header!

using namespace std;


int main()
{
string text;
cout << \"Please type some letters, symbols, or numbers which will then be printed out: \";
cin >> text;

cout << text;

return 0;
}
\n



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\n As 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...

As 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.

Finally, 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.

Another 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.

Ok, 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!
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new spell

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life 1, me 0

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monsters

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\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nD.F battlefield project feedback - Game Design and Theory - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n D.F battlefield project feedback\n

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\n Started by \n\nwonman321\n\n April 27, 2013 07:15 AM\n
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\n\n\n2\n comments, last by wonman321 11 years, 9 months ago\n \n\n\n
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\n\n\"wonman321\"\n
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April 27, 2013 07:15 AM
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D.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.

D.F battlefield demo has been uploaded

Demo link:

http://darkforcebattlefield.weebly.com/download.html

gamplay video:

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New video (assassin gameplay):

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please give me your feeling about my video.


More images
Darkforcebattlefield.weebly.com

visit us for more info:
Darkforcebattlefield.weebly.com

indiedb link:
Indiedb.com


any feedback is welcomed
Thanks

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\n\n\"Bluefirehawk\"\n
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April 28, 2013 06:46 PM
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It is a bit like you just put up a picture of a meal and ask us how we like it.

If you want feedback, write a bit what you wanted to achieve, what the player should like about your game. What makes your game special from any other top down shooter. Maybe you could ask specific questions you are unsure or want feedback about.

There is almost no helpful feedback I can give you if I don't even know the target of your project. Money, know-how acquirement, experimentation?

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\nProject: Project
Setting fire to these damn cows one entry at a time!\n
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\n\n\"wonman321\"\n
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May 02, 2013 04:08 PM
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The demo ver has been uploaded
-2 missions
-get points and buy new guns in store

link (above) or here:
http://darkforcebattlefield.weebly.com/download.html

more images:

http://darkforcebattlefield.weebly.com/gallery.html


I hope you'll enjoy playing it and please give me your feedback. They are very important to me to improve the game 's quality

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\n\n\"wonman321\"\n
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May 07, 2013 05:46 PM
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new video
new class has been added to the game (assassin)
you can go to the store and unlock his weapon and skill
i will upload the new demo soon
link here or above:

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thanks \"smiley.gif\"

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This topic is closed to new replies.

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Reticulating splines

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\n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDesign issue: managing branching in the rendering pipeline - Graphics and GPU Programming - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n Design issue: managing branching in the rendering pipeline\n

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\n Started by \n\nirreversible\n\n January 20, 2013 12:38 AM\n
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\n\n\n11\n comments, last by MJP 12 years ago\n \n\n\n
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January 20, 2013 12:38 AM
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My current shading solution is relatively simple - the idea is to provide two generic paths that are toggled by branching in the shader:

- 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

- ShadeBasic(), does basic lighting, but doesn't do any other lookups other than basic texturing

Things 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.

Sorting 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.

As there are plenty of industry-savvy people around to have tackled these choices before, I'd appreciate some insight :)

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January 20, 2013 07:16 AM
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I can give some advice, but it depends on what level of hardware you're targeting. Do you have any idea what your target spec is for your game/engine?

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\n\n\"irreversible\"\n
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January 20, 2013 08:08 AM
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OpenGL 3.0/GLSL 1.3, I'd like the game to run smoothly on GF2xx series laptops. This is the realistic target, although I do keep my eyes open for even lower specs.

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January 24, 2013 10:13 PM
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Sorry for the delay. In terms of performance of a single shader, statically compiling different permutations of that shader will always win over having a runtime branch. When you use a branch the compiler will need to allocate registers for any code inside of the branch, and those additional registers can limit your shader occupancy even if the branch is never taken. There is also some cost associated with executing the branch instruction at all, although this should be fairly minimal for the hardware that you're targeting.

In practice, you'll probably need to find a balance between permutations and branches. Adding permutations for everything tends not to scale too well if you add too many, since you can spend a lot of time just compiling them all (this can be especially problematic when using OpenGL since you can only pre-compile shaders for a given hardware/driver combination). You can also hit additional overhead from switching shaders too many times during a frame. So in general I would say you should use permutations when you need to, and use branches when you can get away with it. The best candidates for using permutation are:

1. Complex features that could increase register pressure

2. Features that are difficult to localize inside of a single branch

3. Features that require the vertex shader to output additional values (since you can't avoid this with branching, and additional VS outputs can degrade performance even if the fragment shader doesn't use them).

Hope this helps!

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January 25, 2013 02:23 AM
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Hey - thanks for the reply!

Can you give some more specific advice on, let's say, implementing material system, though? Based on your ideas I've laid out a specific example of minimally branched permutations for basic setups like:

Diffuse + Specular

Diffuse + Specular + Normal

Diffuse + Normal

With branches for :

[ + Emissive ]

[ + Opacity/Mask ]

Fork the above permutations to create duplicates that also make use of:

+ Lightmap

as lightmaps generally use a different set of UVs.

If the material uses only multitexturing/texture blending (assuming up to 3 texture units), the above would fork again, creating (up to):

3 base versions [with 2 branches] * 2 (lightmap) * 2 (2 TU multitexture) * 2 (3 TU multitexture) = 24 permutations [with 2 branches each]

In addition to this, all \"custom\" textures (eg animated or otherwise requiring a modified shader) get their own permutation.

In terms of design, does this look \"like it\"?

I guess based on your reply, I'm just not sure how to test this balance. Furthermore, on a practical note - I'm developing on the go on a GL4.2 capable laptop (GF 640M) and I genuinely don't have access to my target hardware to test out different combinations.

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January 25, 2013 10:13 AM
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It may be instructive to look at how this kind of problem was solved in the past - Doom 3. There a decision was made that every lit surface has the same combination of shaders with the same inputs and outputs. If the surface didn't have a normal map then a generic one was provided, likewise with specular/etc. This could be as basic as providing a 1x1 texture procedurally generated during startup.

True, it targetted a different class of hardware and branching wasn't possible in the shading language it used, but if there are some of your current branch/permute cases which you can use this approach on (your diffuse/specular/normal basic setup seems a candidate, for example) it may help with keeping things more manageable.

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Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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January 25, 2013 11:11 AM
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Dummy inputs is actually something I've been wondering about. Thing about them is that regardless of the size of the texture and the fact that textures that are using dummies can be collated, the number of texture lookups won't change. Although it does make a lot of sense for diffuse/normal/specular as most textures can pretty much be assumed to have all three (and if they don't, the assumption won't affect speed expectations).

PS - I didn't know D3 was as generalized as this!

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January 25, 2013 03:08 PM
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Using default textures is an interesting option -- despite the number of texture fetches being the same, fetching from a 1x1 texture will be faster on average (than fetching from a large texture), because every pixel is fetching the same value, meaning it will very likely be cached.

If you happen to be doing your lighting in tangent-space (which I admit, is rarer these days), then normal mapping vs not normal mapping has no cost difference either (besides the texture fetch).

One issue that I've had with it though, is that the common way of decoding normals from a texture doesn't allow you to ever represent a perfectly flat surface (i.e. a normal of [0,0,1]).

The usual process of decoding a normal map is ((float)8bitTexValue/255.0f)*2-1, and if you put 0 through the reverse of that, it's encoding is 127.5, which either gets rounded to 127 or 128, slightly tilting your normal map in one direction or the other... it's so small that you might not notice, but I have seen it reported as a bug in an engine that followed this design.

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January 25, 2013 05:11 PM
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But tangent space normal maps naturally hold only z-values in the range [0..1]. I wonder why it is so common to compress the z-value also (and therefore waste precission). Is it necessary for texture compression?

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January 25, 2013 11:37 PM
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It's a tradeoff - if you compress all of the RGB values in the same way, in the old days it would be faster to decompress them all in your shader; nowadays you may even be able to get away with just storing 2 values (at the cost of some extra math ops shader-side) or using something like a 10/10/10/2 format (those extra 2 bits of precision can make a huge difference).

Many of the hacks in Doom 3 should really come with a health warning that they were a valid tradeoff in the days of 128mb gfx cards, but that these days burning the extra video RAM may be a better choice. At the same time, the generalization of surfaces and use of default textures still seems like a good approach.

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Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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\n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIt&#39;s been a long, long time... - YodamanJer&#39;s Journal - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n It's been a long, long time...\n \n

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\nPublished April 28, 2013\n
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\n Well, it's been a really long time since I've posted here on GD.net, or used this journal. A lot has happened over the last year.

Aside 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.

Anyway, 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 ).

Along 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

Anyway, I'm back now, and hopefully I can start working on making this game soon!

-YodamanJer
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\n\"jbadams\"\n
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Welcome back! Almost didn't recognise you until I spotted the \"formerly known as \"CoffeeCoder\" in your signature on a forum post.

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I 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.

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April 29, 2013 06:53 AM
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Thanks!

\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.

\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! \"tongue.png\"

\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!

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April 29, 2013 02:37 PM
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\n\n\n\n\n\n\n\n" + }, + { + "url": "https://www.gamedev.net/topic/660171-indiscrete-logic/", + "domain": "gamedev.net", + "file_source": "part-00087-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIndiscrete Logic - Artificial Intelligence - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n Indiscrete Logic\n

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\n Started by \n\njohnphantom\n\n August 22, 2014 02:29 PM\n
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“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.”

How To Compute Without Numeric Variables In A Non-Von Neumann Architecture

http://www.tinyurl.com/indiscretelogic

I would like to patent and put this in the public domain.

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August 22, 2014 03:19 PM
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What do you like to patent?

And how is it related to IA?

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\n\tKrinosX\n

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August 22, 2014 03:23 PM
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I think it could be used as a foundation for AI in quantum computing. It is pure connectionism. I would like to patent the concepts I outline in the document.

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August 22, 2014 04:43 PM
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I would like to patent the concepts I outline in the document.

Then go find a patent atorney.

Purely out of morbid curiosity, why did you decide to try and implement quantum logic processing *inside* CounterStrike?

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Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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August 23, 2014 02:24 AM
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Obviously I am not welcome here.

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August 23, 2014 08:40 AM
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Obviously I am not welcome here.

You're welcome to post. You've received confused responses because your post is confusing.

There is no question posed in your post. Are you looking for advice on how to apply for a patent? Do you want to stimulate discussion about the idea that you linked to? Do you just want to explain the idea and see what people think of it? What's the intention behind that post - what kind of responses are you looking for?

On a discussion forum, you have to either ask a question or give some kind of indication for what kind of discussion you're looking for. If you just dump a whole bunch of information in a post, you'll get replies asking you why you posted... which is what you've got.

A blog or a journal is fine for just dumping information on, but a forum assumes a question or discussion topic.

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August 23, 2014 10:19 AM
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I posted this because I have no avenue of review. I am indigent, and would like to see this put in the public domain. I would enjoy a discussion about it and would be more than willing to participate.

Thank you.

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August 27, 2014 03:22 AM
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I apologize for being rough.
This is a new direction to go in for analog computing. It is not digital. We are not digital. I see, and I may be wrong, it as a avenue to synthetic consciousness. It is essentially different than any other programming I have done, in my 42 years of programming.
What I have described in the paper is not what I would see as optimal. I don't know where it could go with some sort of ability to \"re-program\" itself, and I say that with difficulty because it is not programming.
Everything I have attempted to do in the confines of Counter-Strike 1.6 I have been successful at. I truly wonder what could be done beyond the confines of a simple game, with only user input and outputs.
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Isnt a primary problem that Quantum Computing only has limited application - only to certain classes of problems (as you are saying classical computing is also since there are some things IT cannot do as well) and thus what you really need is a hybrid of both ?

REAL Artificial Intelligence is having the computer build its own logic (learning) and that has been hard enough to do using binary discrete logic (and we ARE still very primitive compared to where it needs to go). SO it may be problematic that Quantum Mechnics being even more mysterious will be severly hampered when we try to employ it for that same purpose.

Recently IBM was touting some new neuron equivalent circuitry (a good step), but the one thing missing was how to get/create the weight patterns into that circuitry (there was no mechanism built into the hardware being shown off to 'learn')-- they actually had only the trivial part of the mechanism required for 'Artificial Intelligence'.

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August 27, 2014 09:35 PM
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I think a hybrid would be possible. How a Turing Machine would interact with a quantum computer, I do not know. I think my paper opens the door to more than the limited applications such as breaking RSA encryption.

Yes, there is a need for some way for the computer to learn by itself. How that is done, again, I do not know.

I have read about the neurosynaptic systems IBM has created. It is still based in binary, and we are obviously not numerically based. Here is where you can read about it, scroll down to the bottom for descriptive papers of the hardware:

http://researchweb.watson.ibm.com/cognitive-computing/neurosynaptic-chips.shtml

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This topic is closed to new replies.

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\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI HATE THE WIN32 API - Journal of Aardvajk - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n I HATE THE WIN32 API\n \n

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\nPublished November 05, 2006\n
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\n Cut, 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.

Keyboard 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.

So 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.

This is going to involve learning how to do:

Check boxes - should be okay
Combo boxes - not too worried but suspect lots of ugly code
List views - I remember reading about these before and am very scared

The 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:

X=23
Y=24
Speed=100

and 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.

I really should learn Windows Forms. I reckon I'm going to have a look at the Managed C++ version rather than C#.
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\n\"HopeDagger\"\n
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Quote:
Original post by EasilyConfused
I really should learn Windows Forms. I reckon I'm going to have a look at the Managed C++ version rather than C#.


If 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
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November 05, 2006 09:12 AM
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\n\"Aardvajk\"\n
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\n Advice 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.\r

As 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
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November 05, 2006 10:24 AM
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\n Win32 via P/Invoke isn't too much of a hassle, though I haven't tried mixing in controls and so on (I've stuck to using it for invisible tasks, such as MIDI).\r

This tool makes using your old favourite Win32 functions a doddle under C♯.\n
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November 06, 2006 10:01 AM
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\n Win32 via P/Invoke isn't too much of a hassle, though I haven't tried mixing in controls and so on (I've stuck to using it for invisible tasks, such as MIDI).\r

This tool makes using your old favourite Win32 functions a doddle under C♯.\n
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November 06, 2006 10:02 AM
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\n Forward Progress\n \n

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posted in I am a duck\n
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\n Not 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.

I'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:

Seattle GDNet Gathering
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\n Doh, I'll be in Seattle 5 days after your listed gathering. Oh well.\r

I'm going to go playtest for Valve, woohoo! I actually wouldn't have time or transportation anyways cause I would actually be in Bellevue, and that would be one expensive taxi trip.\n
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\n\n \n Buying a \"developer\" spot on the new Richard Garriot project\n

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\n Started by \n\nHelenius\n\n March 11, 2013 12:26 AM\n
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March 11, 2013 12:26 AM
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Hey Gamedev.net

I've been a long time lurker, can't seem to find any other post resembling this.

The kickstarter project for Shroud of the Avatar, has a pledge for $400, which sounds as follows:

Want 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.

http://www.kickstarter.com/projects/portalarium/shroud-of-the-avatar-forsaken-virtues-0?ref=live

I'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.

What would your assessment be of this \"developer\" position be?

Pros:

I 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

I have played almost all MMORPG's to ever launch on the western market(Including some korean/japanese that never made it to the west)

Cons:

No idea how much I will get heard, or how they will take in critique/new ideas.

$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)

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March 11, 2013 02:42 AM
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Thanks for the link!

That looks awesome, and is the first MMORPG I've seen in a while that actually looks exciting, with all the hundreds of WoW-clones going around. I played Ultima 3 back in the day and loved it.

Good thing the game won't be out for a while, might distract me from my own development \"smile.png\"

In terms of the dev package, it does sound pretty interesting. I don't think it would replace the more in-depth process of joining a hobbyist/indie team, but as a supplemental project hopefully you could pick up some nice gamedev tips from their talented team. I'm tempted to try it myself, good find!

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March 11, 2013 03:33 AM
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It doesn't sound like you'll actually be designing a game. What follows is my interpretation, and may not necessarily be accurate:

\"Want to be a part of the Development process?\" -> Want to see how things work behind the scenes?

\"Gain access to the private Developer Chat/Forums\" -> You can read and comment on what the actual developers are doing.

\"and help participate in guiding the game\" -> Very intentionally and ambiguously wording. You can 'help' to 'participate' in 'guiding' the game. Huh?

\"You also get to help create a character in the game as well as name them.\" -> You'll get to contribute ideas towards the backplot, personality, and appearance of one specific character in the game, and get to name him.

\"When everything’s said and done, we’ll put together a PDF document of various concepts and design documents.\" -> When everyone (the real developers and the $400 donaters) is done discussing things in the forums, then the real developers will make the decisions and create the design documents.

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March 11, 2013 03:41 AM
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I agree, you definitely won't be in the \"real\" developer forums, or have access to their internal ticketing system, feature lists etc.

But even so, it sounds like there will be some opportunity to talk directly with their dev team, at least to a limited degree.

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March 11, 2013 04:38 AM
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2,460 developers (assuming all Developer ranks and above are pledged). 206 currently at developer rank or above are pledged.

In my opinion this is what will happen (this is subjective and without having done more than skimmed the kickstarter project).

You will have access to the forums. You will make suggestions. Somewhere in all of this you might possibly make a suggestion that will be incorporated into the game. You will not have any rights to claim a part of the game earning despite having contributed, as you will have signed your rights away to your contributions when accessing the forums. You will not be accredited with the title Game Designer (or similar industry role) along with the other 2,459 pledgers but will rather be given a minor nonsensical title or more likely listed in the credits as a pledge with the rank of pledge you purchased. You will not really be able to use it on your resume and the only thing of real value that you may gain out of it (bar the ingame perks if you play) will be the information re: game design etc in the forums...which you will probably have signed an NDA for or alternatively the information in the forums will be limited to that which the developers don't mind becoming public.

If you want the game to be created and believe in it etc etc. then by all means pledge, but if you are looking for some substantive value with regard the development side...I would be asking questions through the comment sections as well reading all of the 1,494 (current) comments on the kickstarter looking at people's questions and most importantly - Whether these questions are answered and whether they are answered appropriately and not whitewashed under the PR and marketing hype.

Either way I wish you the best of luck with regard your decision.

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\n\n\"Helenius\"\n
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March 11, 2013 12:21 PM
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Here is a reply from their own forum:

You will have direct access to the Developers through a Developer only Forum, and be a part of the development process through discussion and feedback not available to other pledge levels.

https://www.shroudoftheavatar.com/?topic=question-about-developer-pledge

Still seems a lot ambigious. But atleast they said that you are able to give direct feedback on their forum.

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March 11, 2013 01:24 PM
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This is from their FAQ:

And if you contribute to our Kickstarter at the Developer level or above, we will bring you into the inner design circle. In addition to getting general design ideas from you, you will have the chance to lend a voice on even the more contentious issues involved in game design. Some examples would be: PVP – Where, when and under what conditions? Persistent Housing – How can we make a housing market that creates opportunity and engaging gameplay? These are just a few of the design ideas we will be discussing in our Developer Roundtable discussions.

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March 11, 2013 03:13 PM
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March 11, 2013 03:19 PM
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Is that really different from most games? It seems like most companies have a forum you can post on before the game is released. Developers usually read the forums, to some degree.

It's fairly unique in that it costs $400 instead of being free, making it a more exclusive group where your access to the dev team is greater. Maybe that is a common practice and I just haven't heard about it before.

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March 11, 2013 04:23 PM
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It's fairly unique in that it costs $400 instead of being free, making it a more exclusive group where your access to the dev team is greater.

While this statement is technically true in every word...does it not seem wrong somehow to you?

These are just a few of the design ideas we will be discussing in our Developer Roundtable discussions.

In addition to getting general design ideas from you, you will have the chance to lend a voice on even the more contentious issues involved in game design.

None of these points suggest you gain more power than simply the ability to express an opinion or an idea, and as Kylotan points out.

It seems like most companies have a forum you can post on before the game is released. Developers usually read the forums, to some degree.

But if this level of access as suggested/implied is sufficient to a person's wants then by all means invest. But I will be honest, I would personally prefer $400 to go into helping one of the indie game's being developed by one of our members for example gnoblins or ruinvalor (examples used without permission :P) where such an amount while still small would be a hell of a lot more helpful, as well probably depending on the project give you access to an alpha/beta and the chance to make a suggestion that is more likely to be heeded.

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\n Optimization Progress\n \n

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\nPublished June 10, 2007\n
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Opimization Progress
The 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.

The 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.

However, 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.

I 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!

Promit's Journal
If you haven't been reading it yet, Promit's journal has been posting about his time working at nVidia on the new graphics drivers for Vista. It is definitely worth checking out and keeping tabs on it. Congratulations to him for getting inside the golden gates!
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Comments

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\n\"FReY\"\n
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\nFReY\n
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\n I know of a few people who post here regularly from NVIDIA, they just remain anonymous ;)\r

Looking forward to seeing what other projects you got banging around up in your noggin :)\n
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June 19, 2007 03:41 AM
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\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPong field notes - Mippy&#39;s Beehive - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n Pong field notes\n \n

\n
posted in Mippy's Beehive\n
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\nPublished October 27, 2013\n
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\n I visited this exhibition about games in Stockholm this weekend. Apart from beer and fellow gamers they had the original Pong game. Of course, you were not allowed to play the actual game, it was too much of a rarity.

Instead, 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.

  • 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.
  • The pads could run outside the screen and balls bouncing-area.
  • There was no powerups and the ball moved with constant speed.
  • 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.
  • 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.
  • 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.

    [sharedmedia=gallery:images:4395]
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\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSeaCraft (IndieGoGo Factor) - Your Announcements - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n SeaCraft (IndieGoGo Factor)\n

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\n Started by \n\nufna\n\n December 18, 2012 05:34 PM\n
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\n\n\n1\n comment, last by ufna 12 years, 1 month ago\n \n\n\n
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December 18, 2012 05:34 PM
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\n Hey guys,

Just boosting awareness of this game, SeaCraft, on IndieGoGo. I think that it's a good heritor of Silent Hunter and Navyfield series!


http://www.indiegogo.com/seacraft

Thanks \":)\"\n
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December 18, 2012 08:49 PM
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\n You 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.

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
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\n\n\"ufna\"\n
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December 18, 2012 09:07 PM
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You 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.

Yes, I am \":)\" It's just because of that English is not my native language (

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.


Thank you! \":)\" This grainy effect is combination of ingame post-effect and JPEG compression, as ingame post-effect it looks much better.\n
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Reticulating splines

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\n Story Synopsis\n \n

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posted in Astashica\n
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\nPublished December 28, 2017\n
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Tlandar must undertake a pledge to protect Astashica and free the planet from Asemeri oppression.

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\n Edge Traversal\n \n

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\nPublished December 01, 2015\n
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So we got the basic mechanics of edge traversal finally working, kind of. Excuse the dodgy animation, just a placeholder.

The 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.

When 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.

This 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.

Unfortunately 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.

But 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.

Thanks for stopping by. I'm trying to keep these a bit briefer these days, and hope they remain of interest.

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\n\n \n GameDev logo - 3rd party usage?\n

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\n Started by \n\nServant of the Lord\n\n September 04, 2012 02:40 AM\n
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\n\n\n0\n comments, last by Gaiiden 12 years, 5 months ago\n \n\n\n
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\n\n\"Servant\n
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September 04, 2012 02:40 AM
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\n Hey, 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.

\"gamedevnet.png\"
(Still work-in-progress)\n
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September 04, 2012 07:36 PM
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\n Looks fine to me\n
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\n

Drew Sikora
\nExecutive Producer
\nGameDev.net

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\n\n \n Hello Game Dev\n

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\n Started by \n\nRealityFails\n\n January 20, 2013 09:38 AM\n
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\n\n\"RealityFails\"\n
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January 20, 2013 09:38 AM
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\n My 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.

Anyone from Cali feel free to PM me\n
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January 24, 2013 11:46 AM
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Check out the classifieds.

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\n Software rendering\n \n

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\nPublished February 21, 2007\n
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\n I 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.

The 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.

This 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.

In 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.

It 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 ;)

As 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!
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\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDecisions, Decisions. And an Aha&#33; - Yckx's GameDev Journal - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n Decisions, Decisions. And an Aha!\n \n

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\nPublished October 13, 2011\n
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\n I'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.

While 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.

There's (almost) always tomorrow ;)
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\n\"Gaiiden\"\n
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\n sleeping 5 feet from my computer has always been the worst thing during times like these\n
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October 15, 2011 07:29 PM
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\n\"yckx\"\n
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\n Oh, 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
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October 18, 2011 07:08 PM
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\n\n \n Determining steep rise ahead from heightmap\n

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\n Started by \n\nNorman Barrows\n\n February 14, 2013 01:26 AM\n
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\n\n\"Norman\n
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February 14, 2013 01:26 AM
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Hi 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.

the 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).

climb mode works great, its the checking of the conditions for \"steep rise ahead\" (IE a climbable surface) that's being elusive.

the slope check is trivial: delta y / movespeed > 1.3 rads => its too steep, must use climb mode.

its 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).

most 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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Norm Barrows

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\n\n\"lauris71\"\n
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February 14, 2013 12:49 PM
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I have done something similar by casting ray vertically down one step ahead of player. You record where will the ray hit ground and what will be the inclination.

Now if the dH (difference of heights) at hitpoint is less than vertical step limit AND the inclination there is small (i.e. not steep) go ahead and move.

If the dH is bigger than vertical step you have hit steep rise.

If the dH is smaller but the inclination is high you have potential steep rise and have to test two steps ahead.

\n
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\n Lauris Kaplinski
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\nFirst technology demo of my game Shinya is out: http://lauris.kaplinski.com/shinya
\nKhayyam 3D - a freeware poser and scene builder application: http://khayyam.kaplinski.com/\n
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February 14, 2013 03:17 PM
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you could also consider using a lower res heightmap for movement intelligence like this. first this will have the effect of smoothing details like little crevice that could be easily stepped over in reality but could give you wrong results if you check only some points.

secondly, the presence on the cpu of that texture would help its caching performance; whereas the large one only has to reside on the Gpu, thus not hurting cpu caches.

Then go ahead with hacking, trying to figure out complex flawless algorithms is ... a neverending quest. there are many heightmap collisions algorithms, based on cones, based on dichotomy etc etc.

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\n\n\"Norman\n
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February 15, 2013 03:28 PM
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If the dH is smaller but the inclination is high you have potential steep rise and have to test two steps ahead.

Yes, this is the case it think i was not handling at first. with only a single test, you can't tell the difference between a 2 foot wall and a 100' cliff.

you could also consider using a lower res heightmap for movement intelligence like this.

the \"heighmap\" is 100% procedural, using floating point precision for both input and output. so no crevices etc, except where i code them in (or don't code them out). the world is 2500 miles by 2500 miles in size, so bitmaps for height maps isn't really practical, without a lot of during game paging of stuff off disk. The game doesn't do any loading during play at all, just loads the textures, meshes, models, and animations at program start and goes for it. the world map, dungeon levels, etc are 100% procedurally generated. dungeon levels do get loaded during runtime when you re-enter a dungeon you've been in before (IE it saves dungeon maps once it generates them as needed). since the height map is not stored in a bitmap, there are no issues about memory pool etc.

yesterday i fired up the game to get back to work on this issue. started by testing what i'd done the night before. Low and behold, now it was working! Checked the code, sure enough, last thing i tried was testing two spots not just one step ahead. in the end i didn't even use slopes, just direct comparison of y values. So far it seems to handle all cases correctly. cross fingers, flog the heck out of it in testing, and wait and see.

this led to a solution to a related problem: making you bounce off cliff faces when you slip and fall in climb mode. check y in each of 4 cardinal directions at a range of 1 foot.

if any is more than 1 foot below the y where the player hits the cliff face, its at least a 45 degree slope down, therefore not the bottom (or a level enough surface to land on). whichever y is lowest is the steepest downward slope. move the player 1 foot in that direction (bounce off the wall), and do NOT exit falling state.

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Norm Barrows

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Rockland Software Productions

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\"Building PC games since 1989\"

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rocklandsoftware.net

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PLAY CAVEMAN NOW!

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http://rocklandsoftware.net/beta.php

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\n\n \n [SOLVED] Implementing Dual Paraboloid Shadow Mapping\n

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\n Started by \n\nCryZe\n\n July 18, 2012 02:33 PM\n
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\n\n\n1\n comment, last by CryZe 12 years, 6 months ago\n \n\n\n
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\n\n\"CryZe\"\n
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\n773\n
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July 18, 2012 02:33 PM
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\n I have 2 questions:

1. 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?

2. 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
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\n\n\"MJP\"\n
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July 19, 2012 12:09 AM
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\n 1. You need to use a vertex shader.
2. You can select which array slice to use with SV_RenderTargetArrayIndex, which you can output from your geometry shader.\n
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\n\n\"CryZe\"\n
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July 19, 2012 11:17 AM
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\n Thank you \":)\"\n
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\n\n\n\nJust wanted to let the community know that we are working on the third game in our Touchgrind series.
&nbsp;
The first game was Touchgrind, the worlds first multitouch skate game, which have sold very well on the App Store for almost 5 years now.
The 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.

Now it's time to go back to skating, with Touchgrind Skate 2!



It will be awesome ;)

\" itemprop=\"text\">\n
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\n\n \n Touchgrind Skate 2 - multitouch skateboarding game in development.\n

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\n Started by \n\nalh420\n\n July 16, 2013 02:35 PM\n
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\n\n\n-1\n comments, last by alh420 11 years, 6 months ago\n \n\n\n
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Just wanted to let the community know that we are working on the third game in our Touchgrind series.

The first game was Touchgrind, the worlds first multitouch skate game, which have sold very well on the App Store for almost 5 years now.
The 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.

Now it's time to go back to skating, with Touchgrind Skate 2!



It will be awesome ;)

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posted in Child of GDNet\n
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\n Gamedev,

I 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.

I 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.

My 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.

Oh well, more tomorrow.

-IV
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\n 0 likes\n 4 comments\n
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\n\"H_o_p_s\"\n
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\n You should threaten them with legal action. Say that the contract that they agreed to makes them liable for the damages… [grin]\n
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October 11, 2005 09:53 PM
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\n\"Prinz\n
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Talk to Sir Sapo, the artist for his game is unbelievably Awesome.\r

That 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. \r

Keep looking, and good luck!\r

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October 11, 2005 10:05 PM
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\n\"Sir\n
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\n My artist may have skills, but he's a real asshole sometimes[wink]\r

Like Prinz tried to say, ask around your school, there's bound to be someone who has the ability you need.\n
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October 11, 2005 10:48 PM
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\n\"TraderJack\"\n
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\n First 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.\r

Haha, 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.\r

And I'm working on the school thing, but not prospects are turning up.\r

-IV\n
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October 11, 2005 11:10 PM
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\n\n \n How to start a career as a Game Programmer\n

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\n Started by \n\nYasaswi Srikanth\n\n April 19, 2012 12:31 PM\n
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\n\n\n2\n comments, last by Destin Bales 12 years, 9 months ago\n \n\n\n
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April 19, 2012 12:31 PM
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\n Hello Gamedev.net ,

I am a 23 year old graduate in Information Technology from India.
I 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.

Is the thing which I am doing is correct?
can anyone do this alone?
Because 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.

waiting for your reply.\n
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\n\n\"Ronnie\n
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April 19, 2012 03:03 PM
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\n Have you checked out Stanford's courses on Programming Methodology, Abstractions and Paradigms? You should definitely follow those series, they're rock solid:

[media]
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There's also tons of game design videos out there, e.g. the following:

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- Awl you're base are belong me! -

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- I don't know, I'm just a noob -

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April 22, 2012 12:13 PM
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Have you checked out Stanford's courses on Programming Methodology, Abstractions and Paradigms? You should definitely follow those series, they're rock solid:


Hey there, i just wanted to say thanks for sharing those vids this were probably the best news of my day.\n
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April 22, 2012 08:31 PM
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\n Another vote of confidence from me regarding those Stanford courses. They are fantastic.

I'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.

For more info on how to break into the games industry check out www.ineedtomakegames.com

Best,

Destin\n
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\n\n \n Advanced particle physics\n

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\n Started by \n\nJuliean\n\n September 19, 2011 02:35 PM\n
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\n\n\n2\n comments, last by h4tt3n 13 years, 4 months ago\n \n\n\n
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\n\n\"Juliean\"\n
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September 19, 2011 02:35 PM
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\n Hi,

Does 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
Commercial 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!

Edit: just in case I didnt state clearly, im mostly interested in the physics calculation
for beeing able to move particles with given weigth, etc properly, not such stuff as particle collisions!\n
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September 19, 2011 05:05 PM
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\n It 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.

http://www.gamedev.net/topic/536055-point-based-physics-tutorials/
http://www.cs.clemson.edu/~bpelfre/sph_tutorial.pdf

cheers,
Mike\n
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\n\n\"Juliean\"\n
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September 24, 2011 10:09 AM
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\n Thanks,

I 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
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September 24, 2011 12:18 PM
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\n I'm definitely no expert on that subject, but it seems like SPH has been used to create pretty much anything that is not solid.\n
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\n Return from the dead\n \n

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posted in I am a duck\n
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\nPublished July 24, 2009\n
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After 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.

I 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 :).

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\n\"Trapper\n
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\n Nice to see you back!\n
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July 24, 2009 06:34 PM
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\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBest way to display player position/rotation when updates arrive at varying intervals - Networking and Multiplayer - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n Best way to display player position/rotation when updates arrive at varying intervals\n

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\n Started by \n\nfjholmstrom\n\n December 26, 2012 07:44 PM\n
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\n\n\n0\n comments, last by hplus0603 12 years, 1 month ago\n \n\n\n
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\n\n\"fjholmstrom\"\n
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December 26, 2012 07:44 PM
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\n I've implemented large parts (~90% of the functionality) of the networking techniques described in the now famous paper \"The TRIBES Engine Networking Model\" (http://www.pingz.com/wordpress/wp-content/uploads/2009/11/tribes_networking_model.pdf) in my C# networking library.

All 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.

This 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:
  • 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.
  • 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.).
And, in all honesty - I'm just not sure which model fits best for the type of \"Most Recent State Data\" model that the tribes networking paper describes. Using interpolation/valve could work, but it could lead to pretty large \"delays\". And using interpolation/extrapolation, while usable would probably lead to a lot of visible corrections, etc.

Any help on reasoning about this would be most appreciated :)\n
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December 27, 2012 12:05 AM
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Both can be used. Pick one, based on what you think works best for your game. If that ends up not working well in practice, try the other.

Btw: I think Tribes itself used the interpolate-then-extrapolate mechanism, similar to the EPIC network interpolation library.

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\n WTF?\n \n

\n\n
\nPublished January 30, 2005\n
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\n I am officially mystified...

I 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:




Out 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.

*mumble grumble*
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\n\"evolutional\"\n
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\n > I got nuthin'. I'm starting to hate the world and everything in it.\r


Bit extreme, no?!\r

As 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
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January 30, 2005 06:47 AM
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\n\"LRiotto\"\n
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\n I 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
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January 30, 2005 08:34 AM
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\n\"JTippetts\"\n
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Quote:
Bit extreme, no?!


Okay, 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.\r

Quote:

As 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.\r


I'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*\r

Quote:

I 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...\r


No, 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.\r

Gah.\n
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January 30, 2005 10:15 AM
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\n\"LRiotto\"\n
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\n Could 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
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January 30, 2005 12:11 PM
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\n\"JTippetts\"\n
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\n LRiotto:\r

Hmmmm.... You may have put your finger on it.\r
I 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
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January 30, 2005 01:05 PM
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\n Belated Birthday and Crunch Mode\n \n

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\n This 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.

BTW, I celebrated my 22nd birthday last Wednesday (the 19th). Happy Birthday to Me!
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\n\n \n sizeof() giving strange results...\n

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\n Started by \n\nTasche\n\n January 22, 2013 03:33 PM\n
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\n\n\n27\n comments, last by SiCrane 12 years ago\n \n\n\n
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January 22, 2013 03:33 PM
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\n i wrote a 3d vector class a while ago, been using it ever since without problem, now recently i found out it seems to have the wrong size in bytes
\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
this yields a sizeof() of 16 bytes instead of 12.
by 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)
if i leave out the 'virtual' keyword, the size is correct, but the linker cant resolve the symbols.

any idea how to handle this, or why the use of 'virtual' changes a classes size?

also, pls dont link descriptions to the virtual keyword, i have been through many, and still don't get it =)
thanks in advance,
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January 22, 2013 03:54 PM
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\n The class gets bigger because of a pointer to the vtable. That said, there shouldn't be any reason that a vector class should have any virtual functions in it. Inheriting from a 3D vector is a somewhat bizarre option.\n
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January 22, 2013 07:02 PM
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Virtual is for inheritance purposes - your class isn't inheriting, and likely shouldn't be inherited from, so none of the functions should be virtual.

operator= is supposed to return a reference: \"Vector3 &operator=(const Vector3 &rhs);\"

What does your function declaration look like? Your linker errors may be related to that. Could you post the error message?

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January 22, 2013 08:03 PM
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\n Also, if you don't provide a copy constructor or an operator=, the compiler will make some for you that will work just fine.\n
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January 22, 2013 08:29 PM
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operator= is supposed to return a reference: \"Vector3 &operator=(const Vector3 &rhs);\"

This is just convention, nowhere does the standard mandate that an copy assignment operator shall have any particular return type, it could even return void. The only requirement is that it shall have exactly one parameter as per C++11 13.5.3/1. 13.5.3/2 has an example with an copy assignment operator returning an int by value, for example.

As Álvaro mentions, if you do not declare a copy assignment operator, one will be implicitly declared and synthesised for you that does an element-wise assignment of the members.

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\n\tTo make it is hell. To fail is divine.\n

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January 22, 2013 08:39 PM
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This is just convention [...]
Conventions are important. The standard lets you have an operator + that modifies its operands, overload operator comma (,) and many other horrible things that will confuse the hell out of anybody reading your code. Trying to minimize surprises for anyone reading your code is a very good thing to do, and returning a reference from operator= goes well with that philosophy.\n
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January 22, 2013 08:59 PM
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\n Truth. Just because you can, doesn't mean you should.

Returning a mutable reference allows lots of nice things, such as chained assignments, and shorthand such as:
(flatVector = vector3d).z = 0.0f;
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\nWielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]\n

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January 22, 2013 09:00 PM
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Truth. Just because you can, doesn't mean you should.

Returning a mutable reference allows lots of nice things, such as chained assignments, and shorthand such as:
(flatVector = vector3d).z = 0.0f;




I would fire you for that code.

Then I would set you on fire for that code.

Then I would launch a whole army of bots against you to burn those remaining bits of you that were left for that code.\n
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In time the project grows, the ignorance of its devs it shows, with many a convoluted function, it plunges into deep compunction, the price of failure is high, Washu's mirth is nigh.

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January 22, 2013 09:22 PM
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operator= is supposed to return a reference: \"Vector3 &operator=(const Vector3 &rhs);\"


This is just convention, nowhere does the standard mandate that an copy assignment operator shall have any particular return type, it could even return void. The only requirement is that it shall have exactly one parameter as per C++11 13.5.3/1. 13.5.3/2 has an example with an copy assignment operator returning an int by value, for example.


Well, if you think about it, it doesn't make a lot of sense to have a copy operator return a copy rather than a reference. Sure, you could return an int, or a pointer, or even nothing at all (void). But to return a copy, you would need to invoke the copy operator, which invokes the copy operator, which... well, maybe you get my point.

I imagine the OP's problem is that the compiler can't find the definition for the copy assignment operator during the definition of the copy assignment operator, because it hasn't been defined yet. I think SotL's answer is the best so far.\n
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\nStephen M. Webb
\nProfessional Free Software Developer\n

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January 22, 2013 09:28 PM
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But to return a copy, you would need to invoke the copy operator, which invokes the copy operator, which... well, maybe you get my point.
Different copy mechanism. Returning by copy would invoke the copy constructor, not the assignment operator.\n
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\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHow to design a great combat system + mechanics? (PvP) - Game Design and Theory - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n How to design a great combat system + mechanics? (PvP)\n

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\n Started by \n\nglhf\n\n January 04, 2012 11:19 PM\n
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\n\n\n23\n comments, last by sizzle 13 years ago\n \n\n\n
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January 04, 2012 11:19 PM
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\n Most games I've played have had imbalanced or good enough or sometimes even terrible combat systems + mechanics.
Pretty much just one game I think that had a outstanding combat system + mechs.

I won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.
For sake of avoiding that let's assume in this thread that class based games can be balanced as well.

So why is it so rare to find great combat systems + mechanics in games?
I'm sure the designers thought they had created a great great combat s+m.

So this means that most designers are terrible when it comes to PvP.
And I've actually had the opportunity to fight a few devs in different indy games so I know it's true.

So how can we design better combat systems?
First thing I think we all have to just assume is that we designers SUCK at PvP.
Maybe you are great.. But you have to assume you suck.

Another thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..
It's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..
but 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.

So 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.

Discuss!\n
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January 05, 2012 12:56 AM
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Most games I've played have had imbalanced or good enough or sometimes even terrible combat systems + mechanics.
Pretty much just one game I think that had a outstanding combat system + mechs.

I won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.
For sake of avoiding that let's assume in this thread that class based games can be balanced as well.

So why is it so rare to find great combat systems + mechanics in games?
I'm sure the designers thought they had created a great great combat s+m.

So this means that most designers are terrible when it comes to PvP.
And I've actually had the opportunity to fight a few devs in different indy games so I know it's true.

So how can we design better combat systems?
First thing I think we all have to just assume is that we designers SUCK at PvP.
Maybe you are great.. But you have to assume you suck.

Another thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..
It's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..
but 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.

So 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.

Discuss!


You 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
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January 05, 2012 01:08 AM
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You 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.


I'm assuming you mean an in-game skill such as swordsmanship just as an example.
But it's just not true.. Everyone has access to the same skills.
If it's a pvp focused game.. then everyone will probably have the same skills.. balanced.
Or 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.
Maybe they chose 1v1 skills but meant for ganking instead of dueling.

But they have the possibility of choosing skills for 1v1 duels... and then it's going to be balanced.\n
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January 05, 2012 01:21 AM
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\n If you want to have a class based game..
IMO the best way of balancing is to make each class for a different role.
Such 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
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January 05, 2012 05:53 PM
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\n Games 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.

A 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
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January 05, 2012 09:11 PM
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Games 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.

A 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.


I 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.

Also another issue you brought up, I didn't really want to say in the OP.
But like I said we have to assume us designers suck at PvP.. And the question is, What do we do then?
We 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.
Even players that reach the top rankings can be completely clueless to how they are winning etc. It's pretty funny.

So there's we can't trust ourselves and we don't know which players actually know what they are talking about..
What do we then do?

Recap: 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
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January 05, 2012 09:33 PM
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\n Imbalanced 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.

To 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
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January 05, 2012 11:11 PM
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Imbalanced 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.

To 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.


I like what you are saying, but rock paper scissor was a poor example since it's luck based.

I think Mount and Blade: Warband is an awesome game to use as an example.
If 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
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January 09, 2012 01:07 PM
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\n Rock 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
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January 09, 2012 08:58 PM
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Rock 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.


Not 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.

A 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.

So to break that down into a list of things that you are likely to want:

• A broad selection of options to deal with any situation
• different options have different 'costs' and/or skill requirements to pull off
• moves have a window of opportunity during which they maybe countered or avoided
• 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
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Reticulating splines

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\n\n \n The Manipulators, art thread\n

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\n Started by \n\nvatsel\n\n September 03, 2013 06:03 AM\n
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\n\n\n12\n comments, last by BaukjeSpirit 11 years, 2 months ago\n \n\n\n
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\n\n\"vatsel\"\n
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September 03, 2013 06:03 AM
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Linkaggge:

www.themanipulators.co.uk

Facebook * Twitter

Now let's get to the art with our humble first post:

[attachment=17773:flatmate.jpg]

[attachment=17774:living room.jpg]

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September 03, 2013 09:24 AM
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Good drawings!

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http://www.game-silkroad.com
\ninfo_game@silkroadcg.com

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\n\n\"vatsel\"\n
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September 03, 2013 12:15 PM
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\n Thank you silkroad! Much appreciated\n
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September 04, 2013 02:21 PM
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nice stuff!

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\n\n\"Kryzon\"\n
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September 05, 2013 07:37 PM
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Hi Vatsel. Can you post your workflow?
What software and tools do you use, how do you collect reference, and what do you like to work on first in a piece?

Also, 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?
When 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.

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September 06, 2013 10:31 AM
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Thanks rouncer!

Kryzon, 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.

I think I should do a little tutorial on my room design, maybe that will help?

Thanks for the comments !

edit: formatting

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September 06, 2013 07:23 PM
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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
That's a smart solution, thanks for sharing. \n
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September 10, 2013 09:07 PM
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Kryzon - anytime!

Here's another piece of concept art

[sharedmedia=core:attachments:17867]
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\n\n\"Kryzon\"\n
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September 11, 2013 12:43 AM
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How many work days does it usually take to finish a piece?

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\n\n\"vatsel\"\n
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September 11, 2013 09:49 AM
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Kryzon - depends on how much time I spend on the project during the day, but I'd say that it takes 14 hours of pure work.

It could take a couple of days or a week if I'm busy.

Thanks for the comment!

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This topic is closed to new replies.

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\n\n \n Unity Raycast issue\n

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\n Started by \n\nmedevilenemy\n\n May 17, 2013 02:23 AM\n
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\n\n\n6\n comments, last by medevilenemy 11 years, 8 months ago\n \n\n\n
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\n\n\"medevilenemy\"\n
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May 17, 2013 02:23 AM
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Hi 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:

Physics.Raycast(thisTransform.position, -Vector3.right, out hit, rayInteractableDistX, InteractableNonGroundMask) for left and

Physics.Raycast(thisTransform.position, -Vector3.right, out hit, rayInteractableDistX, InteractableNonGroundMask) for right

Where 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.

What am I doing wrong?

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May 17, 2013 03:11 AM
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Update: I've read that Physics.LineCast should do the trick, because it will detect anywhere on the line, however it doesn't seem to be working.

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\n\n\"gautamn15\"\n
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May 17, 2013 05:33 AM
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Update: I've read that Physics.LineCast should do the trick, because it will detect anywhere on the line, however it doesn't seem to be working.

Use SphereCast as that will take care of issues with errors.

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May 17, 2013 05:43 AM
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My objects are all configured as triggers so that won't work. I did, however figure it out after some experimentation and research. It seems, and I'm not quite sure why, that LineCasts don't like to detect things approaching from the side of their start (ie: line from left to right, it didn't want to detect things coming from the left). The way I got around this, in a way that allows detection from any position within the desired area (including the center) was to do two line casts, one from either side of the desired area and spanning to its opposite. This is quite functional, though admittedly rather inefficient.

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\n\n\"gautamn15\"\n
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May 17, 2013 06:29 AM
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My objects are all configured as triggers so that won't work. I did, however figure it out after some experimentation and research. It seems, and I'm not quite sure why, that LineCasts don't like to detect things approaching from the side of their start (ie: line from left to right, it didn't want to detect things coming from the left). The way I got around this, in a way that allows detection from any position within the desired area (including the center) was to do two line casts, one from either side of the desired area and spanning to its opposite. This is quite functional, though admittedly rather inefficient.

Why can't you use a OnTriggerStay, OnTriggerEnter and OnTriggerExit in that case and make the bounding trigger big to encapsulate the whole area.

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May 17, 2013 10:31 PM
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That's an interesting thought. It would probably be a bit more complicated to code, since it would need to distinguish between the various types of colliding objects and figure out which ones it cares about after the fact, but doable. I don't what, if any, practical benefit there'd be, but its worthy of some research. <bookmarks discussion for future reference>

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May 18, 2013 03:07 AM
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Why would it be more complicated. If you put the script on the collider object i.e. the ladder object then you could send a callback to the colliding gameobject. Something like the following :-

void OnTriggerEnter(Collider collider)

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collider.gameObject.SendMessage(\"OnCollissionEnter\", this, SendMessage,DONTRequireReceiver);

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void OnTriggerStay(Collider collider)

{

collider.gameObject.SendMessage(\"OnCollissionStay\", this, SendMessage,DONTRequireReceiver);

}

void OnTriggerExit(Collider collider)

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collider.gameObject.SendMessage(\"OnCollissionExit\", this, SendMessage,DONTRequireReceiver);

}

Now with this you get a message on from the triggers that something happened and the character itself can handle what it is supposed to do. The DontRequireReceiver ensures that if the game object which don't have this function hit then you can be sure that it won't throw an exception.

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May 18, 2013 03:35 AM
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Because the interactions involved aren't simple if collided do this. There are other characteristics and controls involved (though nothing unmanageable). However, any difference in complexity is probably not terribly big, since I'm already using SendMessage -- the piping for figuring out when/how to send the messages would just be different. I'll almost certainly end up rewriting bits of the code for greater efficiency as I add more capabilities to it, so who knows what the final form will look like.

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\n\n \n MODELVIEW matrix\n

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\n Started by \n\nmasonium\n\n November 06, 2001 10:47 PM\n
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\n\n\n0\n comments, last by masonium 23 years, 3 months ago\n \n\n\n
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\n\n\"masonium\"\n
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November 06, 2001 10:47 PM
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\n In 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 \n
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\n\n\"Scarab0\"\n
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November 07, 2001 01:22 AM
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\n Well in OpenGL you would first do a glLoadMatrix(view) and then a glMultMatrix(model).
Whether this is view * model or model * view depends on how you interpret the 16 float's that OpenGL uses for a matrix.
If 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.
Why? 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.

Does that make any sense?

EDIT: typo

Edited by - Scarab0 on November 7, 2001 10:41:55 AM \n
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\n Dirk =[Scarab]= Gerrits\n
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\n Vote Kucinich\n \n

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\n So 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.
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.

I had a quick duel with one in an uninhabited system, resulting in his gory demise from my overpowered turret weapon.

Other mild improvements:
  • You can refill ammo from \"ammo charger\" items you buy at space stations
  • You can no longer dock with a space station from across the system; you must now be within seven units.
  • The \"Go To\" feature is now a bit more aggressive, and has raised its speed limit and stopping distance.
  • Data grids now have resizable columns (hopefully putting an end to a lot of the ugliness with quests, but I doubt it).
  • Hostile enemies are now indicated in the HUD brackets.
  • The AI is better at sorting out its foes, and now optimizes who to attack based on proximity, rather than who just shot it.
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.

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\n\n \n ?Infront¿behind?\n

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\n Started by \n\nBenno\n\n April 24, 2000 10:45 PM\n
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\n\n\"Benno\"\n
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April 24, 2000 10:45 PM
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\n I''m not quite sure if this is the appropriate message board for my problem, but here goes.\n\nI''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.\n\nMy 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.\n\nThanks in advance.\nA confused dude! \n
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April 26, 2000 06:34 AM
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\n Well, 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.

/Mr K \n
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\n\n \n SetClipPlane weirdness\n

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\n Started by \n\nMona2000\n\n August 24, 2012 01:44 AM\n
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\n\n\n-1\n comments, last by Mona2000 12 years, 5 months ago\n \n\n\n
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\n\n\"Mona2000\"\n
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\nAuthor\n
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\n1,967\n
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August 24, 2012 01:44 AM
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\n I'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.
This 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)?

I'm not sure if it's relevant, but SetClipPlane doesn't seem to work with the reference rasterizer. Ever.
And 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. \"smile.png\"

Thanks in advance.\n
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\n\n \n Reputation log glitch\n

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\n Started by \n\nBacterius\n\n February 04, 2013 06:30 AM\n
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February 04, 2013 06:30 AM
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This happened a few minutes ago:

\"neye8l.png\"

And I cannot find the relevant post. Tried to reproduce by upvoting someone else, without luck.

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“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

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February 04, 2013 06:40 AM
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This happens when you get an upvote in the developer journal section. You get the upvote here \"wink.png\"

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Ashaman

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Gnoblins: Website - Facebook - Twitter - Youtube - Steam Greenlit - IndieDB - Gamedev Log

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\n\n\"Bacterius\"\n
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February 04, 2013 06:52 AM
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This happens when you get an upvote in the developer journal section. You get the upvote here \"wink.png\"

Aha, I see, that clears it up. Thanks!

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“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

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February 04, 2013 07:09 AM
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I 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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\n [size=2][ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]\n
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\n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLarge textures are really slow... - Graphics and GPU Programming - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n Large textures are really slow...\n

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\n Started by \n\nblueshogun96\n\n February 28, 2014 05:30 PM\n
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\n\n\n38\n comments, last by L. Spiro 10 years, 11 months ago\n \n\n\n
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\n\n\"blueshogun96\"\n
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February 28, 2014 05:30 PM
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One of my main game features (visually) is the overlay texture I'm using. This overlay texture is full screen, and covers the entire screen which gives it a nice transparent pattern. On my PC and Mac builds, the impact to my framerates are minimal at best. On my iPad, I lose 15fps automatically.

I did some google searching, but didn't quite find a solution yet. The overlay image is 1024x768 and fits the entire iPad screen nicely. At first I assumed it was because the texture wasn't POT. So I tried splitting it into two textures: 1024x512 and 1024x256. Still to slow. So I tried googling some more. It turns out that the fill rate for mobile devices (especially a 1st Gen iPad) isn't nearly as fast as a PC or Mac video card. That's understandable because the entire quad uses alpha blending and the entire screen has to be processed by the fragment program, but I still haven't quite found a solution yet.

One idea I had was to render a few rows of 32x32 textured quads. The other idea is to get a new iPad. Tbh, I was trying to hold off on getting a new iPad because I'm saving for other hardware as well as licenses (fortunately for me, I can save up more than $1000 USD per month easily). On top of that, I want my game to work at proper speeds on an iPad2. When my game is ready, I will likely make it iOS7 exclusive anyway. And lastly, I plan on presenting this game at a public event in Seattle in early April, so I have to get the frame rates working acceptably before then (nobody wants to spend too much time on fixing a minuscule problem when there are other features that need to be finished).

I'm sure someone else has had the same problem here, but I still haven't managed to google any solutions. This sucks. Any ideas? Thanks.

Shogun.

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February 28, 2014 06:32 PM
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Is it this game? http://shogun3d.net/images2/looptil/04.jpg

If so, you could probably save a lot cycles drawing it on a mesh with a big hole in the middle instead of a full screen quad.

The idea is to process as few of the fully transparent pixels as possible.

1st Gen iPad isn't very powerful so its not impossible it's fillrate that is your limit, even though it doesn't look like your game should need that much...

You can also check in the gldebugger and profiler that comes with XCode to make sure where the bottle necks are

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\n\n\"blueshogun96\"\n
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February 28, 2014 06:37 PM
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Although, that screen shot is old, yes, that's the game.

I'll give that a try, and I assume it would work better, 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. I fear that I would get the same frame rate issues, but in that case, I should probably have options to enable/disable it.

Shogun.

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February 28, 2014 06:42 PM
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Losing 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.

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.

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.

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.

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February 28, 2014 06:45 PM
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February 28, 2014 06:49 PM
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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.

You should aim for later devices then ipad1 then. It's almost 4 years old now.

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.

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.

That's not that strange considering their difference in size and power consumption though!

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February 28, 2014 07:02 PM
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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.

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February 28, 2014 07:27 PM
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Losing 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.

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.

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.

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.

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.

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.

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.

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.

I saw that article once before, and forgot about it. This time, I'll try reading it more thoroughly.


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.

You should aim for later devices then ipad1 then. It's almost 4 years old now.

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.

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.

That's not that strange considering their difference in size and power consumption though!

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).

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.

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.

1. The texture is not dynamic, so it's not updated every frame.

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.

Shogun.

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February 28, 2014 07:32 PM
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1st gen iPads are a nightmare for fill-rate. Switching to PVRTC will help.

If your texture allows it, then identify areas which don't need to be filled, and use trade extra geometry for less fill-rate. You could even take that to an extreme, assuming we're talking about concentric hexagons visible in this image (http://shogun3d.net/images2/looptil/04.jpg), then the performance will be massively better if they are rendered as geometry with no texture whatsoever. A thousand or so extra triangles is nothing compared to the hundreds of thousands of pixels you'll avoid filling.

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February 28, 2014 08:46 PM
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Just adding this in for clarity.

Make sure you aren't sending in the uniform for the sampler2D each frame. Just send it in the first time you need it.
I know you said the texture isn't updated every frame, but uploading and updating can mean two different things, hence why I want to make sure this is clear!

Cheers

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Reticulating splines

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\n Design of Spineless Jelly\n \n

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\n First, 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.

I 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.


Spineless Jelly?

This 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.


Initialization

When 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.

The 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.


Running

Actually 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.

At 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.


That's it

And 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.

I'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.
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\n It 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.

So 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.

Speaking 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)!

Well, it took a while but I'm happy to be back to graphics programming!

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\n\n \n Physics based multiplayer simulation game\n

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\n Started by \n\nchaosmaker\n\n September 20, 2013 08:59 AM\n
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September 20, 2013 08:59 AM
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Hi,

I 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.

We 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.

For 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.

Our 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:

Firstly; 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.

Our final results with break shot for 15 + 1 balls:
Client, two same shots, three balls position:

Ball_1: 7.647239, 1.791727, -7.450733
Ball_1: 7.647166, 1.791727, -7.450527

Ball_12: 3.079326, 1.791727, -3.05286
Ball_12: 3.080814, 1.791728, -3.052271

Ball_15: 7.133366, 1.791727, -11.65263
Ball_15: 7.133381, 1.791727, -11.6526

Server, two same shots, three balls position:

Ball_1: 7.649154, 1.791727, -7.458591
Ball_1: 7.649155, 1.791727, -7.458614

Ball_12: 3.076369, 1.791727, -3.062551
Ball_12: 3.076268, 1.791727, -3.063016

Ball_15: 7.1292, 1.791727, -11.64938
Ball_15: 7.129121, 1.791728, -11.64801

As 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..).

I 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.

So my question here: Is it possible to make Unity physics deterministic and make it work with this approach?

Or:

Only 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.

Or:
Writing 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.

I hope someone could lead me to a possible solution for this.

Thanks in advance

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\n\n\"PeterStock\"\n
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September 20, 2013 07:15 PM
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I don't know myself, but I've heard a couple of people claim that deterministic physics isn't possible with Unity.

Deterministic 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

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This 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).

-Josh

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--www.physicaluncertainty.com
\n--linkedin
\n--irc.freenode.net#gdnet

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\n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPresenting... Click The Yellow Rhombus(tm)! - Author, Programmer, Bag of Wind(TM) - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n Presenting... Click The Yellow Rhombus(tm)!\n \n

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\nPublished October 23, 2004\n
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\n Feel free to check out the new game I'm writing:



And now the explanation, for those of you not named John Hattan or Ron Penton:

At 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.)

So, almost two years later, I finally made it. Yeah, it's a little ugly at the moment, but it'll get better.


How to play \"Click The Yellow Rhombus\":(is this REALLY necessary?)
To start, click \"Play\".
The four numbers on the side(from top to bottom) are Hits, Misses, Score, and Time Left.
Click the Yellow Zombie Rhombuses (Rhombii?) and earn 10 points.
Click the Black Square and lose 15 points.
Game ends after 60 seconds.
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\n\"Mushu\"\n
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\nMushu\n
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\n So... what's the object of the game? ooo.. tell me there are zombies!!! yay zombies! [wink]\r

and in Flash, no less. Rock on TANSTAAFL!!\n
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October 23, 2004 03:53 PM
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\n\"johnhattan\"\n
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\n Man, if I had to write a game every time turnip-truck-boy started prattling on about something that he knows nothing about, I'd never get anything done.\n
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October 25, 2004 09:15 AM
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\n\n \n Game designer, 5y exp, need career advice\n

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\n Started by \n\nMax Yankov\n\n May 06, 2012 12:07 PM\n
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May 06, 2012 12:07 PM
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\n Hi there. I'm new to the forums, and I hope that I chose the correct forum to post this.

I'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.

If'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
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May 06, 2012 12:54 PM
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and finding a company that would want to relocate a game designer is extremely difficult.


I'd first have to ask you, have you tried?
It probably also would help us to know where you're from.

Here in Montreal at least just looking around the office I see several designers which have been relocated.
You may not have to change career at all, it simply may take applying to more companies.\n
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\n Remco van Oosterhout, game programmer.
\nMy posts are my own and don't reflect the opinion of my employer.\n
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May 06, 2012 01:24 PM
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1. Hi there. I'm new to the forums, and I hope that I chose the correct forum to post this.
2. I've been working in game industry as a game designer (and lately as a producer) for 5 years, with over 20 projects ...
3. how should I proceed towards my career goal? [AAA games]



1. Yes, this is the right place.
2. That's excellent. You're an impressive person, with an excellent resume.
3. 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
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-- Tom Sloper -- sloperama.com

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May 06, 2012 02:18 PM
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\n Thanks for replies!

@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?

@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
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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:


There 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
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-- Tom Sloper -- sloperama.com

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May 09, 2012 09:24 PM
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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.


Can you suggest how should I look for such a project (apart from founding one myself)?\n
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\n Look in the Classifieds here on GameDev. And check other indie gamer forums too.\n
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-- Tom Sloper -- sloperama.com

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May 17, 2012 08:22 AM
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\n Moddb has jobs too?\n
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This topic is closed to new replies.

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Reticulating splines

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\n R7 will forcibly remove your socks\n \n

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posted in The Bag of Holding\n
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\nPublished May 31, 2009\n
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\n So far the weekend has been pretty productive on the Epoch front; as I mentioned in the last entry I've been working on replacing the memory management in the message passing code, to avoid expensive locks during new/delete operations.

I'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.

For 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.

I'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.


And the ever-shrinking task list now looks thusly:

  • Fix some bugs in nested response map support

  • Improve syntax for nested structure initialization

  • Type aliases (aka. typedefs)

  • Change task IDs to string variables for easier metaprogramming

  • Perform complete code review for exception safety, documentation, code cleanliness, error handling robustness, and elimination of hardcoded strings/magic numbers


These 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.

[Addendum]
I 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.

So 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.

Specifically, I've shattered the message throughput record. Current peak is just over 65,000 messages per second. Not bad for a 20 minute refactoring!


[Not Done Yet!]
Did 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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\n\n \n Creating an AI for a CCG\n

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\n Started by \n\nNavyman\n\n July 30, 2014 10:10 PM\n
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July 30, 2014 10:10 PM
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I have read a few posts about using a Monte Carlo Tree Search. While I understand the basics I am at odds on how to put the idea into motion.

If there is anyone that could shed some light on the possible options / methods it would be most helpful.

Thank you in advance.

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Developer with a bit of Kickstarter and business experience.

YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn

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July 30, 2014 11:49 PM
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What aspects are giving you trouble? I am not an expert, but to get started I would say:

  1. Create a system for generating all valid moves for a node.
  2. Start exploring from the root node.
  3. Use some weighted random function to select a leave node to expand. In general I would say favour winning nodes (for whichever player you are simulating).
  4. Whenever you reach a win/lose state, propagate the win/loss statistics back up the tree.
  5. When you choose to stop the search (time limit? number of nodes explored?) choose the move with the best win/loss score.

Check wikipedia for much more in depth analysis.

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\n\n\"alvaro\"\n
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July 31, 2014 01:23 AM
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\n Most card games have the added wrinkle that you can't see what cards your opponents have. I would start by writing an AI for a version of the game in which all information is public (everyone plays with their hand open). You can implement Monte Carlo search without the \"tree\" part, because it's easier and because the tree part is nearly useless for the full game (with hidden information).

One way to handle hidden information that is theoretically sound consists on generating random card distributions that are consistent with what has happened in the game so far (trying to not introduce biases) and using Bayes's formula to compute their likelihood, given a probabilistic model of how players pick moves (you can start with a model that gives all moves equal probability, but your program won't be very good at guessing the opponents' hands). Play the rest of the game normally (as you were doing in the previous paragraph) until you reach a terminal state and update the statistics for your first move, using a weight that is the likelihood of the card distribution.\n
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\n\n\"Navyman\"\n
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July 31, 2014 10:48 AM
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@ Alvaro Okay the hidden information was that part that was upsetting my mental design for the AI. However, if you are able to play multiple cards in a turn would this still require the tree to be formed to allow the AI to decide which order to play?

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Developer with a bit of Kickstarter and business experience.

YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn

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\n If you play multiple cards in a turn, you can think about it as taking multiple turns in a row, and it would make perfect sense to use a technique like UCT to build a tree in that case. Once it's someone else's turn, keeping a tree becomes hard because you have a different card distribution each time.\n
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August 01, 2014 07:37 AM
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Typically, 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.

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).

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Omae Wa Mou Shindeiru

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Is the opponent's deck 'fixed'? If so, there are a few ways you can cheat at this.

Also, are there complex interactions? (cards that strengthen others) or are most cards single-use/consumable effects or permanent 'lone wolves'?

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August 01, 2014 12:18 PM
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Is the opponent's deck 'fixed'?

I have not decided to set the deck and card order or allow it to be random card order. Writing the AI for a fixed card order would be much easier, because it would only require a few sets of switch gates to handle the card play order.

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Developer with a bit of Kickstarter and business experience.

YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn

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August 03, 2014 02:56 AM
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Writing the AI for a fixed card order

I meant, is the deck content fixed? Or are the possibilities finite? CCG implies your enemy could have pretty much any kind of deck, so I'm assuming you want to have an AI that can handle all possible outcomes and weigh their relative values, but if you build opponent decks as with a single player linear progression, you could nudge your AI in the right direction with every level by making it understand the core concept of how to play the deck (somewhat hard-coded) and limit your efforts with actual AI (instead of creating an AI that has to know and master every subtlety and synergy of the entire card library).

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August 13, 2014 07:40 PM
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I have redefined the method by which the Battlefield data is handled and now the AI has better access to the information. This hopefully make it easier to make the AI to select the better actions.

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Developer with a bit of Kickstarter and business experience.

YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn

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\n I cheated\n \n

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\nPublished February 08, 2006\n
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\n I solved my Z-Fighting issue by cheating. I got bored of chasing down hacks to solve it properly, so I just removed the Z-Fill pass and got the engine to re-clear the depth buffer for each rendering pass. Works perfectly and it didn't seem to dent the performance.


(click to enlarge)


The 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.

Although, 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.

But 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]

I 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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\n 0 likes\n 7 comments\n
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\n\"ApochPiQ\"\n
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\n Geometry instancing for the win!\n
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February 08, 2006 11:06 PM
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\n\"Cypher19\"\n
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\n Memory virtualization for the win!\n
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February 09, 2006 09:07 AM
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\nGraphics cards with more VRAM for the win!\n
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February 09, 2006 04:59 PM
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\n LOL! Pipo DeClown for the win!\n
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February 09, 2006 06:01 PM
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Memory virtualization for the win!


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Graphics cards with more VRAM for the win!


Both??\r

DX10 is for the former, right?\n
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February 10, 2006 10:31 AM
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Quote:
Pipo DeClown for the win!
Only if the clown impresses me with an awesome debug tool thingy [grin]\r

Quote:
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Memory virtualization for the win!
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Graphics cards with more VRAM for the win!
Both??
Why not, in some respects they'd complement each other!\r

Quote:
DX10 is for the former, right?
Yup, Windows Vista views the GPU as a shared resource, thus you get shared/virtualized memory. Although, it is possible that large-VRAM cards might become a tidy speed up in the same way that adding regular RAM is now. I'd hope it's unlikely, but if a 128mb VRAM card ended up with lots of virtualization/swapping in and out of VRAM then replacing it with a 256/512mb VRAM card might make a big difference simply due to the reduced amount of paging...\r

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February 10, 2006 05:59 PM
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\n Are you using some kind of normal mapping there..? If so, how're\r
you calculating the tangent space?\r

It's nice to see your progress on this, keep it up :)\r

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February 13, 2006 07:42 PM
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\n\n \n [java] Webpage Javascript\n

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\n Started by \n\nLeeIsMe\n\n May 15, 2000 07:13 PM\n
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May 15, 2000 07:13 PM
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\n This isn't about games, but it is about my game programming web page.\n\nI 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? \n\n http://www.gamedev.net/hosted/3dgraphics/\n\nEdited by - LeeIsMe on 5/15/00 7:16:13 PM \n
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May 20, 2000 04:25 PM
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\n Sorry, 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
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May 20, 2000 10:05 PM
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\n I believe this can be accomplished with OnLoad function, but you will have to check on that =)
Basically, 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
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May 25, 2000 04:26 PM
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\n If 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.

War doesn't determine who is right, war determines who is left.\n
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May 25, 2000 06:04 PM
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\n I 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
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This topic is closed to new replies.

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\n Win32\n \n

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\nPublished November 02, 2006\n
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\n I 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.

I'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.

I'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++?

Right. 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.

Ahahahahahaha.


(several hours later)

Behold, my hand written Win32 application:



So far so good.
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\nPrevious Entry\nOrc released!\n
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\n\"Programmer16\"\n
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\n Ugh, 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.\r

Good luck!\n
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November 02, 2006 02:27 PM
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\n I'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.\r

Thinking 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
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November 02, 2006 02:56 PM
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\n ME 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!\r
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November 02, 2006 03:03 PM
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\n Moving 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.\r

As 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.\r

HTH! Good luck with Win32!\n
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November 02, 2006 03:09 PM
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Quote:
Original post by Programmer16
Moving 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.\r

As 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.\r

HTH! Good luck with Win32!


I 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.\r

Paul\r

[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
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November 02, 2006 03:35 PM
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\n\n \n OpenGL in C#?\n

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\n Started by \n\nCebu\n\n July 19, 2001 05:36 PM\n
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\n Hey 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.\n\n-Cebu \n
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\n Maybe 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.
Joe

HHSDrum@yahoo.com
Polarisoft Home Page\n
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\nMy HomepageSome shoot to kill, others shoot to mame. I say clear the chamber and let the lord decide. - Reno 911\n
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\n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThis is the future of video games? No wonder I&#39;ve been buying so many board games lately. - GDNet Lounge - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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\n\n \n This is the future of video games? No wonder I've been buying so many board games lately.\n

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\n Started by \n\nLuckless\n\n March 06, 2013 11:43 PM\n
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\n\n\"Luckless\"\n
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March 06, 2013 11:43 PM
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I 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.

I purchased the new SimCity game.

Things 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.

No 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.

So 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.

And 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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March 06, 2013 11:51 PM
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They've been having server problems. It is still launch day after all. \"blink.png\"

The game's forums they've been talking about two specific sets of issues:


First there were some rolling connectivity issues as the servers are updated with the patches. This started about three hours ago and should be done by now.

Second there are some rather common crashes in the game that can be resolved by video driver updates. Updating the drivers makes the crashes go away in almost every case. Make sure yours are current.


I played two of the betas and it was great. I also played it several hours last night without issue.

There is no single player mode that I could find. The game is entirely \"multiplayer\", although that doesn't quite describe it. Your city lives in a world with a bunch of others, I think it is 4-16 depending on the map. People in neighboring cities can sell you power and water and sewage space and recycling/junkyard space. Also people in neighboring cities can have their sims commute to your city for work, or yours can commute to other cities for vacationing/gambling, and so on. Also every player is somehow supposed to help build certain regional items, like a regional airport or a regional tourist trap. I haven't seen any of those complete yet.



As for it being the future of games, sadly the answer is yes, for major games.

For the projects I've worked on and the stats I have seen piracy is normally 90% to 95% for major titles. I have watched as my own work hit a 93% piracy rate on our server telemetry. Always-online requirements and SaaS are one of the best ways to combat piracy. For some reason people don't complain about it any more with Valve -- I've never been able to get Steam to allow me to play offline for any game. A few seconds on Google will find many complaints when Steam was introduced about its always-on requirements.\n
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March 07, 2013 12:00 AM
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\n Why is launch day an excuse? Weren't they testing the servers beforehand? Couldn't they do a progressive roll-out to make sure they had enough capacity? Couldn't they... not make a single-player game require a permanent connection to the internet in order to work? (Shocking idea, I know.)\n
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March 07, 2013 12:04 AM
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Couldn't they... not make a single-player game require a permanent connection to the internet in order to work?

That.

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March 07, 2013 12:10 AM
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They've been having server problems. It is still launch day after all. \"blink.png\"

Which is all well and good but this isn't a purely online game and while online is part of the experience the fact that you can set a region to 'private' implies single play is possible which brings up the question of why do you have to be connected to a server?

More to the point why does the game depend on the server when they clearly haven't setup enough resources to handle the demand? It's bad enough when an MMO does it but when a game which you CAN play on your own requires it and doesn't have the resources... seriously, what the hell?

The fact the people have been liking this to an MMO launch (wut?) and have been busy defending EA over it just shows they can and will get away with this.. I just hope everyone remembers their defence when a single player game requires a server connection and they can't play it because it needs to be online and because of the costs involved the publisher hasn't brought up enough hardware to deal with the demand.

As I said in my journal about this I'm willing to bet a sizable chunk of the EA apologists have also complained about the prospect of the next consoles requiring an always-on connection to play games...

Seriously, when people are saying 'wait a week for the demand to go down...' to justify things then something has gone VERY wrong somewhere.

On the upside it just means EA won't be getting yet more money off me (BF3, Deadspace 3, SimCiy to name but 3 games) as between the over pricing on Origin ('we are doing it for competition!'), their inability to learn from Valve (no pre-load, and apparently for this game the 'pre-load' is only part of it and it patches up several gigs once you launch!) and stupidity like this means I have no desire for this game either and it just makes me less likely to buy things in future.

The annoying thing is that when this all crashes and burns it won't be the people making these big calls that suffer, it'll be yet another studio being shuttered and people just trying to do a good job out on their ear... *sigh*

On the plus side the new Tomb Raider has been getting some good reviews so I think I'll pick that up next week instead...\n
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March 07, 2013 12:17 AM
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Yeah, I've lost count of the number of games that have shit me to tears on their launch day now.

Even going back as far as Half-Life 2 -- I bought the retail 5-CD copy, and it still took 5 hours to install thanks to Steam being hammered....

It's sad that this is the norm.

Oh, and all of Oceania apparently only has one Sim City server... balls.

Why is launch day an excuse?

I spoke to the people behind Battlefield 3's master server, and they seemed very proud of the fact that they didn't have any launch capacity issues, due to... you know... actually testing their software!

They wrote a fake user client that they could run from the Amazon cloud, so they could simulate the actual load caused by a thousand, a hundred thousand, a million users, all the way through development and find all the weak links. They'd also set themselves up so they could scale up or down capacity almost instantly.

You'd think giants like EA (who bought these people recently) and Acti-lizzard would be able to handle this...

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March 07, 2013 12:28 AM
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^ I agree with everyone except frob. And seriously OP, you didn't knew the new SimCity would require an always on connection and its a pure (more or less) multiplayer game?

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March 07, 2013 12:43 AM
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Even going back as far as Half-Life 2 -- I bought the retail 5-CD copy, and it still took 5 hours to install thanks to Steam being hammered....

Half-Life 2, while no less annoying I'm sure (I wouldn't know, I'm like one of 12 gamers in the world who don't like the HL series it seems \"biggrin.png\"), does get a semi-pass as it was 8 years ago and this kind of activation was very new.

The fact that 8 years on this is still happening however is laughable - heck if Valve released HL3 tomorrow and it had the same problems I'd be laying into them too... (as I'm apparently one of about 6 gamers in the world who doesn't think they are perfect and that the large ball of yellow in the sky shines out of their rear areas... ;))\n
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March 07, 2013 12:47 AM
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^ I agree with everyone except frob. And seriously OP, you didn't knew the new SimCity would require an always on connection and its a pure (more or less) multiplayer game?

I didn't know. In all the history of SimCity has it ever been online-always and mulitplayer? I mean sure it's a feature, but I'm surprised that the game itself is a MMO. WTH? It's always been a single-player experience. I don't think I'd rag on someone for assuming the thing.

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March 07, 2013 12:53 AM
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For some reason people don't complain about it any more with Valve -- I've never been able to get Steam to allow me to play offline for any game. A few seconds on Google will find many complaints when Steam was introduced about its always-on requirements.

I think people do complain about it, mostly those in internet poor countries, but the difference is that when a big game releases on Steam you have generally a) been able to pre-load 99% of the content already and b) don't end up with hours waiting to 'sign in' to get at the game itself.

Mix in crashes and no local saves (so if the remote server is down there is no way to save nor get at your saves!) and is it any surprise this is a problem?

The expectation is that when you PRE-ORDER a game that when that game goes live you can play, not sit in a queue for hours waiting to get on (anecdotal but I did read of someone who played for a bit, had to quit, came back a few minutes later and was greeted with 'servers are full; your wait time is X' where X was a few hundred minutes!).

If you want to make your game depend on servers then fine but you'd better test the shit out of it and not leave people hanging or that game will get panned and future sales of games by other teams! are likely to get hurt as well.

As noted I've already got issues with EA's software delivery system but releases like this just sour me even further. Why do I want to give them my cash when there is a good chance I won't be able to play the game? I'm sorry but if you want to charge me £45 for a game (most Steam game retail between £29.99 and £39.99, so that already puts your 'limited' (aka 'standard') edition over the odds price wise) then I'd better be able to get on from Day 1 - anything else is frankly inexcusable.

(I've done with with an MMO as well; pre-ordered Aion, played beta, game was released, couldn't get on AT ALL for 2 days, cancelled subscription right away and never went back to it.)\n
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\n\n \n What Lighting Technique is used here?\n

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\n Started by \n\njeffkingdev\n\n September 11, 2012 03:14 PM\n
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\n\n\n7\n comments, last by turch 12 years, 5 months ago\n \n\n\n
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\n\n\"jeffkingdev\"\n
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September 11, 2012 03:14 PM
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\n Can anyone please tell me what technique they might be using for this game:

http://oyster.ignimgs.com/ve3d/images/04/16/41627_TheHunter-InGame-11.jpg

It looks really good, but too good for just ambient + sun light. Does anyone think AO?

Thanks
Jeff.\n
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September 11, 2012 03:39 PM
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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.

The 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
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\n\n\"jeffkingdev\"\n
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September 11, 2012 03:45 PM
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\n Where do you see normal-maps?
How can you tell its HDR? Could the textures just be lighter?

Thanks
Jeff\n
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September 11, 2012 04:03 PM
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\n The tree trunks seem to be normal-mapped, and the deer seems to be as well.
On 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.

It 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.
If 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
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September 11, 2012 05:22 PM
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The tree trunks seem to be normal-mapped, and the deer seems to be as well.
On 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.

It 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.
If 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.


Really 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
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\n\n\"jeffkingdev\"\n
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September 11, 2012 07:38 PM
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\n Hodgman,

Thanks for the explanation. I guess HDR + bump = really nice scenes \":)\"

Thanks
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September 11, 2012 07:59 PM
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I guess HDR + bump = really nice scenes \"smile.png\"

An 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
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Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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September 12, 2012 10:52 AM
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\n yes, 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.
both 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.
if this is automatic, this could be 2 bands SH lighting, but in my opinion it is just manual.\n
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\n The 5th Lighting Model\n \n

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\nPublished November 20, 2005\n
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\n I got a new book yesterday... decided that Programming Vertex and Pixel Shaders by Wolfgang Engel just didn't cut it. I went for this one:



So 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]

Also, 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!

Ashikhmin-Shirley Reflection Model

This 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.



Beautiful isn't it [smile]

Inputs:
  • Ambient Colour
  • Light Properties
  • Viewer Position

  • World Matrix
  • Inverse Transpose World
  • World * View * Proj

  • Diffuse
  • Normal
  • Specular
  • ?X?Y Coefficients

    Vertex Data:
  • Position
  • Normal
  • Tangent
  • TexCoord

    And, as per usual, a nice Visio diagram:

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    \n\"Ysaneya\"\n
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    \n I really wonder how it'll look like.\r

    Things that are non-intuitive in that formula:\r
    - the constants (man, how do they find these constants ? For example the 28/23 at the beginning ? Why not 27/23 ? :) ).\r
    - the Normal dot View in the diffuse equation,\r
    - the use of tangent and binormal vectors in the specular equation (i've always used them to transform a vector from one coordinate space to another - never directly like that).\r
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    November 20, 2005 06:42 AM
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    \n thanks for the comment [smile]\r

    Quote:
    I really wonder how it'll look like.

    A couple of images I pulled out:\r

    There are some more in the research paper, but they're a little difficult to post!\r

    Quote:
    the constants (man, how do they find these constants ? For example the 28/23 at the beginning ? Why not 27/23 ? :) ).

    From what I've been reading, the physics of light-transport (etc..) is fairly well understood.. such that most of these BRDF's are just models on realistic data. Many of the research papers start with capturing real-world reflection/diffuse values and then plotting them in graphs. I suppose in some respects they could just be a form of data analysis.\r

    Quote:
    the use of tangent and binormal vectors in the specular equation (i've always used them to transform a vector from one coordinate space to another - never directly like that).

    The Ward model does the same as well... its a characteristic of anisotropic reflection it seems... \r

    The TBN coordinate space is then scaled by the Mx and My coefficients to describe what direction the specular highlights go...\n
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    \n\"rollo\"\n
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    \nrollo\n
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    \n ah damn, logged out. That was me anyway.\n
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    November 20, 2005 02:17 PM
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    \n\"jollyjeffers\"\n
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    Quote:
    mmm, that book looks good. I'v been pondering weather I should buy it, or the ShaderX3 book as a christmas present for myself.

    Yup, the book is definitely good. The problem I have with the ShaderX books (4 is out soon) is that there are, well, 4 of them... I own 3 of the Game Programming Gems series, and I like all 3 - but I realised that as useful as they are, I don't use each of them enough to justify their continual investment. Hence why I'm skeptical of the ShaderX series... I'll invest money now, but as soon as ShaderX 5...6...7... comes out, it's possible it's just not worth it [oh]\r

    Quote:
    I like to think of it as simulating in what directions there are grooves on the surface. Having equal alpha_x/alpha_y values means the surface behaves uniformly. Like clay for example. having them differ gives the impression that the material was created with tools (i.e a lathe)

    That has to be one of the better descriptions I've heard [smile]\r

    Cheers,\r
    Jack\n
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    November 20, 2005 04:29 PM
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    \n yeah, too bad books are so freakishly expensive. \"Advanced Lighting and Materials with Shaders\" costs roughly 45 USD in sweden and that is probably one of the cheaper graphics books I'v ever seen. Eberly's Game Engine Architecture was about 80 USD at the local bookstore in town (arrgh!). Most of these books are almost half price in the US :(\n
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    November 20, 2005 05:46 PM
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    \n Jollyjeffers, i think next equation isn't correct:\r
    Fresnel(f) = f + (1-f)x(1-(Normal.View))^5\r
    it may confuse somebody\r

    Fresnel(f) = Rs + (1-Rs)x(1-f)^5\r
    it would be more correct:)\r
    [equation (11) from http://www.cs.utah.edu/~michael/brdfs/simple.pdf]\r

    Anyway, thank you for article, it's cool.\n
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    October 19, 2006 04:47 PM
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    \n\n \n What to take?\n

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    \n Started by \n\nThe Peoples Champ\n\n January 04, 2000 08:52 PM\n
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    \n\n\n3\n comments, last by The Peoples Champ 25 years, 1 month ago\n \n\n\n
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    \n\n\"The\n
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    \n122\n
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    January 04, 2000 08:52 PM
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    \n I 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
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    \n122\n
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    January 05, 2000 10:32 AM
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    \n Most colleges have a set of required classes.
    For 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.

    We also have a BA(arts) in CIS. This is the ''less intense'' degree. Physics is maybe one class.

    For 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.

    Six \n
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    \n\n\"The\n
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    \n122\n
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    January 05, 2000 06:08 PM
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    \n Thanks, 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
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    \n\n\"C++\n
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    January 05, 2000 06:20 PM
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    \n I 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.




    C++ Rocks\n
    \n
    \n Visit http://members.xoom.com/ivanickgames\n
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    January 05, 2000 06:40 PM
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    \n
    \n Back to the original topic...
    __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?
    __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.
    __My question comes down to this then; will I get more about programming from one CompSci course or more from one Biz course?
    (Now that I''ve really got my one question screwed up, can anyone recommend a good OpenGL book, too?) \n
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    This topic is closed to new replies.

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    \n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n[Car physics] Force feedback and such enjoyment - Math and Physics - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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    \n\n \n [Car physics] Force feedback and such enjoyment\n

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    \n Started by \n\nbmarci\n\n December 18, 2013 12:22 PM\n
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    \n\n\n5\n comments, last by bmarci 11 years ago\n \n\n\n
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    \n\n\"bmarci\"\n
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    December 18, 2013 12:22 PM
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    Hi,

    I 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.

    Anyway, 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.

    Hopefuly some of you are also into this topic :)

    Here are some notices and questions that arose:

    - 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 :)

    But it feels there is no grip around the center. It builds up as I turn but not instantly.

    - 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?

    - 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?

    That's all I can remember now, and thanks for every help, ideas and opinions...ect.

    By the way, this is where I'm now:

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    \n\n\"lomateron\"\n
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    December 19, 2013 10:42 PM
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    this comment is not about physics but about controls

    I don't know why all racing games on PC do not support mouse for steering the wheel, it will be much more accurate than using the keys

    So you should add mouse support instead of keys and change that rare tradition

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    \n825\n
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    December 20, 2013 02:01 AM
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    I don't know why all racing games on PC do not support mouse for steering the wheel, it will be much more accurate than using the keys

    So you should add mouse support instead of keys and change that rare tradition

    Yes, the Racer does support mouse, and it's pretty weird, but it's only my opinion. :)

    The keyboard support is already there and works very nicely, even easier to control the car with keys, but the wheel is much more fun.

    I tried the mouse at the early stage, but it didn't work out.

    mixing keys and mouse might be an exciting idea :D

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    \n\n\"lomateron\"\n
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    December 20, 2013 02:05 AM
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    If you move the mouse to the left the wheel will rotate to the left and mantain that position,how can't that work?

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    January 14, 2014 12:12 PM
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    If you move the mouse to the left the wheel will rotate to the left and mantain that position,how can't that work?

    Obviously :)

    But, in case of mouse you don't have any physical feedback of the steering wheel's whereabout, and that becomes very annoying at high speed.

    Even with the FFB wheel, a few percent of dead zone is needed, otherwise the car will never go straight.

    I played around with the mouse steering for a couple of hours.

    I added some dead zone, damping and speed sensitivity, but still having problems with small \"correction\" steering at high speeds.

    Maybe those issues could be overcame in time, though.

    Anyway, it was an interesting idea (throttle/brake with keys and steer with mouse)

    But back to the original topic, any idea, anyone? Sim gurus, where are you?? :)

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    January 22, 2014 06:37 AM
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    Sorry to continue the off-topic -- the old version of the CarX demo used to have mouse as lomateron described, which I really enjoyed despite there being no feedback. The new version of the CarX demo tries to simulate feedback by moving the wheel in response to wheel forces, so you have to keep moving the mouse to 'fight' against it. Kinda-sorta works a bit, but I actually prefer their original implementation \"wink.png\"

    I'm not sure what's the cause of the \"going slalom\" wheel when driving straight -- I have also seen this effect in many sim games. I've never tried it in real life to see if it really occurs \"laugh.png\"

    I always thought it was a side-effect, caused by momentum in the steering wheel peripheral. That is, the game applies a force to the steering wheel to make it return to centre, but the wheel over-shoots past the centre point and begins to turn in the other direction. This makes the car begin to swerve in the game, and makes the game apply an opposite force to the wheel, making it shoot back in the other direction (and again shoot past the center and continue the swerving motions). As this happens, the car begins to lose grip, so the swerving gets worse and worse...

    I'm not at all sure about this hypothesis though.

    P.S. your project looks very impressive \"biggrin.png\"

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    \n\n\"bmarci\"\n
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    January 27, 2014 09:27 AM
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    I read somewhere, an old sim (maybe GPL) used some kind of force feedback prediction.

    Since the devices have some latency (10-20ms) it could be useful to set the future Mz instead of the current.

    used_mz = mz + ((mz - last_mz) * prediction_time) / dt; << or something similar :)

    I tried this in the weekend and didn't feel much difference. Still damping at the center, so more to the center the wheel gets the less the FFB is set to.

    An other idea is to damp the FFB depending on the turning direction instead of the position.

    Haven't tried it yet... I'llkeep you updated.

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    \n Started by \n\nSephiRok\n\n December 06, 2008 08:34 AM\n
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    \n\n\n\n\n\n\n\n\n\n" + }, + { + "url": "https://www.gamedev.net/blogs/entry/816164-sin/", + "domain": "gamedev.net", + "file_source": "part-00230-d9b45f53-efdc-4ae8-a3e4-b1d5d9e13869-c000", + "content": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSIN. - Unbreakable - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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    \n SIN.\n \n

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    posted in Unbreakable\n
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    \nPublished October 27, 2005\n
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    \n Well, 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.

    [sigh of relief]


    PS: SIN is a responder's acronym for Safety, Isolation, Notifications. [evil]
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    \n\"Texas\n
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    Quote:
    Original post by Benjamin Heath
    how to deal with such an incidentmeow. (Hold life safety above all else


    I found the meow!\r

    Hazmat stuff sounds interesting to me. Fun with chemicals!\n
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    October 27, 2005 05:10 PM
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    \n\n \n Should I Use GameMaker or go from Scratch?\n

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    \n Started by \n\nAsahane\n\n April 18, 2014 06:44 PM\n
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    \n\n\n5\n comments, last by DejaimeNeto 10 years, 9 months ago\n \n\n\n
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    \n\n\"Asahane\"\n
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    April 18, 2014 06:44 PM
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    \n

    So 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.

    First 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.

    So! My idea.

    Basically 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.

    Would it be easier to lay it out like the enviornments in the early FF games, with stationary camera? I suppose so, haha.

    The 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.

    This house will have 3 stories and various different rooms.

    Basically 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.

    I 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...

    Just 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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    \n\n\"jbadams\"\n
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    April 19, 2014 12:36 AM
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    \n Game Maker is really built around being excellent for 2d games. It does have some basic support for 3d, but it's a real weak point, and therefore probably isn't really suited to your idea.

    You could perhaps take a look at Unity instead, which is much more 3d-oriented. Unity can be programmed with C#, UnityScript (which is very similar to JavaScript), or Boo (similar to Python), or if you purchase the third party \"play maker\" add-on you can use a visual drag-and-drop style logic editor.\n
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    \n- Jason Astle-Adams\n

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    \n\n\"Sareefbadmaash\"\n
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    April 19, 2014 03:47 AM
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    \n Game Maker has limited 3D functionality. It is more focused on 2D. Try Unity, it suits your project.\n
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    \n\n\"DejaimeNeto\"\n
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    April 19, 2014 04:48 AM
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    You could also check Leadwerks (a viable alternative to unity, way cheaper, but not as portable).

    or check out the open-source Maratis3D before you marry buy a commercial engine.

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    \n\n\"DaBono\"\n
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    April 19, 2014 09:29 AM
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    You could also check Leadwerks (a viable alternative to unity, way cheaper, but not as portable).

    or check out the open-source Maratis3D before you marry buy a commercial engine.

    Unity3D has a free edition which is pretty functional, especially meant for those wanting to have a hobby project as the OP.

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    April 19, 2014 03:02 PM
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    You could also check Leadwerks (a viable alternative to unity, way cheaper, but not as portable).

    or check out the open-source Maratis3D before you marry buy a commercial engine.

    Not saying those engines are bad or anything, but both use C++ (though I see that Maratis also offers Lua scripting). The OP said that he's an artist and his only experience with programming is HTML. I don't think dunking himself into C++ is what he wants.

    BTW, it's off-topic but I'm a little curious: Leadwerks is a \"game engine for Linux and PC\", so why is there a Visual Studio screenshot in there? Do they mean PC as in Windows PC?

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    \n\n\"DejaimeNeto\"\n
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    April 19, 2014 03:43 PM
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    PC as in Windows

    Yes, PC means windows in this case. It is an old term used by some veterans, dating back to when windows still ruled the world. Not really valid nowadays, but well...

    Look at this Warcraft3 expansion CD box (Yes, it is still sealed):

    http://s11.postimg.org/vavd93eib/2014_04_19_13_12_14.jpg

    We still see people referring to windows as PC today, but it is not nearly as common as it was ten years ago.

    btw, Leadwerks and Maratis, both, offer Lua. And I don't think it gets any easier than Lua aside from logic blocks visual programming.

    But, considering it, there is also Unreal Engine 4, that offers some sort of visual programming (Blueprints).

    Unity3D has a free edition which is pretty functional, especially meant for those wanting to have a hobby project as the OP.

    Unity's free version is actually very limited. It cuts out several optimizations such as LOD (what imo is pretty basic), you can't play videos nor create a dynamic navmesh (your bots will look pretty dumb unless you limit your game to fit this). And, in the end, it is not free, since you'd pay with a free advertisement, where you could add paid ads from google, for example.

    Is Unity good? Well, I personally like Unity and always recommend it.

    But is Unity free viable? I personally would get a pro license for any full fledged games, save showcases and prototypes.

    In my view, Unity free is basically a learning tool, that you use to crash into the engine and learn how to use it, before you buy the pro version; not meant to create and release commercial games.

    Also, for its price, Unity commercial license is certainly a good option. Can't even imagine how many man-hours were spent on creating it.

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    \n\n \n How do I create shader files?\n

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    \n Started by \n\nMedo Mex\n\n April 14, 2013 09:38 PM\n
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    \n\n\n1\n comment, last by Muzzy A 11 years, 10 months ago\n \n\n\n
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    \n\n\"Medo\n
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    April 14, 2013 09:38 PM
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    I'm getting started with Vertex Shader and Pixel Shader.

    How do I create shader files?

    Should I write shader files myself or should I use a software for generating shader files?

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    \n\n\"george7378\"\n
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    April 14, 2013 10:22 PM
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    They 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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    \n\n\"Muzzy\n
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    April 15, 2013 10:55 PM
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    'FX Composer' is useful for helping with making sure your shader code compiles and gives you a preview of what your shader will do.

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    This topic is closed to new replies.

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    Reticulating splines

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    \n\n \n What OpenGL book do you recommend for experts?\n

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    \n Started by \n\nHodgman\n\n May 21, 2014 12:35 AM\n
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    \n\n\n6\n comments, last by TheChubu 10 years, 8 months ago\n \n\n\n
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    May 21, 2014 12:35 AM
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    In the same vein as this post: http://www.gamedev.net/topic/656791-what-good-opengl-book-do-you-recommend-for-beginners/

    Except I'm looking for a GL book for someone who already knows how to use a dozen other graphics APIs, and just wants:

    • a good way to translate their knowledge of other APIs to OpenGL's worldview,
    • a good reference for GL features,
    • and a guide for how to find the \"fast path\" in the GL quagmire.

    At the moment I'm thinking of getting these:

    OpenGL Insights

    OpenGL Programming Guide

    Something like MJP and JasonZ's D3D book (\"Practical Rendering & Computation with Direct3D11\") would be nice \"biggrin.png\"

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    May 21, 2014 01:23 AM
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    I found Insights to be supremely useful -- you probably already know how closely Riccio follows the state of the industry with regards to OpenGL. Of course the big problem is that any book with too many concrete recommendations is likely doomed, given the quicksand shifting of drivers, implementations, and specs in current day GL. There's too much space for stale information.

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    \nSlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.\n
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    \n\n\"_the_phantom_\"\n
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    May 21, 2014 08:57 AM
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    \n I've found the OpenGL Super Bible to be useful in bring myself back up speed with OGL too.

    (Insights is also on my 'to read' list having already spun over the Red Book in order to get a view of the 4.3 API world).\n
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    May 21, 2014 10:12 AM
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    Another tip is to do a GL Intercept log of what the latest id Software engine does, because they're going to be the paths that vendors will be optimizing around.

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    Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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    \n\n\"bioglaze\"\n
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    May 21, 2014 04:11 PM
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    Another tip is to do a GL Intercept log of what the latest id Software engine does, because they're going to be the paths that vendors will be optimizing around.

    I'd replace \"id Software\" with \"Unreal Engine\" but the advice is fine.

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    Aether3D Game Engine: https://github.com/bioglaze/aether3d

    Blog: http://twiren.kapsi.fi/blog.html

    Control

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    Another tip is to do a GL Intercept log of what the latest id Software engine does, because they're going to be the paths that vendors will be optimizing around.

    I'd replace \"id Software\" with \"Unreal Engine\" but the advice is fine.

    Depends.

    On Windows the Unreal engine is still D3D, isn't it? And that's exactly the combination of platforms where 95% of your OpenGL driver problems are going to be coming from. So since id Software and the last major users of OpenGL on Windows (at least so far as games are concerned) then their engines are the ones that vendors will be making sure work.

    For other OSs where OpenGL is the only option I'd say something like Unity may be a better bet, but unless you're certain that you're going to have a significant number of users on those OSs you'll probably be focussing on Windows.

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    Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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    \n\n\"JohnnyCode\"\n
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    May 26, 2014 02:44 PM
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    ATI (AMD?) Render Monkey is a software that has gl/dx version of every shader and workspace, it comes with SDK as well. I would also read OpenGL ES specification compared to OpenGL to spot what is native and apreciated for Khronos philosophies. Besides that, I would compare GLSL versioning (wiki is rich on that particulary).

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    \n\n\"TheChubu\"\n
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    You should really start with OpenGL 3+ since OpenGL 2 is old, fixed function pipeline is old and.... Wait, wait, *looks at title* Oops, wrong thread.

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    \"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ\"

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    My journals: dustArtemis ECS framework and Making a Terrain Generator

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    \n\n \n DirectX 12 Effect on the Game Development Industry\n

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    \n Started by \n\n3Ddreamer\n\n April 02, 2014 07:03 AM\n
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    \n\n\n45\n comments, last by _the_phantom_ 10 years, 9 months ago\n \n\n\n
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    \n\n\"3Ddreamer\"\n
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    April 02, 2014 07:03 AM
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    Hi,

    Any thoughts on how the coming DirectX 12 outroll will impact the industry in general and also certain segments of the market?

    For 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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    \n

    Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

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    by Clinton, 3Ddreamer

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    April 02, 2014 07:25 AM
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    In the near term the effect is approximately nothing.

    It is not released. The official stance is that it is tied to the Windows SDK, and the next update is Windows 9.

    Unless Microsoft decides to change their prior stance and push out an update to Windows 7, or decide to break out back out from the Windows SDK and back into a separate library, it will have very little effect on everyday games until something happens that drives people to migrate from Windows 7 to Windows 9.

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    \n\n\"Stainless\"\n
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    April 02, 2014 08:01 AM
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    Also the focus of the industry is blurred right now.

    You will have many more people having high level meetings about what devices to support, will they spend resources on a steambox version, how many Android versions will they put out, that sort of thing. DX12 will be mostly ignored until it starts causing problems.

    DX12 is not something I personally will be looking at, couldn't care less about it.

    But then I have refused to use windows 8, so I am not the best litmus test \"smile.png\"

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    April 02, 2014 12:35 PM
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    i'm focussed on windows development, and i couldn't care less RIGHT NOW about dx12. because, it's 1.5 years away for general release. so essentially, it's a \"we'll see\" for me.

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    \n If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
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    My Page davepermen.net | My Music on Bandcamp and on Soundcloud

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    April 02, 2014 12:45 PM
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    Depends.

    If it's available on Windows 7 - happy days.

    If it has feature levels allowing it to run on downlevel hardware - happy days.

    If Microsoft hit those two sweet spots with it, allowing it to be usable by most people on day 1, then it will be successful. Remember: this is what they did with DirectX11 (it ran on Vista and had feature levels) so there is precedent. Hopefully they're aware that if they want this to be successful they'll have to modify some of their current attitudes.

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    Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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    \n Win7 support is critical; while it might be sometime away once we get there Win7 is likely to have a huge market share still so not supporting it would be a problem.

    Really what it needs to be is DX11 features with a new front end; so even if Win7 only get DX11 features, Win8 the 11.1/2 and Win9 more still at least the common API set will be there.

    What I'm hoping for most of all is that it'll prove the concept will work, there are good games and it finally forces the OpenGL ARB to get their head out of the instance-all-the-things sand and embrace this way of working.\n
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    April 02, 2014 06:38 PM
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    DX12 doesn't seem to introduce new features, just a leaner API. A leaner API optimizes performance (primarily with respect to CPU usage) but it's also a pain in the ass to code for. Look at the Mantle slides for a glimpse of that. Plus there's a risk that MS will screw us on OS support, as phantom mentioned. My take is that it will be an advertising point for AAA games but have very little impact on the industry otherwise.

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    \nSlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.\n
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    April 02, 2014 06:40 PM
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    it finally forces the OpenGL ARB to get their head out of the instance-all-the-things sand and embrace this way of working.

    Based on the latest stuff out of the GL camp, they're staying the course. Their approach appears to be focused around GPU driven rendering (MultiDrawIndirect) and bindless/sparse arrays. That plus a few other toys like persistent mapping/fences, buffer storage, and gl_DrawID. The slides actually admit that DrawID doesn't work properly everywhere.

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    \nSlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.\n
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    \n\n\"_the_phantom_\"\n
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    April 02, 2014 08:24 PM
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    \n Yeah, that's why I'm hoping something like this might shake them up a bit; if Mantle and DX12 can do enough that OpenGL suddenly becomes the bottleneck maybe, just maybe, it'll force something to happen.

    Those GL slides are just amusingly because right now it's not so much 'approaching zero driver overhead' as 'NV best practises' until AMD get up to speed (no one really expects Intel to work correctly after all), which in a way makes their persistence on this all the more disappointing as it's only half the solution and not even half everyone can do anyway :|\n
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    \n\n\"TheChubu\"\n
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    April 02, 2014 11:06 PM
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    With the \"Approaching Zero Driver Overhead\" talk I thought they'd make an announcement along the lines of \"And now all these extensions will be supported in Intel, nVidia and AMD!\" but it didn't happened lol

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    \"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ\"

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    My journals: dustArtemis ECS framework and Making a Terrain Generator

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    This topic is closed to new replies.

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    Reticulating splines

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    \n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncompute bounds on total value (intersecting plane with box in N dimensions) - Math and Physics - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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    \n\n \n compute bounds on total value (intersecting plane with box in N dimensions)\n

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    \n Started by \n\nluca-deltodesco\n\n January 31, 2012 02:50 PM\n
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    \n\n\n1\n comment, last by luca-deltodesco 13 years ago\n \n\n\n
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    \n\n\"luca-deltodesco\"\n
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    \n638\n
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    January 31, 2012 02:50 PM
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    \n (NOT homework, don't worry)

    We have a number payments of which we don't know the exact value.
    And 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.

    How can we compute the bounds on the total sum of payments?

    For instance say that we know:

    there are 4 payments in the range 0 <= x < 5
    and 2 payments in the range 5 <= x < 20
    and 2 payments in the range 20 <= x < 100

    and that the payments in the range 0 <= x < 5 provide 10.7% of the total
    payments in the range 5 <= x < 20 provide 27.7% of the total
    and payments in the range 20 <= x < 100 provide 61.6% of the total

    I 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:

    0 <= X < 20
    10 <= Y < 40
    40 <= Z < 200

    and that X = 0.107(X+Y+Z), Y = 0.277(X+Y+Z), Z = 0.616(X+Y+Z)

    and we want to compute the upper and lower bounds of X+Y+Z.

    It seems to me that the 3 equalities define a plane like:
    (1/0.107 - 3)X + (1/0.277 - 3)Y + (1/0.616 - 3)Z = 0

    and 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.

    This would extend to any number of ranges in increasing dimensions, my only issue now is actually going about implementing this.\n
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    January 31, 2012 04:06 PM
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    \n Looks 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
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    \n\n\"luca-deltodesco\"\n
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    January 31, 2012 04:17 PM
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    \n Ahah, I hadn't thought of it that way. Guess I was stuck in my geometrical interpretation.

    Thank you \":)\"\n
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    This topic is closed to new replies.

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    Reticulating splines

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    \n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nrotation around left,up vector messed up (C++,openGL) - Math and Physics - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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    \n\n \n rotation around left,up vector messed up (C++,openGL)\n

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    \n Started by \n\ngarrus\n\n February 17, 2013 07:12 PM\n
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    \n\n\n-1\n comments, last by garrus 11 years, 11 months ago\n \n\n\n
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    \n\n\"garrus\"\n
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    \n113\n
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    February 17, 2013 07:12 PM
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    Hello.

    I am implementing rotation around the up,left vectors of an object in the following way, which for some reason works only individually.
    That is, i can rotate perfectly fine around up but after that, if i try rotation around left everything gets messed up.

    Same if i rotate around left vector,and then try rotating around up.

    Could you tell me if the following general method is correct?

    vectors up,left,forward, float arrays with x,y,z components.

    For example, if i want to rotate at an angle ANG, around UP (turn left/right).

    1. I get the angles of the UP vector from XZ plane and the YZ plane.

    Rotating the UP with these angles around the proper axes would align it with the Z axis.

    2. I perform these rotations to all the vectors except UP.

    3. I perfom the desired rotation with ANG, around Z.

    4. I perform the opposite rotations in (2) (again,all vectors but UP),so only the desired rotation \"remains\".

    I could just use glRotate to visualize the rotations, but i want the forward,etc vectors as information to where the object is looking at.

    Thanks in advance.

    (this forum looks awesome \"smile.png\")

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    \n Hey everyone, its been awhile.

    Well, 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!!!!

    We'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.

    The Menu System
    The 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.

    Explosions
    Alot 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]!!!!!!

    Mission Parameters
    We 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.

    4 Levels of Destruction
    A 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.



    It'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].

    The Bad News
    Of 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.

    New Controls
    We 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:

    CONTROL: Fires Secondary Weapons
    SHIFT: Switches flight modes
    SPACE: Fires Guns

    It'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).

    A Screenie Album from the update
    Here are some shots from the latest stable build I have:

    Cool Title Screen


    The Demo's Main Menu


    The First Mission Briefing


    Blowing Up Huts (Cool Explosion)


    Crashing into the Ground


    About to get impaled by a SAM


    The Screen I've Seen Too Often Lately


    Well, 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!!!


    Angels 20 Feature WorkList
    -An Actual Front-End Menu
    -A Map of the Level on the HUD
    -Good MIG AI
    -Destructable Tiles
    -A checklist of enemies on the level
    -Repair Trucks that actually have to stop to repair stuff
    -Ground Vehicles that can shoot at you
    -More weapons (ie. Napalm, Cluster Bombs, etc)
    -Fully Automatic Gun
    -Forward Supply Bases
    -More mission parameters (ie. timelimits , targets , etc)
    -Random HUD Stuff
    -Improved Level Editor
    (Almost Done!!!!)

    Dont Forget To Try Out The Newest Version Of Angels 20


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    \n 0 likes\n 4 comments\n
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    Comments

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    \n\"Monkeyget\"\n
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    \n Wow those updates look incredible!\r
    However, how do you know when a building is destroyed? On the screenshot with the 4 states of a building i'd think the building is destroyed when at the second state.\n
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    August 31, 2005 03:10 AM
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    \n\"Jnz86\"\n
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    \nJnz86\n
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    \n Wow, explosion effect looks nice! :)\n
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    August 31, 2005 06:42 AM
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    \n\"Prinz\n
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    \n
    Monkeyget, I'm pretty sure that the game 'sees' the tile as being destroyed after the first level, so if we put in a \"destroy the headquarters\" mission you would only have to bomb the headquarters tile to it's first destroyed state in order to complete the mission\r

    Jnz86, Thanks for your kind words on my artwork, although in-game Thomas still has the animation running backwards... \r

    -Mark the artist\n
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    August 31, 2005 08:15 AM
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    \n\"Sir\n
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    \n Thanks for the kind words guys!\r

    @Monkey: Eugn is right, the tiles are labeled as destroyed after they drop from their 'OK' state down to a lower one, the addiional damage states are just there to look pretty[grin].\r

    @jnz86: Yeah, its pretty cool looking in motion, Thanks!\n
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    August 31, 2005 08:29 AM
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    Robot University -- a 2D DirectX Puzzle

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    \n\"Profile\"\n
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    \npuz\n
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    Massachusetts
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    \n Developing a 2D puzzle game in DirectX.\n
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    December 24, 2015
    \n
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    \n\"Graph\n
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    \n

    Day 13, 14
    Wrote section that generates the maze

    Day 15, 16, 17, 18
    Wrote section that finds solution

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    December 18, 2015
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    \n\"Graph\n
    \n\n
    \n
    \n

    Day 10
    Made the program assign numbers to all cells
    and write edge numbers into cells.

    Days 11, 12
    Made the program find connections between cells.

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    December 13, 2015
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    \n\"Graph\n
    \n\n
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    \n

    Day 8
    Made the program assign numbers to all vertices.

    Day 9
    Made the program assign numbers to all edges.

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    December 11, 2015
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    \n\"Graph\n
    \n\n
    \n
    \n

    It'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.

    Day 1
    To …

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    September 16, 2014
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    \n\"Hexadecagon\n
    \n\n
    \n
    \n \n[font=arial]Day 10[/font]

    In 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:

    http://members.gamedev.net/puz/88maze101.z…\n
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    September 10, 2014
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    \n\"Hexadecagon\n
    \n\n
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    \n \n[font=arial]Day 9[/font]

    In 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
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    September 06, 2014
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    \n\"Hexadecagon\n
    \n\n
    \n
    \n \n[font=arial]Day 8[/font]

    I 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.

    Figure…\n
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    \n\"puz\"\n
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    August 28, 2014
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    \n\"Hexadecagon\n
    \n\n
    \n
    \n \nDay 7

    Today I mixed GDI+ with MFC so that I can antialias my lines. Here are the before and after pictures:



    I see an improvement in quality. I probably should revisit my old mazes and add antialiasing. Like this one.\n\n
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    August 27, 2014
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    \n\"Hexadecagon\n
    \n\n
    \n
    \n \nDay 6

    I didn't do any programming.\n\n
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    August 26, 2014
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    \n\"Hexadecagon\n
    \n\n
    \n
    \n \nDay 5

    I decided to make the center of the hexadecagons prohibited regions. The result is Figure (13).




    The 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\n
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    \n\n \n Where can I get sound effects?\n

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    \n
    \n Started by \n\nNMTIV\n\n March 22, 2017 10:38 PM\n
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    \n\n\n4\n comments, last by Norman Barrows 7 years, 10 months ago\n \n\n\n
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    \n101\n
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    March 22, 2017 10:38 PM
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    What are some good places to get sound effects and what to avoid?

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    \n\n\"Khatharr\"\n
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    March 23, 2017 02:08 AM
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    Pay attention to the license requirements on each item.

    You 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
    \n
    \n void hurrrrrrrr() {__asm sub [ebp+4],5;}

    There are ten kinds of people in this world: those who understand binary and those who don't.\n
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    You can also make your own on http://sfbgames.com/chiptone/

    You can even save (\"save setup\") to work with it later.

    =]

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    March 23, 2017 11:15 AM
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    http://soundimage.org/

    This guy has some good sound fx but doesn't have a lot of them since he mainly composes music.

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    March 24, 2017 12:14 PM
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    It 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.

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    \n\n\"Norman\n
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    March 24, 2017 04:05 PM
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    \n
    \n Sound Ideas
    From Wikipedia, the free encyclopedia
    Sound Ideas is the repository of one of the largest commercially available sound effects libraries in the world.

    https://www.sound-ideas.com/

    on 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.

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    Norm Barrows

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    rocklandsoftware.net

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    PLAY CAVEMAN NOW!

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    This topic is closed to new replies.

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    \n\n \n Writing a cover letter/CV for a design position\n

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    \n Started by \n\nPlayfulPuppy\n\n February 14, 2010 12:00 AM\n
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    \n I'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
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    February 14, 2010 10:27 PM
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    Quote:
    Original post by PlayfulPuppy
    However when it comes to positions that are far more centered around a applicants personality.....

    Writers are hired for what they can do - write, just as programmers, artists or designers are.

    A non-standard resume/letter just tells me that the applicant either
    a. Hasn't bothered to find out how to write a resume/letter
    b. Feels that their resume is lacking and is attempting to distract from that

    It is basically a red flag and will make me look closely to see what it is they are trying to hide.

    Quote:
    ...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.

    and this would appear to be what he wants to distract attention from.
    He 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.

    In 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.

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    \n Dan Marchant - Business Development Consultant
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    \n\n \n raiding and inter-band rivalry in caveman simulator\n

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    \n Started by \n\nNorman Barrows\n\n April 02, 2013 08:18 PM\n
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    \n\n\"Norman\n
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    April 02, 2013 08:18 PM
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    Hi everyone!

    Time to implement raiding and interband rivalry in my caveman simulator.

    and i'm not sure what to do.

    i've done the research and figured out how it really worked, but i'm still not sure what to do.

    you'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.

    in 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.

    non-player bands are either friendly or hostile. friendlies only become hostile if you attack. hostiles never become friendly.

    if 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.

    taking of prisoners will be implemented. it was at one point already then turned off.

    hostile 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.

    this is whats in the game so far.

    i'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.

    any ideas?

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    Norm Barrows

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    Rockland Software Productions

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    PLAY CAVEMAN NOW!

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    April 03, 2013 02:36 AM
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    why no way for hostiles to become friendly? there should also be levels of relations, with giving of gifts(food, shelter, slaves) and performing actions(quests, attacking enemies, attacking allies) to increase the friendliness/hatred of the different bands.

    as well as actions that raise your relations with one band while reducing them for another: like raiding a known shelter of one band for the other band to take over.

    another thing going along the lines of tribes and nations having power struggles between different bands within the tribe/nation with inter tribe rivalries and alliances.

    each band should have their own motivations, beyond survival. and give quests based on those motivations.

    maybe you encounter a band that's main motivation is expansion and they are more likely to raid others to increase their area. or even grow hostile the more you expand in their direction.

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    April 03, 2013 03:37 AM
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    Yeah the first thing that jumped out at me was moneal's question: Why no ability to make enemy tribes friendly? If you need for there to always be some threat it would seem that animals could fill that role nicely. But if I'm playing a game where I'm encouraged not to kill but there are groups I can't even work to ally with I think I'm going to favor killing them just to get them out of the way.

    Have you thought of inter-clan rivalries being moderated by formalized tribal competitions? It might go well with a non-violent (or at least non-murder) angle. The vibe I get is sort of a Clan of the Cave Bear summer or winter Gathering where tribes could trade goods, test their mettle, duel and even settle grudges, steal wives, etc. It would give you a meta-game goal to reach for as you play I imagine (especially if you could lose tribe members peacefully or gain them). Maybe this level of diplomacy could evolve officially and become something like the Icelandic Althing, where the most powerful leaders would meet to officially settle disputes and dispense justice. I can see this having Civilization / Alpha Centauri gameplay where you try to not only thrive but become influential enough to control the caveman equivalent of the United Nations.

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    April 03, 2013 12:50 PM
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    While the concept appears original, I remember attending a seminar that glossed over a topic that you might feel relevant:

    The \"caveman theme\", although strong and largely unused, it also one of the less appealing as a PLAYER.

    The psychological reasoning behind this is that no one really wants to pretend they are an unevolved being (I'm really summarizing this here, but I suggest you have a look around).

    A number of games have initially started from caveman-like themes and somewhat stretched out a bit to avoid making this allusion in the end (Dwarf fortress for example is very early human development centric, but it suddenly makes sense when put in the context of dwarves).

    I'm not saying you should avoid using this theme, as I said earlier, I find it particularly interesting/original, but if I can drop one single bit of advice, I would definitely not play the immersion card here. The fact you get to manage a clan for example distanciate you from this and this is a good point. Perhaps it can help you make further decisions in that trend.

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    \n\n\"Norman\n
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    April 03, 2013 11:43 PM
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    why no way for hostiles to become friendly? there should also be levels of relations, with giving of gifts(food, shelter, slaves) and performing actions(quests, attacking enemies, attacking allies) to increase the friendliness/hatred of the different bands.

    yes, i'm thinking that simply having good guys and bad guys is too simplistic a model.

    really there should just be other cavemen, who can range from friendly to hostile.

    each band should have their own motivations, beyond survival. and give quests based on those motivations.

    maybe you encounter a band that's main motivation is expansion and they are more likely to raid others to increase their area. or even grow hostile the more you expand in their direction.

    hmm... thats an interesting one. thats taking it to another level. similar to the politics engine which drove campaign generators, which in turn drove mission generators in my star trek flight sim.

    we've had this whole backstory thing and stringing quests together realistically plaguing the design of the quest gen for the game

    http://www.gamedev.net/topic/638940-types-of-quests/

    motivations might be the missing link.

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    \"Building PC games since 1989\"

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    PLAY CAVEMAN NOW!

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    April 03, 2013 11:52 PM
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    Have you thought of inter-clan rivalries being moderated by formalized tribal competitions? It might go well with a non-violent (or at least non-murder) angle. The vibe I get is sort of a Clan of the Cave Bear summer or winter Gathering where tribes could trade goods, test their mettle, duel and even settle grudges, steal wives, etc.

    yes, i've been leaning in this direction. perhaps not on a multi-band scale, but the same idea when two bands gather together.

    I can see this having Civilization / Alpha Centauri gameplay where you try to not only thrive but become influential enough to control the caveman equivalent of the United Nations.

    LOL i love that one!

    your mentioning of the Althing is right on the money. the caveman version would just be on a smaller and more primitive scale.

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    Norm Barrows

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    Rockland Software Productions

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    PLAY CAVEMAN NOW!

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    April 03, 2013 11:57 PM
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    this topic has actually spread to three related threads.

    here are the other two...

    http://www.gamedev.net/topic/641211-rpg-whats-left-once-youre-high-level/

    http://www.gamedev.net/topic/638940-types-of-quests/

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    Norm Barrows

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    Rockland Software Productions

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    \"Building PC games since 1989\"

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    PLAY CAVEMAN NOW!

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    April 04, 2013 12:10 AM
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    I'm not saying you should avoid using this theme, as I said earlier, I find it particularly interesting/original, but if I can drop one single bit of advice, I would definitely not play the immersion card here. The fact you get to manage a clan for example distanciate you from this and this is a good point. Perhaps it can help you make further decisions in that trend.

    this is a little different from you typical \"caveman\" game.

    this is what it was REALLY like.

    you're not a \"caveman\", you're a fully developed homo sapien, just like you and me.

    you are the baddest mo fo to ever come down the evolutionary pike, and are destined to rule the planet, exterminating countless other species in the process (50 of which i model).

    it started as a D&D type game in a paleolithic setting. it has since evolved into a VR paleo-world. this version is pretty much 100% realistic and authentic, all backed up by scientific evidence. over 3 major versions i've spent about 6 years on the game, almost two of which was nothing but research (when was the net invented? and stuff like that).

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    Norm Barrows

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    PLAY CAVEMAN NOW!

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    April 05, 2013 08:19 PM
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    To somewhat resound the sentiments of the previous posts, this seems rather simple in concept to solve.

    Everything that you are at a basic level outlining currently has been exhaustively explored in many simulator games in the past.

    For my two-cents, I would actually suggest looking at the Total War or Romance of the Three Kingdoms series', as the political war and social war involved was well done and is conceptually sounding close to the atmosphere of tension that you are looking for to create - instead of simply that of civilization which is not intense on every moment of political and warfare progression due to its interest in working a very long \"evolutionary\" track, rather than a localized period of simulation.

    Because of that, I suggest these two period simulators which focus primarily on war and political alliances.

    I also agree with moneal regarding the oddity of not being able to become friends with enemies; that is a rather crucial human behavior of societies.

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    I used to be Griffin_Kemp, but I lost all account information and decided to go with my more common username: TheStumps.

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    \n\n\"Norman\n
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    Because of that, I suggest these two period simulators which focus primarily on war and political alliances.

    hmm, the high level game in total war. yes an excellent politics war game. I'm a big fan of the series myself. I'll have to take a closer look at that.

    I also agree with moneal regarding the oddity of not being able to become friends with enemies; that is a rather crucial human behavior of societies.

    I've already started changing this, which has let to the questions:

    when should a neutral become hostile?
    when should a hostile become neutral?
    now instead of friendlies and hostiles, 90% are neutrals (friendlies were already basically neutrals), and 10% are hostiles (bushwhackers). there are also plans to add thieves and slavers. bushwhackers try to kill you for your stuff. thieves just shake you down. slavers attack to subdue and attempt to capture you.
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    Norm Barrows

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    Rockland Software Productions

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    \"Building PC games since 1989\"

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    rocklandsoftware.net

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    PLAY CAVEMAN NOW!

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    http://rocklandsoftware.net/beta.php

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    Reticulating splines

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    \n\n\n\n\n\n\n\n\n\n" + }, + { + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGood habits for game development - General and Gameplay Programming - GameDev.net\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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    \n\n \n Good habits for game development\n

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    \n Started by \n\nbuumchakalaka\n\n January 02, 2013 09:59 PM\n
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    \n\n\n34\n comments, last by Serapth 12 years ago\n \n\n\n
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    \n\n\"buumchakalaka\"\n
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    January 02, 2013 09:59 PM
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    \n Hello!
    Im 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.

    One 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.
    So what I should consider about this point?
    And in general, what I should consider for become a better game developer and make better games?

    Thanks you for the help!!\n
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    January 03, 2013 03:52 AM
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    Try 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!)

    Don'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.

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    \n\n\"Servant\n
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    My personal and non-professional opinion:
    • Write clean code the first time through. Don't write messy code and promise yourself that you'll \"clean it up later\".
    • 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.
    • Counter tip: Don't be so obsessed with clean code that your project's progress stalls.
    • Avoid macroes, except when they make your code easier, safer, and cleaner.
    • Avoid globals, except when they make your code easier, safer, and cleaner.
    • Avoid gotos, except when they make your code easier, safer, and cleaner.
    • Avoid people that say macroes, globals, and gotos are perfectly fine.
    • Avoid people that say macroes, globals, and gotos are never allowed.
    • Listen to people that say macroes, globals, and gotos should be rarely* used, but who recognize exceptions. \"smile.png\"
    • Use RAII, Single Responsibility Principle, and other similar concepts.
    • Don't embed content into code - load content from file or something similar.
    • Create and use a consistent coding style for your code.
    • Use the C++11 smart pointers and std::make_shared(). (use Boost's versions if you can't use C++11)
    • Avoid calling 'new' and 'delete' yourself, except in the rare situations** where they are required.
    • Don't re-invent the wheel, unless it's a small wheel, isn't in the standard library, and won't take you long.
    • Make your code as self-documenting as possible, so it can be easily understood without comments.
    • Comment the code it anyway.
    • Finish the projects and features you start.
    • After you learn to finish the projects or you start, then learn to shoot the projects or features that need to die.
    • Worry about writing poor code. Aim for high quality code, or at least good code.
    • Don't worry about writing perfect code.
    • Really. Don't worry about writing perfect code.

    *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. =)

    **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.

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    Lots 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.

    For 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 :)

    Also, 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.

    And 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.

    Quality 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.

    Be 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.

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    i 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.

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    If 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.

    Apart 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.

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    Omae Wa Mou Shindeiru

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    January 03, 2013 11:28 AM
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    • 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.
    • 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.
    • 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.

    Regarding 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.

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    \n\n\"rpiller\"\n
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    I 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).

    - 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.

    - 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.

    - 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.

    - 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.

    - 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.

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    Source control. I cannot describe the peace of mind it brings.

    Design 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.

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    Previously \"Krohm\"

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    January 03, 2013 06:29 PM
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    One 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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    This topic is closed to new replies.

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    Reticulating splines

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    \n Well I've been working my ass off these last few weeks and sometimes it seems as if the game is still the same lol.

    I 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.

    There 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.

    After 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.

    I'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.

    I 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.

    Ah well...how do I show screenshots of multiplayer progress? Here's how [grin]

    //Yes...the vehicles are syncronized over the network.


    //After days of work, it finally works....it's a pain to debug network issues, especially if your server is 80 miles away *sigh*.


    The 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\".

    Lets 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.

    Once 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.

    You 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.

    The 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.

    I'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.

    Here are some more newer screenshots (sorry I don't think there is FSAA on these screenshots)

    //Eh....yeaaaaa


    //You can vote for whatever gameplay mode you want to play, majority rules....server breaks all ties, randomly.


    //Mmmmmmm radial menu


    //You can type your own text, or choose from predefined conversation using the radial menu.


    //Ah...a capture the flag mode. Staple of every multiplayer game, why should mine be any different?


    //Which way to the porn-festival??!?


    On 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].

    But 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.

    Also sorry for the lack of updates for those who are interested in the game, I assure you I'm still hard at work :-)

    - Dan
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    \nPrevious Entry\nRadial Menu + Gameplay ideas\n
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    Comments

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    \n\"Nit\"\n
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    \n Are 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
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    March 07, 2006 04:37 PM
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    \n Ah....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.\r

    RakNet uses only UDP....but they added a reliability layer on top...as well as a bunch of other features to make life easier.\r

    I'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.\r

    I'd highly recommend it to anyone making a multiplayer game. It's saved me A LOT of headaches.\r

    - Dan\n
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    March 07, 2006 05:03 PM
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    \n I 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
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    March 07, 2006 05:55 PM
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    \n Hey 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.\r
    What 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).\r
    Thanx.\n
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    March 08, 2006 03:37 AM
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    \n Ohhhh 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!\r

    Great job on the progress of the game! Everything is looking outstanding and I cant wait to get my hands on it!\r

    Take care\r
    -Dave\n
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    March 08, 2006 09:53 AM
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    \n Excelent update!\n
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    March 08, 2006 04:06 PM
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    \n\n \n Debating on which collection class to use for project\n

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    \n Started by \n\nNicholas Kong\n\n April 07, 2013 05:22 PM\n
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    \n\n\n4\n comments, last by LorenzoGatti 11 years, 10 months ago\n \n\n\n
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    \n\n\"Nicholas\n
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    April 07, 2013 05:22 PM
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    I have a project in Java that requires these features to be operated on one-variable polynomials

    1) Input a polynomial

    2) Print a polynomial

    3) Add two polynomials

    4) Subtract two polynomials

    5) Multiply two polynomials

    6) Find a derivative of a polynomial

    7) Evaluate a polynomial at a specific value

    My 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.

    I 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.

    I'm in a conundrum right now. I need advice.

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    April 07, 2013 10:24 PM
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    What advice? You already know the better choice, and why it's the better choice.

    (Not that it really matters which you use, obviously the exercise is not about performance and either would work equally well.)

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    \n\n\"ultramailman\"\n
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    April 08, 2013 12:04 AM
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    \n Does performance matter in this project? Will using one over the other give significant human observable performance penalties? If not, then it probably does not matter.\n
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    April 08, 2013 12:17 AM
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    I have a project in Java that requires these features to be operated on one-variable polynomials

    1) Input a polynomial
    2) Print a polynomial
    3) Add two polynomials
    4) Subtract two polynomials
    5) Multiply two polynomials
    6) Find a derivative of a polynomial
    7) Evaluate a polynomial at a specific value

    My 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.

    I 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.

    I'm in a conundrum right now. I need advice.

    Make small subsets of your project using both approaches and see which ones suit you best. As for the performance hit, unless your project has timing restrictions (which I doubt), it doesn't really matter.\n
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    \n\n\"Nicholas\n
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    April 08, 2013 12:29 AM
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    Thanks

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    \n\n\"LorenzoGatti\"\n
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    April 08, 2013 08:33 AM
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    \n You don't have to worry about multiple threads: first because it doesn't seem to be a requirement of your exercise, second because if the need arises you can define a Polynomial class and put synchronized {} blocks where you really need them. Hint: your polynomials are almost read-only.\n
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    Omae Wa Mou Shindeiru

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    This topic is closed to new replies.

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    Reticulating splines

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