text:
# All Activity

1. Past hour
2. ## Optimization How to Hook DirectX11 get Shader's bytecode

hook ID3D11DeviceContext::DrawIndexed get game VertexShader use g_Real_ImmContext.VSGetShader(game_pVertexShader,...); HOOK need to be created before the game VS, HOOK will not get bytecode if the game is running later, I need to get BYTECODE at any time like DX9
3. ## I Need An Older Open World Engine

I suggest Unreal Engine 3, it is lightweight and doesn't support as many threads. We have been experimenting with UE4 in our studio http://mocap.com.au.
4. ## Optimization How to Hook DirectX11 get Shader's bytecode

How is game_pVertexShader created? Normally you call CreateVertexShader() on the device to create a vertex shader. The first parameter to that function is the shader byte code.
5. Today
6. ## Virtual Tamagotchi - P2P Networking Example

Get the code HERE. This project is a nod to those 1990 pocket games that were all the rage in the day. The eTamagotchi features P2P networking showcasing how you can have a single application be both the client and the server at runtime. It features a random digimon (digital monster) that keeps track of all battles it has. The code is meant for demonstration and learning purposes only. The README lists each point that can be improved upon including gameplay mechanics.
7. ## Review - Unity Hub (Beta)

There is also no way to install patch releases from hub, you have to manually install and open a project with it. I didn't run into the android problem or not finding visual studio enterprise which I also use.

10. ## DRTS Web App - Play With Other People

Are there any plans to add mobile support now that it's a web game, or are you sticking to desktop browsers only?
11. ## Choconoa Devlog #5

On the diagram, the forked paths look very similar. Will there be an easier path and harder (but potentially more rewarding) path, or are they just there to provide some variation in visuals?
12. ## Do YOU play Horror Games; if so WHAT is your favourite and WHY?

This is interesting to me, since in my estimation The Last of Us and The Evil Within are pretty similar in terms of violence, and with most of The Evil Within's violence being against things that aren't even "real." That said, I do think violence is often used as a crutch in place of things that are scary on a deeper level. Like I mentioned above, I actually do think puzzles have an especially good relationship with horror, but are there any other mechanics that you feel are especially relevant to horror? One of my favorite horror experiences was in the original Tomb Raider. It was frightening enough when a giant tyrannosaurus appears out of nowhere and eats you in one hit in a game that didn't even involve dinosaurs up to that moment. What really scared me was that later on, the tyrannosaurus music started playing for no reason (due to what I can only imagine was a bug), but the tyrannosaurus never actually showed up, so I was just left waiting for a long time, wondering when it would appear. I think the genre may have declined a little bit over the past couple of years, but I think horror games are actually much more popular now than they were, say, ten years ago.
13. ## Unity Need Artists for Space Game

I'm working on a space game, and I suck at art. I would love to get some help from someone who is more skilled than me. Things I need include modular space ship parts and GUI elements. Nothing too fancy, just functional so I can get a prototype put together. This could potentially become a serious project, but for now this is just a hobby project. In this video, you can see a few things I already completed :2018-02-24 20-08-13.flv2018-02-24 20-08-13.flv
14. ## [Rev Share] NE Studios seeking artists

This is a rev share team. (payment based on a % of profits of the game/software/app) About us:We are a team of 16 developers developing multiple mid scope games. We polish all of our games. We have released one title so far, which will be linked below. We have 6 products in development currently. 4 games 1 tool set and 1 app. We are a very friendly and active team. looking for:3d/2d Artist that can hand paint textures. highly motivated game developers.^ requirement for all positions: A true love of game development and to be very self motivated.We are a very active team, you must be too. If interested or for more information add me on skype: nicholas.boucher4Atlas Sentry art style: (art complete)(code complete)https://play.google.com/store/apps/details?id=com.NE.Alien&hl=en
15. ## bitwisenick

Trying to summarize my "vision" for Lord of Dwarves in one GIF. How did I do?

castleBattle.mp4

17. Yesterday
18. ## Geometry clipmaps and array of texure

Ok. But say i have a complete 2d footprints of a clipmap (12 blocks mesh, two L-shaped meshes and the cross mesh), how can i, in vertex shader, reproduce the various scaled versions (1 for each level)? The only solution i can think is produce on CPU all scaled version of 2D vertex positions, and it means that i produce (if say L the number of clipmap levels) L versions of the 2D footprints and send them on GPU.
19. ## C++ How does a person send information between lua and c++?

This series of videos help me greatly when learning lua <-> c++
20. ## OpenGL ES OpenGL ES 2.0 Android slow rendering times

There's not a lot of information on how to implement this in practice. Maybe you have some examples of how I could do that? I did try to use switch between different vertex objects every frame but that didn't work out too well. I've been working on optimizing my game for a straight week, and I still have gotten nowhere. It can barely render 1500 textured squares at 60FPS
21. ## Flip Trickster

Collection of images from my first 3D game
22. ## Looking to Pursue a Career in Game Developement

I have been trying to learn the process of game development for a long time. I have mostly done hobby projects so far, nothing serious. In school, I am always that guy who nearly sleeps during class, and still gets an A+ on every assignment. When I started learning how to program, it came very naturally to me, and it wasn't long before I was way ahead of my classes. This is probably because I spend so much of my free time tinkering with things such as Unity, while my classmates just do the bare minimum in order to pass. I can do shaders even, which I have taught myself how to do using tutorials I found online (Catlike Coding ftw). I think one of the main issues I have, however, is that I am not going to have a fancy enough diploma to go where I want to go. I am only going to a community college, and I will only receive an Associates in Programming. Though I feel that I am an advanced programmer who is very capable, I am worried that my degree is lackluster and might be an issue when I am finally graduated and am looking for work. Or maybe, I have only seen the tip of the iceberg so far, and I only THINK that I am good at programming. It could be that there is a lot of stuff I haven't even seen yet, because my education hasn't covered advanced topics. When I graduate at the end of this Summer, I am certain I will get a job of some sort since programmers are in high demand, but I question what sort of job. My goal is to work on video games, probably with graphics or something like that. Am I doomed to never achieving this silly dream of mine? Should I go back to school and get even more education? Or do you think I am good enough to get a job with the skills that I've got?
23. ## Bitwise Operator

I've implemented this now. I decided not to add any engine property though. Perhaps if someone has a need for it I'll add it, but for now the compiler will always give an error when attempting bitwise operations with float or double.
24. ## 3D Turbulance Unity Library

If you want to incorporate noise into your shaders, the Turbulance Library has you covered. Using code I gathered from this library, I made a cginc file that contains all you need to easily implement noise into your unity shaders. Who knows how this stuff works, but man, does it work well! https://pastebin.com/LLCUpJut Here is an example of what you can create using these noise functions.
25. ## DirectxTK and basic concept of drawing models

What is the type of shape? Is this part of DirectXTK or is this something you wrote yourself, since i do not see to find a member method with that signature. If this method does not use the DirectXTK's PrimitiveBatch internally you may not call it between PrimitiveBatch::Begin() and PrimitiveBatch::End() like @Yxjmir pointed out. The PrimitiveBatch (and SpriteBatch) modify the pipeline. This is already the case when calling PrimitiveBatch::Begin(). So you probably override something you do not want in both cases. Start your .exe with https://github.com/baldurk/renderdoc, take a screenshot and notice the sequence of pipeline calls. Here, you will probably notice some wrong states (buffers, shaders, whatever) of your m_shape->Draw interferring with your line drawing.
26. ## Data Driven Item component system?

Hello! Yes, AbstractComponent is the base class for all component classes. Each entity can have only one instance of one particular component class, but it can of course have multiple components of different classes. There is some discussion online about whether or not an ECS should support multiple components of the same class. I decided against that in order to keep it simple, but I think that's not your question ;). As for the armor/weapon case: My system can do that perfectly, just create an entity that has a ArmorComponent and a WeaponComponent. Actually a lot more complex things can already be done with this very simple system. I'm still quite new to ECS, and it's exciting to figure out new ways of using it. For example, one very powerful approach is to compose a single game object (in a purely conceptual sense, like "one enemy spaceship") from multiple entities (yes, multiple entities, not just multiple components). Generally, this is one way to get around the "only one component of the same class per entity" limit, but you can use it in very flexible ways. For example, you can create a "worm" character as a chain of entities where each entity (except the "head") follows a defined "leader", while the "head" entity decides where to go. All segment entities share the same HealthComponent, so no matter where at which segment the worm is hit, the whole creature suffers damage, and all involved entities die when the health drops to zero. Another possible use case is a large battleship with multiple turrets that can be destroyed separately. In this case, the turrets would have a PositionComponent that is configured to be relative to the main hull's PositionComponent, and separate HealthComponents (you'd have to make sure that the turret entities are destroyed when the main hull entity is destroyed, though). The ratio of flexibility vs. complexity/effort is really amazing.
28. ## Opinion?

That's correct. And since my business does part-time work-for-hire, it's hard to articulate an ad that: A - Doesn't entirely repulse potential clients AND B - Avoids tons of people asking for a rev-share or deferred payment compensation strategy In the past, I've tried being 'clearer', but that's when I'd yield much fewer prospects, and I found that the best clients did not respond positively to an ad that focused so much on the concept of compensation (largely because it was a 'given' to them, I hypothesized). So being a bit less direct (I did specify I'm not into rev-share, but somehow that appears to make it open bar for deferred payment it seems) is a problem too. The thing is, it is not uncommon for people to present themselves without mentioning this, so I still spend a lot of time doing back and forth before the compensation discussion happens, and I find it is typically bad practice to bring up compensation too early with actual clients because 1 - I'm actually quite negotiable, and 2 - if the relationship isn't established, it feels awkward and they're likely to 'think it over'. So even a polite no only happens after several back and forth most of the time, which I still can't reason why people would do this, but we're not just talking isolated incidents here. And I agree, I don't owe an explanation, I figured I'd reply this one time, and probably paste that into our blog so people know once stance on this (and I can send them the URL the next time anybody asks). I'm not trying to be a serial asshole here, and I understand the concept of sales comes with a lot of deals that fall-out, but that approach just feels problematic and I know I'm not the only one enduring this (it is kind of a running gag here, and I can only assume it is also elsewhere). Well here's the thing, I'm not opposed to what they're doing in principle, and ignoring people isn't what I'm trying to achieve. My actual target clients aren't that far-off from this, except they've decided to dedicate some kind of a budget to their production efforts, and I can only presume that, not too long ago, they were on the other side of that fence, before realizing that rev-share and deferred payment are very unlikely to turn up anything good let alone finished. So I'm not looking for a way to tell them all to 'fuck-off' (although that'd save me a lot of time trying to figure out whether they're just hiding their true intentions to go for rev-share only), but I'm just trying to find the origin of that problem and potential solutions. And there's no denying that after several hundreds (maybe thousands by now?) of such discussions, it takes its toll, and it gets harder and harder to ignore the implied insult, even though it may be inherently be just pure ignorance. It's probably a maturity process. I think people need to go certain phases to realize that it's hard to make games, that it makes sense to ask for money, and that though game jams can be made under 48 hours, a MMO simply cannot. When I was green myself, lurking these forums way-back-when, I can distinctly remember that people were going through these phases even then, which means this isn't new (not just an 'indie-bubble' thing). And I think it makes sense that newcomers have a lot of hopes, and that the few that survive these hopes getting crushed repeatedly end up actually making games, but even knowing this still doesn't come close to making it right. Eh, I might just be getting too old, but thanks for 'hearing me out'.

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text:
# How can switch GLSL “version #120” to “version #330”?

I am using GLSL "version #120" and i want to change it with "version #330". I added "GLM" library for this purpose. But i have some problems. Therefore i will ask you what is equal to this setting ?

My version #120 init():

glMatrixMode(GL_PROJECTION);
gluPerspective(45,aspectRatio, 1, 1000);
glMatrixMode(GL_MODELVIEW);

My version #120 draw():

glClearColor(0.5,0.5,0.5,1.0);
//-------Camera--------
glRotatef(-camPitch,1.0,0.0,0.0);
glRotatef(-camYaw,0.0,1.0,0.0);
glTranslatef(-CamLoc.x,-CamLoc.y,-CamLoc.z);

//----Objects---------
glPushMatrix();
glTranslatef(obje_1LocX,obje_1LocY,obje_1LocZ);
drawObject_1();
glPopMatrix();

glPushMatrix();
glTranslatef(obje_2LocX,obje_2LocY,obje_2LocZ);
drawObject_2();
glPopMatrix();
....
....etc

Also one mini question. Can I continue using glPushMatrix() and glPopMatrix() at "version #330" ?

EDIT : I did it, i think. But is it good setup ?

i delete codes inside init() and it is my new draw() function:

glClearColor(0.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

glUseProgram(program3);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f , 0.1f, 10000.0f);
//------Camera----------
glm::mat4 view = glm::lookAt(
glm::vec3(0,120,-1000), // Camera is at (4,3,3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
);

glm::mat4 model = glm::mat4(1.0f);

glm::mat4 MVP = projection * view * model;

int mvpIndex = glGetUniformLocation(program3, "MVP");
glUniformMatrix4fv(mvpIndex, 1, GL_FALSE, glm::value_ptr(MVP));

//----Objects---------

drawObject_1(); // it will be drawing at origin right ?

//----And i want to draw second object at x=400 y=0 z=0-----
model = glm::translate(model, glm::vec3( 400.0f,  0.0f,  0.0f) );

MVP = projection * view * model;
mvpIndex = glGetUniformLocation(program3, "MVP");
glUniformMatrix4fv(mvpIndex, 1, GL_FALSE, glm::value_ptr(MVP));

drawObject_2(); // it will be drawing at x= 400.0f y=0 z=0 right ?

glUseProgram(0);

• If you have a solution, feel free to post it as an answer. If you're not satisfied with your solution, try editing your question to call out what specific problem you're having with it that you need help overcoming. – DMGregory Nov 22 '18 at 23:42

format: plain


text: It is rather sufficient to prove that the curl of a vector function $\mathbf{F}$ which is the gradient of a scalar-function $\phi$ is 0. At any given point, more fluid is flowing in than is flowing out, and therefore the “outgoingness” of the field is negative. Then, if and only if F is source free. Use the properties of curl and divergence to determine whether a vector field is conservative. Let $\phi(x,y,z)$ be a scalar-function. Asking for help, clarification, or responding to other answers. If the curl of some vector function = 0, Is it a must that this vector function is the gradient of some other scalar function? Thus, we have the following theorem, which can test whether a vector field in is source free. Physicists use divergence in Gauss’s law for magnetism, which states that if B is a magnetic field, then in other words, the divergence of a magnetic field is zero. Consider the vector fields in (Figure). This vector field is curl-free, but not conservative because going around the center once (with an integral) does not yield zero. The curl of a vector field at point. Since we have that and Therefore, F satisfies the cross-partials property on a simply connected domain, and (Figure) implies that F is conservative. \oint\limits_C F \mathrm{d}\ell = \int\limits_{A_{P_1 \to P_2}} F \mathrm{d}\ell + \int\limits_{B_{P_2 \to P_1}} F \mathrm{d}\ell =0 Then. The curl measures the tendency of the paddlewheel to rotate. Note this is merely helpful notation, because the dot product of a vector of operators and a vector of functions is not meaningfully defined given our current definition of dot product. If is a vector field in and and all exist, then the curl of F is defined by. Ï,& H k8,& EÏ,&% o LÏ,& H8,& EÏ,& HÏ,&% LÏ,& H8,& Electric Scalar Potential and Magnetic Vector Potential Recall that a source-free field is a vector field that has a stream function; equivalently, a source-free field is a field with a flux that is zero along any closed curve. If is a function of two variables, then We abbreviate this “double dot product” as This operator is called the Laplace operator, and in this notation Laplace’s equation becomes Therefore, a harmonic function is a function that becomes zero after taking the divergence of a gradient. We can use all of what we have learned in the application of divergence. Imagine dropping such an elastic circle into the radial vector field in (Figure) so that the center of the circle lands at point (3, 3). \end{split} Show that if you drop a leaf into this fluid, as the leaf moves over time, the leaf does not rotate. Mathematics Stack Exchange is a question and answer site for people studying math at any level and professionals in related fields. The magnitude of the curl vector at P measures how quickly the particles rotate around this axis. \begin{split} Note the domain of F is which is simply connected. The next theorem says that the result is always zero. Therefore, we expect the curl of the field to be zero, and this is indeed the case. Therefore, the divergence at is If F represents the velocity of a fluid, then more fluid is flowing out than flowing in at point. Find the work done by force field in moving an object from P(0, 1) to Q(2, 0). For example, under certain conditions, a vector field is conservative if and only if its curl is zero. Therefore, we can test whether F is conservative by calculating its curl. Also look for the Wikipedia article on conservative fields. Differentiation of Functions of Several Variables, 24. Therefore, this vector field does have spin. For example, the potential function of an electrostatic field in a region of space that has no static charge is harmonic. \oint\limits_C F \mathrm{d}\ell = \int\limits_{A_{P_1 \to P_2}} F \mathrm{d}\ell + \int\limits_{B_{P_2 \to P_1}} F \mathrm{d}\ell =0