In response to Swizzle operator in C++ !
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101 Nov 12, 2013 at 22:10

I know this topic is older than mountains, but it still may help someone.

My own take on the topic is the CxxSwizzle library (https://github.com/gwiazdorrr/CxxSwizzle). I focused on maximal GLSL compatibility and it has been taken to the extent where where you can take most GLSL fragment shaders from either http://glsl.heroku.com or http://shadertoy.com and run them as C++, literally without any changes. Basically you can now debug shaders in IDE of your liking just like any other C++ code, including assertions, watches, conditional breakpoints and such. For instance, this is now valid C++ code (check the sample):

uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
//varying vec2 surfacePosition;

#define MAX_ITER 16
void main( void ) {
//vec2 p = surfacePosition*8.0;
vec2 uv = gl_FragCoord.xy / resolution.xy;
uv = uv * 4.0 - 2.0;
vec2 p = uv;

vec2 i = p;
float c = 2.0;
float inten = 1.0;

for (int n = 0; n < MAX_ITER; n++) {
float t = time * (1.0 - (1.0 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
c /= float(MAX_ITER);
float pulse = abs(sin(time*5.));
float pulse2 = pow(abs(sin(time*3.)),.25);
float pulse3 = pow(abs(sin(time*5.)),2.);
gl_FragColor = vec4(vec3(pow(c,1.5+pulse2/2.))*vec3(1.0+pulse2, 2.0-pulse2, 1.5+pulse3)*(1.+pulse2)/2., 1.0);

}


At the moment the underlying math implementation is naive, but due to component based structure of the code it should be a straightforward addition. The point of CxxSwizzle was to compile GLSL without any changes and it worked!

That said, compiling HLSL is also possible, but with minimal code changes (you just can’t replicate semantics).

In response to reply on Swizzle operator in C++ !
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101 Nov 12, 2013 at 22:05

I personally find GLM being too verbose and with a lot of code repetition, despite heavy macro usage.

Compared to GLM, CxxSwizzle (https://github.com/gwiazdorrr/CxxSwizzle) uses more modern C++ (I settled for C++11’s subset of MSVC 2010), to the benefit of greatly reduced codebase and no code repetition. For instance, there’s only one vector and matrix class (GLM has dozens).

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139 Nov 12, 2013 at 18:27

The title sounds interesting, but there’s no detail in there about what the talk is actually about, and I don’t have time to watch an hour-long video unless I’m pretty sure it’s going to be worth it. :) Have you watched it? What were your impressions?

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103 Nov 12, 2013 at 14:17

the problem with this is… whos really making it… you know? hes the fucking main guy, and the rest are all ignorant tossers, who dont deserve any ideas whatsoever.

In response to THE singularity invention
-1
103 Nov 12, 2013 at 14:16

troll!!! im offended by your foolish confidence! :)

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103 Nov 12, 2013 at 11:57

and its asexual reproduction, the most efficient kind, and you wonder why there even bothered to be male and female.

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103 Nov 12, 2013 at 11:54

oh the whole thing is just killing freaks that do no good for it. what you do is spawn 500 freaks, pick the best, then mutate that into 500 freaks, pick the best, and mutate that into 500 freaks, pick the best. and once youve done it for 500 generations,,, you call it a thought! :)

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117 Nov 12, 2013 at 11:13

I’ve tried to make things as clear as possible in the documentation, but people still seem to have odd notions on what SoLoud does.. I wonder what I’m doing wrong =)

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117 Nov 12, 2013 at 11:09

SoLoud’s WavStream streams waves and oggs from disk.. and when you play N instances of a single sound, it only uses one copy of the data in RAM.

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122 Nov 12, 2013 at 11:06

My problem with sites like yours is always the same.

I have bought meshes in the past, dropped them into my game, and they don’t animate, or they look like an explosion in a pinball factory, or the head is 50 meters to the left of the body.

This is fine when it’s an in house artist, you just beat them with a big stick and lock them in a dark room until they have fixed it. Spare the rod, spoil the GA I always say.

Different when it’s an out of house company. Often you end up with a mesh you just can’t use and money wasted.

Maybe it would be worthwhile doing a few videos of meshes on different platforms.

For example FBX and .X animating in an XNA application.

Animated mesh in blender

That sort of thing.

Just to prove the mesh will be usable should someone purchase it.

You could even do a Unity web player and mesh browser

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122 Nov 12, 2013 at 10:57

To make it really useful, could you include the ability to stream audio from storage as well.

The reason for this is that games have vast numbers of sound effects. Lego Batman 2 had a little over 2000.

You don’t want all of them in ram at the same time :>

Also much better to stream music than to load it all into memory at once.

LB2 also had a bad habit of loading the same sound effect into ram multiple times with slightly different parameters (replay rate, pitch, etc). This is for the occasions where you want multiple copies of the same sound effect almost at the same time. (for example when you scoop up a load of pins)

Would be nice to be able to play the same memory buffer with different parameters to do the same thing without having multiple copies in ram.

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103 Nov 12, 2013 at 05:47

more stuff on the conceptive sensory motor perceptron

you start off with basic effects, some negative, hated, some positive, loved… this must be in the perfect balance, to not create a loophole, cheesy success. the first step is developing shared order triggers, to get from a to b, once dictated the startings of. then it can develop itself, hopefully. then the next step is making it drawing similarities of others and itself, then it can learn from example… getting to here is scary if you get it.

you can develop more precise motor from the sense-motor history… and its as complex as its experience triggers. im guessing you can develop somewhat fuzzy pictures from the sense-motor history, also, would only make much sense once the experience triggers are in.

it couldnt really dream any good, until it was at least making similarities between itself and others, in the game… then it could be quite exciting. you know its got to work out who it is, in the game, if it was a 2d platformer, so does that sound impossible… or what!

a concept, up till now, is just a group of experience, which is invariently triggered from less experience, which is called the effect, the total group of experience that will be triggered, novel or in the history, is the cause…. its funny when i tell you the effect is the cause of the cause, but the way the cause is judged will change the effect, to be more appropriate, so it is the cause which dictates the effect. but once the effect is exact, then itll trigger the cause, from then onwards.

see, and im thinking these triggers, can be associated to novel images, so why cant i make something novel with them?!?!?!?

i sorta get either something pleasant for it, or with a twist, get something horrid for it… and hopefully something inbetween, for a gradual training scheme.

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103 Nov 12, 2013 at 04:05

i know, it started off as a way i could make a real video game, and then it just snowballed into this killer creature idea, and its absolutely notorious an idea/

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139 Nov 11, 2013 at 18:18

I saw your other post in the “replies” and “unread” tabs. Not sure why it didn’t bump the thread in the “newest” tab, though…

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103 Nov 11, 2013 at 02:05

Hey dimakoles. I use the Unity Engine to design all my games. Its user friendly and works well with java script and Blender.

Email: newdaydawningstudios@gmail.com

Bit Eater prototype, Unity game video: www.youtube.com/watch?v=BXK2bPpsXY0

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103 Nov 11, 2013 at 02:02

The endless, endless amount of coding. Testing, re-testing and coding some more.

1
103 Nov 11, 2013 at 01:56

Pic a category: Role-playing, puzzle, dodgem, etc… Find you target market. Make a game book of that game.

The best game ideas are simple. If the player can intuitively figure out what to do without you having to tell them then you know you have a great idea.

But When you have an idea, prototype it! Find a small test group and it its not fun for them, then remake, retest till you got it down.

Good luck dazin

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103 Nov 11, 2013 at 01:51

The future is a very scary space. Whats the term called for when Robots will become sentient and see us as “no longer needed”?

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103 Nov 11, 2013 at 01:46

Unity is an amazing tool! Do you have any images, video, info of the game yet?

Why was the French idea in Unity a pipe dream?

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103 Nov 11, 2013 at 01:43

Oh wow this looks insane! Great work dexsoft. Will the packs work in Unity?

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103 Nov 11, 2013 at 01:37

This looks great! I always like looking like a dragon in games.

How long did it take you to model and animate this character?

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103 Nov 11, 2013 at 01:35

Thanks for the insight dk. Just getting started in all this so your reply is the most informative reply I’ve gotten yet. :)

The goal of this project is to create a game that is simple and fun to play for all ages.

I’m using the unity engine to make it. The only controls so far are left and right. You play BOB the hero who loves to eat blue, green and yellow bits. Feed him and he’ll love you. Eating Red bits will give him a stomach ache resulting in death.

I’ve now added a life system in the game, as the previous prototype was found to be too easy in our testing group. If a blue bit hits the floor you loose a life. So the goal is to catch all the blue and dodge all the red.

I’ve created music to go with the game, as the games difficulty increase so does the music and background.

RIGHT NOW: I’m busy working on a reverse gravity (random event) that will switches controls and orientation of the player to further add more spice to the project.

Image and development overhaul images and videos coming soon.

1
117 Nov 09, 2013 at 13:42

New release, with lots and lots of changes, including..

• PortAudio, winmm, oss, wasapi, xaudio2 and openal back-ends
• Simplified cleanup - no separate cleanup functions per back-end
• Simple cross-platform thread support for back-ends that require it
• Filter interface revamped
• Echo, fft and biquad resonant (low/high/bandpass) filters
• Switched from ffft to a simpler (and slower) fft implementation
• wav/ogg files can be loaded from memory
• AudioInstance -> AudioSourceInstance rename
• SoLoud core split into a bunch of source files to keep things manageable
• Various changes aiming at multi-channel support; hardcoded stereo support removed
• Audio samples no longer interlaced to simplify filter processing
• Simplified init and wave loading by removing useless options or moving them to constants in soloud.h
• Mixing busses implemented
• Visualization via FFT or waveform supported, requires init flag to work
• Resampler interface and linear resampler
• Granularity of audio buffers fixed to a small value, configurable via soloud.h
• Reworked old and added more example applications
• Premake4 script for project files to generate static libraries
• Reorganized files for easier handling (single include directory, etc)
• Lots and lots and lots of bug fixes and mixer rewrites

as before, available at http://soloud-audio.com along with documentation in pdf, mobi, epub and html formats.

In response to reply on 3D Game Models
0
101 Nov 08, 2013 at 14:38

I just thought he had really bad gas. Don’t know much about horses, but it definitely looks like one.

1
103 Nov 07, 2013 at 08:26

I did aswell, But with the Unity Engine, It was Sort Of a Pipe Dream

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