• What are you working on?
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Hello guys! I haven't posted any progress on my engine in a while (I think) and thought I've come to a point where I could post another build! [t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/2016-05-01_12-36-29.jpg[/t] Now this isn't just for show, i'm more interested to see if my builds even run on other computers. If you encounter any sort of runtime error (aka [I]gcchatesusall.dll[/I] is not found) PM me so it doesn't clog up the thread and i'll update the dropbox link. I'm quite happy with what I have so far, the ability to handle large meshes and processing individual objects in a model and their materials is a pretty big addition (however it's pretty much a hack at the moment). Sadly they aren't represented as it's actual children in the engine (despite supporting transform parenting) because i've hit a pesky error and haven't bothered to find a workaround at the moment, you'll just have to deal with the absolute insane number of entries in the entity list. Another addition is the reimplementation of audio although it doesn't show up in the demo, i've switched from fmod to openal soft because i'm not sure how much I like being under fmod's closed license. Another change is shadows, although they look pretty fugly in the demo atm they now support transparent textures! It's actually kind of backwards since my pipeline actually doesn't support transparent textures by default, but i've been working on a transparency pass that hasn't been completed yet (you can enable it under effects options). Physics finally makes a comeback! I've been hesitant to try it again because of rotation issues but now that the engine operates in quanternions internally now it's semi-working again! You can kind of try it in the demo, however there is no collider visualizer and the best you'll probably get is a falling cube, but it's the thought that counts, right? One of my gripes right now is how I handle scenes, everything is created in the ugliest way possible (programmatically). I initially designed my map format/process akin to a more generic model-placement idea, but I realized that this isn't going to work with how my engine is structured. My ideal process would allow me to store component's variables efficiently without hardcoding it, but I think with C++ this isn't possible (because lack of reflection). If anyone has any ideas I would love to hear it. Some other small things include numerous bug fixes with the engine internals, and a switch over to deferred light volumes. Spot lights are actually a thing now, however since i've had no use for them so far they are broken and unused. Hope you guys enjoy and I would love feedback! [URL="https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/testgame3.zip"]Here is the download.[/URL] Edit: The controls to the camera are the arrow keys and use PGUP and PGDOWN to move up and down. Edit 2: I decided to revert my recent changes to the shadows, I tried to make the lighting not show in shadowed areas and my solution caused the shadows to lose their filtering and made some objects have flickering backs. Edit 3: Probably final reupload, I found a good balance for shadows and I reduced the default shadowmap size, howver this results in peterpanning around the edges (because of how the scene was constructed).
I get horrible artifacting, flickering and bad performance with the shadow pass on.
So I'm using a non-OO language and having performance problems due to repeatedly creating new local variables in deep loop-nests. I try making all of the local variable names into globals i.e. 'global a,b,c,...,y,z as integer' so that they stick, but this fucks up iterators when functions called by the loops use the same local variable names as their callers; it makes everything arbitrary and messy. So I rewrote all of the variable names everywhere C-style, based on their function's name e.g. 'reload_iter', 'reload_x', 'reload_y'. Now there's zero memory allocation after startup, everything is clean and self-contained, and it doesn't run like shit. :dance:
[QUOTE=thatbooisaspy;50237351]Hello guys! I haven't posted any progress on my engine in a while (I think) and thought I've come to a point where I could post another build! [/QUOTE] I can't stop sliding around the floor. [t]http://richardbamford.io/dmp/2016-05-01_20-02-48.jpg[/t]
[QUOTE=Map in a box;50237696]I get horrible artifacting, flickering and bad performance with the shadow pass on.[/QUOTE] Interesting, what video card do you have? [URL="https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/shadowtest.zip"]Here's a build[/URL] that logs if the shadow framebuffer is constructed correctly or not (right-click the console titlebar and use find to find the line "Shadow framebuffer is not complete!"), and shows the shadow depth texture on screen. As a side note, the flickering shadows on the cube is intentional, and check the shadow resolution and set it lower and see if that has a performance increase. [editline]1st May 2016[/editline] [QUOTE=Bambo.;50237981]I can't stop sliding around the floor. [t]http://richardbamford.io/dmp/2016-05-01_20-02-48.jpg[/t][/QUOTE] Forgot the mention sorry, that PGUP and PGDOWN you can move up and down.
I have started to play around with Vulkan, as part of an university assignment. I got to pick my own task, and Vulkan sounded interesting. (That was literally 4 days after the official API was released, on a second tought it might not have been a good decision) Anyway, about 1800 lines of code got me this: [IMG]http://dl.dropboxusercontent.com/u/7659139/sponge_2.png[/IMG]
Anyone understand self organizing maps and/or Kohonen networks for clustering?
[QUOTE=mojangsta;50237864]So I'm using a non-OO language and having performance problems due to repeatedly creating new local variables in deep loop-nests. I try making all of the local variable names into globals i.e. 'global a,b,c,...,y,z as integer' so that they stick, but this fucks up iterators when functions called by the loops use the same local variable names as their callers; it makes everything arbitrary and messy. So I rewrote all of the variable names everywhere C-style, based on their function's name e.g. 'reload_iter', 'reload_x', 'reload_y'. Now there's zero memory allocation after startup, everything is clean and self-contained, and it doesn't run like shit. :dance:[/QUOTE] Which language, specifically?
[QUOTE=thatbooisaspy;50237351] One of my gripes right now is how I handle scenes, everything is created in the ugliest way possible (programmatically). I initially designed my map format/process akin to a more generic model-placement idea, but I realized that this isn't going to work with how my engine is structured. My ideal process would allow me to store component's variables efficiently without hardcoding it, but I think with C++ this isn't possible (because lack of reflection). If anyone has any ideas I would love to hear it.[/QUOTE] Just serialize the components variables, I use [URL="http://uscilab.github.io/cereal/"]Cereal[/URL]. I don't know how your component system is set up but for mine it is as simple as: [CODE] struct IdentifierComponent : Component { int id; std::string name; // Tell Cereal to save the only the name template<class Archive> void serialize(Archive& archive) { archive(CEREAL_NVP(name)); } }; //... // Save the entities to an XML scene cereal::XMLOutputArchive oa(file); auto& entities = world()->getEntities(); for (Entity e : entities) { oa.setNextName("entity"); oa.startNode(); if (e.hasComponent<IdentifierComponent>()) { oa.setNextName("identifier"); oa.startNode(); // This will write all of the components data specified to be saved oa(e.getComponent<IdentifierComponent>()); oa.finishNode(); } // Do the rest of the components... oa.finishNode(); } [/CODE] That saves the data as XML but it can also do JSON and binary. To load the data back in is just as simple.
[QUOTE=tisseman890;50230042]I did some different testing with the css, and I can't seem to do it, because everything is in a table. :frown: I think I will leave it as is. I think it still works pretty good with the rotation[/QUOTE] First off, I'd like to say that I love the app. I haven't written much about it, but that's really just because I haven't had any criticism. Now, about this. Styling a table should be doable? It all depends on a few things. I'm not sure how you read the data, but if it's just directly, then the that specific table cell element (the first one in the table row) has the class "threadicon" which should be possible to style. If that doesn't help, then at least "#thread tr:first-child" should work, as that would select the first table cell (td) element of each row. [editline]1st May 2016[/editline] Or rather: [code] table#threads tr.threadbit td.threadicon { } table#threads tr.threadbit td.threadicon.alt { } [/code] Fill in the blanks.
[QUOTE=DoctorSalt;50238057]Anyone understand self organizing maps and/or Kohonen networks for clustering?[/QUOTE] It's iterative algorithm and it seems like it is physics based - it is cloth system made with some spring system.
[QUOTE=Tamschi;50238073]Which language, specifically?[/QUOTE] [url=http://store.steampowered.com/app/325180/]this[/url] flavor of BASIC.
I've been working on my first game part-time for the last year and a half, and I'm finally gearing up to take a shot at Steam Greenlight, so I figured I'd post some teaser screenshots: The game is called "Point of Departure", a 2-D action sidescroller with an emphasis on environment manipulation/destruction and randomized gameplay. [img_thumb]http://i.imgur.com/L9yyNax.jpg[/img_thumb] [img_thumb]http://i.imgur.com/R768xBO.jpg[/img_thumb] [img_thumb]http://i.imgur.com/5SA0erC.jpg[/img_thumb] [img_thumb]http://i.imgur.com/yIdp5LY.jpg[/img_thumb] [img_thumb]http://i.imgur.com/6gAVqQ6.jpg[/img_thumb] [img_thumb]http://i.imgur.com/pVs6A4y.jpg[/img_thumb] [img_thumb]http://i.imgur.com/pzrEGAi.jpg[/img_thumb] [img_thumb]http://i.imgur.com/kqvgbZ8.jpg[/img_thumb] All of the artwork in the game is drawn traditionally in pencil, and I am currently working on writing an original soundtrack with a great deal of help from a friend. I'll be posting a gameplay trailer soon (once it's finished!) along with a full feature list. Been following this thread for a long time and I'm proud to finally be able to show off some stuff of my own! I just want to say that the work you guys post in this thread is incredibly inspiring and I'd like to thank all of you for motivating me to follow my passion into games development <3
The artstyle is pretty gorgeous
my trump game was just seen by a very famous person, who is going to advertise it on their twitter when it releases they have 3 million followers I might make a lot of money
I reverse engineered all the Dark Souls III archive file formats and updated my unpacking/decryption tool: [url]https://github.com/Atvaark/BinderTool[/url]
[QUOTE=Radical_ed;50239322]my trump game was just seen by a very famous person, who is going to advertise it on their twitter when it releases they have 3 million followers I might make a lot of money[/QUOTE] who, trump?
[QUOTE=Radical_ed;50239322]my trump game was just seen by a very famous person, who is going to advertise it on their twitter when it releases they have 3 million followers I might make a lot of money[/QUOTE]When will the game be released?
Bidding on freelancer for $12/hr because I'm totally broke
[QUOTE=Map in a box;50239846]who, trump?[/QUOTE] Trump has 7.8 Million. It's too many to be any of the other Republican candidates though. :v:
[QUOTE=proboardslol;50239935]Bidding on freelancer for $12/hr because I'm totally broke[/QUOTE] raising your price to $30 will get you more work, and get off freelancer, that shit is garbage, Upwork is much better
[QUOTE=Shadaez;50240613]raising your price to $30 will get you more work, and get off freelancer, that shit is garbage, Upwork is much better[/QUOTE] I'm bidding on projects, not asking for them. I have to compete with pajeets
You'll get more work with better clients with a higher price, you're not really competing with (generally low quality and) low rate workers, with a low price per hour they'll think you're shit and you won't get any attention. If they're looking for someone cheap, they're: a shitty client and will probably pick someone much cheaper. I know it's counter-intuitive, but it works. Again, highly suggest Upwork, fill out your profile, take a few of the tests, tag the more unique skills & the more popular skills you're capable of.
I've looked around upwork, and the problem I have with it is that it's more of a... [I]job[/I] kind of website. whereas freelancer is like "do a small amount of work for like $50", upwork looks more like finding part time jobs on several week-long project. I don't find a lot of small stuff there
[QUOTE=proboardslol;50241198]I've looked around upwork, and the problem I have with it is that it's more of a... [I]job[/I] kind of website. whereas freelancer is like "do a small amount of work for like $50", upwork looks more like finding part time jobs on several week-long project. I don't find a lot of small stuff there[/QUOTE] Honestly, there just aren't very many jobs as small as you're looking for. "Several weeks" is pretty short imo. If you're looking for stable income you either need to go full-time or really put in the effort when freelancing.
you can search by fixed-price as well
[QUOTE=geel9;50241220]Honestly, there just aren't very many jobs as small as you're looking for. "Several weeks" is pretty short imo. If you're looking for stable income you either need to go full-time or really put in the effort when freelancing.[/QUOTE] I'm really just looking to do other peoples homework for beer money [editline]2nd May 2016[/editline] I just don't have the time to commit myself to a few weeks of a project. School and family come first. And I don't know if I'll have free time next week or 3 weeks down the road.
My name has a period in it and you can't use that in a first name on Upwork :frown:
[QUOTE=proboardslol;50241198]I've looked around upwork, and the problem I have with it is that it's more of a... [I]job[/I] kind of website. whereas freelancer is like "do a small amount of work for like $50", upwork looks more like finding part time jobs on several week-long project. I don't find a lot of small stuff there[/QUOTE] part time job isn't so bad imho, if you need to work ~4 hours per day then go for it. Full time is hell though [editline]2nd May 2016[/editline] [QUOTE=proboardslol;50241358]I'm really just looking to do other peoples homework for beer money [editline]2nd May 2016[/editline] I just don't have the time to commit myself to a few weeks of a project. School and family come first. And I don't know if I'll have free time next week or 3 weeks down the road.[/QUOTE] Also yeah school, I know your pain. I worked full time when I was studying, shit is fucking hard to cope with - good bye social life :v:.
15 $/h is probably more than anyone in the IT sector makes here. It's interesting since the cost of living is lower but things like tech actually cost more. Making enough money for a very decent PC in two weeks of work is pretty unimaginable.
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