Show Posts
|
|
Pages: [1] 2 3
|
|
1
|
Developer / Technical / Re: Game engine that supports a large world.
|
on: May 12, 2018, 07:21:10 AM
|
Regarding the mainstream engines like unity, Unreal, (...) I don't see why you couldn't implement a system like the one you are talking about. It all depends on the way you do it and you could bypass the low level physics and graphics stuff, focusing on the world generation and managing part. It is very likely that something similar was already done before.
Gnollrunner is right having concerns, because with single-precision you can have 8km of terrain until you find issues. Epic roadmap had a DoublePrecision for large world map on their future task, but it seems that they archived that feature: https://trello.com/c/wHS2AZMi/1042-link-to-the-new-public-roadmapSome says that probably is because of Physx that can handles only single-precision. I am not sure but it seems that even the CryEngine still did not implement double precision, even if it is one of they future feature. Star Citizen convert their CryEngine-upgraded custom engine to support 64-bit: https://www.gamersnexus.net/gg/2622-star-citizen-sean-tracy-64bit-engine-tech-edge-blendingSo I think you if you need to use a commercial engine you need to do some hack to support very large maps. Yeah you're right, the solution Tattomoosa refered looks interesting-
|
|
|
|
|
2
|
Player / Games / Does anyone still play LOTRO?
|
on: May 09, 2018, 09:56:49 AM
|
|
Hello guys,
Does anyone still play Lord of The Rings Online? I used to play it for some time ago and I really liked to wonder around the middle earth. I am thinking about giving it a shot again.
Cheers
|
|
|
|
|
3
|
Developer / Design / Re: Best key in keyboard to jump
|
on: May 08, 2018, 03:16:23 AM
|
I would go for the Space key. An other alternative would be the up key, if the game uses the direction keys for movement. I believe C is not a good option because it is really close to Z and X in most keyboards. This wouldn't make a difference with an experienced player, but in the beginning it might feel confusing and weird and keeping the new players is very important. Still there is nothing like play testing. Get a bunch of testers to try both key layouts and get their opinion. You can also enable every key layout option and see witch keys the player goes for. Good Luck! 
|
|
|
|
|
4
|
Developer / Technical / Re: Beautiful fails.
|
on: May 08, 2018, 03:05:35 AM
|
Using and modifying someone else's collision code to try and get myself to remember how it's done, I tried to create a platform-style runner engine a lá the autoscroll levels from The Smurfs Nightmare. I accidentally created a bulldozer as the player character instead.  Also please forgive the shit quality of the gif, I don't do gif recordings often  Lawn Mower Simulator?
|
|
|
|
|
5
|
Developer / Technical / Re: What are you programming RIGHT NOW?
|
on: May 08, 2018, 03:04:20 AM
|
I am starting with a small Vulkan renderer. My goal is to learn how the API works, improving my C++ skill and getting some cool stuff for my portfolio. I am still in try, explore, delete the code and redo phase.  .
|
|
|
|
|
6
|
Developer / Technical / Re: Game engine that supports a large world.
|
on: May 08, 2018, 02:58:38 AM
|
Regarding the mainstream engines like unity, Unreal, (...) I don't see why you couldn't implement a system like the one you are talking about. It all depends on the way you do it and you could bypass the low level physics and graphics stuff, focusing on the world generation and managing part. It is very likely that something similar was already done before. Check Spacial OS. This one is not quite an engine, but more of an OS. It's most likely overkill for what you want to achieve and I think it's more directed for massive online stuff. Good Luck! 
|
|
|
|
|
7
|
Developer / Technical / Re: Will LibGdx be my saviour?
|
on: December 27, 2017, 05:37:16 PM
|
|
I'm not familiar with JavaFX. Although, I've used libGDX and it works pretty well. At the end it always depends on how you implement stuff, but I think libGDX even has asset management using miltithreading and stuff like that.
Your rendering problem doesn't seem complex at all. When you mean merging, you refer in case of some tiles having transparency and letting through the one bellow? If you do, the graphics API should take care of that with depth and you are not using acceleration at all, or doing something wrong.
|
|
|
|
|
8
|
Developer / Technical / Re: Depth and Stencil Buffer
|
on: October 01, 2017, 12:33:55 PM
|
glStencilMask as it's definition says: "controls the writing of individual bits in the stencil planes", so this means that it would control the bits that are written to the stencil buffer when you run a stencil operation. You should know how bitmasks work. 0xFF means 1111 1111, that means that OpenGL could write to all 8 stencil bits. 0x00 means 0000 0000 that openGL wouldn't be able to write to any of the 8 stencil bits. You should only use mask 0x00 when you don't want to write to the stencil buffer. So if you want to use the Stencil Test to apply the clipping, you must keep with the 0xFF mask. I'm no pro explaining, but I hope I could help ^^. Good Luck Hi ALourenco, Thanks for the reply, i understand that mask. Should i always use glStencilMask(0xFF) after the glStencilFunc then? Well, since glStencilFunc will set in witch situation should it write to the stencil buffer, it would make sense to have glStencilMask(0xFF) in most situations yes. Although in some situation were you want to avoid stencil writing you can use glStencilMask(0x00).
|
|
|
|
|
9
|
Developer / Technical / Re: Depth and Stencil Buffer
|
on: September 30, 2017, 11:38:45 AM
|
glStencilMask as it's definition says: "controls the writing of individual bits in the stencil planes", so this means that it would control the bits that are written to the stencil buffer when you run a stencil operation. You should know how bitmasks work. 0xFF means 1111 1111, that means that OpenGL could write to all 8 stencil bits. 0x00 means 0000 0000 that openGL wouldn't be able to write to any of the 8 stencil bits. You should only use mask 0x00 when you don't want to write to the stencil buffer. So if you want to use the Stencil Test to apply the clipping, you must keep with the 0xFF mask. I'm no pro explaining, but I hope I could help ^^. Good Luck
|
|
|
|
|
13
|
Developer / Technical / Re: Numberlink Solver
|
on: December 21, 2013, 03:30:46 AM
|
|
I'm not asking for code, I'm asking if someone knows what the algorithm I can implement. I will implement it myself.
|
|
|
|
|
14
|
Developer / Technical / Numberlink Solver
|
on: December 19, 2013, 05:00:06 AM
|
Hey Guys My Semester final work is to programme a Numberlink puzzle solver. I would like to know if anyone of you know an algorithm that I can use to solve the puzzles. I already tried to calculate a path between two points like calculate A and then B without passing throw A. If this wasn't possible it would permute and calculate B first and then A. It solves many puzzles, but it doesn't solve them all. Some of them it says that it doesn't have any solution and others raise an error. Thanks for your atention. 
|
|
|
|
|
15
|
Developer / Technical / Re: Path Generator
|
on: November 17, 2013, 04:20:09 PM
|
|
de grid goes 5x5 to 7x7. But still it may be better to find a path, test it and then find another. I'm still trying to implement the algorithm.
|
|
|
|
|
18
|
Developer / Technical / Path Generator
|
on: November 13, 2013, 08:57:41 AM
|
Hello Guys, I need to make a game for college and I need a function that receives two positions (2D), a beginning and an end. That function has to return a list/array with every path's that can go between each positions. Can Anyone explain me an algorithm that can generate every possible paths that can go between two positions. Thanks 
|
|
|
|
|
20
|
Developer / Technical / 2D polygon collision
|
on: July 15, 2013, 04:07:10 AM
|
Hey, I already herd about simple collision detection systems but I would like to know how can I detect collision between two poligons that can have rotation or not? I herd something about the "Separating Axis Theorem" but I don't know how it works. Can anyone help me please? Thank you 
|
|
|
|
|