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BLaBZ

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Everything posted by BLaBZ

  1. Once you go SSD, you don't go back. Wow.

    1. Marcus
    2. gamecreator

      gamecreator

      Hell yeah. I have two Kingston HyperX 3K SH103S3/240G drives from over a year ago and love them.

  2. What's a good GPU benchmark to aim for? My laptop scores 350 (I think low) which I've been aiming for 60fps. http://www.videocardbenchmark.net/

    1. BLaBZ

      BLaBZ

      It's challenging to assess the hardware of your target audience

    2. JMichael
  3. BLaBZ

    Leadwerks 3.1

    Great work Josh! I'm sure there's a very rewarding feeling finally getting to use Leadwerks for its intended purpose. What are the limitations of Leadwerks for steam vs the kick starter backers? Looking forward to playing the demo
  4. Bullet 3.x will be entirely GPU based, amazing..

    1. YouGroove

      YouGroove

      Already posted, and we use Newton not Bullet.

    2. JMichael

      JMichael

      Still interesting.

  5. Bullet 3.x will be entirely GPU based, amazing..

  6. My First Game! Try it out, tell me what you think :)http://infotread.com/downloads/Genesys.zip

    1. Show previous comments  7 more
    2. gamecreator

      gamecreator

      Worked fine for me too and defended a bit but I would also suggest a thread with info and directions.

    3. f13rce

      f13rce

      Cool stuff :) Just got a crash though ("EXCEPTION_ACCESS_VIOLATION") when I moved the camera far to the right. Other than that, the game is coming along nicely!

    4. Naughty Alien

      Naughty Alien

      ..works fine here..i havent managed to play anything, except building few buildings...I think this is very good start..keep it up very nice work..

    5. Show next comments  3 more
  7. BLaBZ

    Dynamic properties!

    You could serialize your game data as well. There are a lot of benefits to this technique.
  8. BLaBZ

    Dynamic properties!

    This would give you the ability to reflect! Could come in fantastically handy if you ever wanted to wrap a GUI around your engine to make edits.
  9. Thoughts on dual GPU's? Are there any limitations?

  10. There have been a lot of lessons learned now that I’m finishing my first large project. RTS games continually push the limit on unit and structure counts and with the latest OpenGL features I would argue it’s now possible to have hundreds of thousands of units. The strategy is simple, the implementation can get tricky. Keep all movement and calculations on the GPU and use textures as data structures (optional). The concept borrows a similar idea of a lot of modern particle systems in that each unit is treated like a particle. The limitation is communication between units. An example would be one unit firing upon another or a unit searching for the nearest unit. This can be timely and may require multiple draw commands or shader logic updates. A rough high level overview looks something like this – Create the following textures to represent the corresponding data. CurrentPosition CurrentRotation CurrentDestination Use the textures RGB values to represent xyz and Yaw, Roll, and Pitch. Pass1 update each objects position and rotation to get nearer to the destination and store each units new location in the textures. Use OpenGL’s glDrawElementsInstanced command to draw lots of units very quickly, using gl_InstanceId to represent each units information in the textures. If you strictly plan on deploying to a PC you can disable the Rasterizer in the pipeline, use transform feedback, as well as texture buffers to improve performance even further. Using these technologies can be tricky but exemplifies a strategy for computing mass warfare. My intel laptop with a Passmark benchmark score of 340 can update and render about 50k units. The GTX 780 with a score of 7,952 theoretically could handle 1.1 million units. (Units were pyramids consisting of 4 vertexes, no textures and nothing else drawn or updated)
  11. Bought a nutri-bullet, feeling quite good today :)

    1. Marcus

      Marcus

      Drinking a smoothie I just made in my Vitamix. Yum!

    2. BLaBZ

      BLaBZ

      I think you misunderstood, I derive pleasure from buying things.

    3. Marcus
    1. gamecreator

      gamecreator

      Yeah, this stuff is slowly starting to seep into games.

  12. What do you use to record screens? I've tried every configuration and just can't get Cam Studio to work properly

    1. Show previous comments  2 more
    2. Flexman

      Flexman

      Could try Open Broadcaster which is still beta. But open source and free. Supposedly captures regions for broadcast and local recording.

    3. Flexman
    4. Flexman

      Flexman

      I just used it to live broadcast combathelo on twitch TV and it saves a local file too.

    5. Show next comments  3 more
  13. BLaBZ

    Stretched Thin

    How many simultaneous projects can you manage until your productivity begins to drop? This has been inspired from my own decisions and mistakes of over dedicating myself to numerous projects ending up ultimately being very unproductive. If I have 4 projects and I split my available time evenly across these 4 projects the productivity is not split evenly. Additional time is taken closing previous projects and opening and prepping other projects. Will power, state of mind, and vision for each project requires a mental shift when shifting projects. The simple lesson in this experience is dedicate yourself fully to as a few projects as possible for maximum productivity.
  14. Amazed at the performance of hardware MSAA

  15. BLaBZ

    Graphical Independence

    As a single developer on a relatively large project that has taken much time to develop, the progression of technology can prove to be quite an enemy. 4 years ago the technology considered cutting edge is now legacy and the dependence on such technology can prove to be quite a headache when attempting to upgrade. A common practice when the underlying implementation of particular technology is expected to change is to create interfaces that act as contracts all implementations must abide by. This is a phenomenal technique if you want your "engine" to withstand the test of time. If your project scale is fairly large and you plan on upgrading from Leadwerks 3 to Leadwerks 4 in the future I highly suggest doing this. I didn't start with Leadwerks, but if I implemented contracts my game would currently use Leadwerks. The ultimate point is if you want your code to stand the test of time write it in a way that anticipates technological change.
  16. Performance can be a huge factor, but considering power of .NET and supporting tools c# can be downright awesome.

    1. Show previous comments  6 more
    2. JMichael

      JMichael

      This isn't really the forum to trash Lua. There's a good reason it's used in so many games.

    3. BLaBZ

      BLaBZ

      Lua was made to work alongside with c#, c++ etc. and if I made a game with c# lua would still have its place.

    4. Rick

      Rick

      Honestly, if you made a game with C# there wouldn't be much point in using Lua over CSScript. It would cost you more money in time in integration and exposing objects from C# to Lua. With CSScript all classes are automatically exposed to your scripts.

    5. Show next comments  3 more
  17. The challenge of Passion vs Profession

    1. JMichael

      JMichael

      You could be passionate about professionalism...or professional passion.

  18. Does Windows 8 only ship with OpenGL v1.1.0?

    1. Admin

      Admin

      Normally it just automatically detects your GPU and installs drivers.

    2. Tim Shea

      Tim Shea

      Yes, if no manufacturer drivers are installed, Windows only includes a software implementation of 1.1. But the OS normally installs manufacturer drivers during setup.

  19. Is there an easy\affordable way to compile for mac? I wish I could rent a remote desktop in a cloud or something

    1. JMichael

      JMichael

      Mac mini is the cheapest it gets: http://www.apple.com/mac-mini/

       

      Or maybe you can find another user who will do it for you.

    2. BLaBZ

      BLaBZ

      I was thinking about it...

       

      I also just found this..

      http://www.macincloud.com/

       

      I wonder if it's capable of rendering an opengl context

    3. BLaBZ

      BLaBZ

      Might just turn my computer into a hackintosh

  20. Paid off car! Officially debt free :D

    1. Admin

      Admin

      Congratulations.

    2. Rick

      Rick

      You must not have a wife and kids... ;)

    3. BLaBZ

      BLaBZ

      Haha Thanks guys, And Rick, how'd you know lol

    4. Show next comments  3 more
  21. Does anyone have windows 8 that would be able to test my game?

    1. BLaBZ
    2. knocks

      knocks

      Loaded all right, FXAA=black screen, no sound. every thing else seemed to be ok but i only had a quick look.

    3. BLaBZ

      BLaBZ

      Awesome, Thanks knocks!

  22. If you were to create a graphics API abstraction layer you'd want to base it around DirectX as it's very OO.

    1. Show previous comments  2 more
    2. Flexman

      Flexman

      ...developers of engines and GPUs who optimise at this level.

       

      For your average joe it's not a big deal. But I've seen OO responsible for screwing up real projects in terms of performance. But that was down to lack of strategic thought on where to implement it. As josh says, low level usage is inefficient. I've seen it happen.

    3. JMichael

      JMichael

      DX isn't bad, but the draw call issue is a major weakness, not a strength.

    4. JMichael

      JMichael

      OpenGL's weakness is the "state" mechanism. Nvidia bindless graphics are the way to go.

    5. Show next comments  3 more
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