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I'm designing Material/Shader System (target API DX10+ and may be
OpenGL3+, now only DX10). I know, there was a lot of topics about
this, but i can't find what i need.I don't want to do some kind of
compilation/parsing scripts in real-time.So there some artist-created
material, written at some analog of CG.After it compiled to hlsl code
and after to final shader.Also there are some hard-coded
ConstantBuffers, like cbuffer EveryFrameChanging{ float4x4
matView; float time; fl
I create a Monogame Content Project to convert assets into XNB. For
FBX file without texture there is no problem: the file is correctly
converted and when I load XNB into my project everything is ok. The
problem occours when i have associated to fbx file a texture map: in
this case both FBX and PNG files are converted to XNB but when i try
to load these XNB files into my project the following problem occours:
"ContentLoadException: Could not load Models/maze1 asset as a
non-content file!" No
I want my camera to rotate around the centre of screen and I'm not
sure how to achieve that. I have a rotation in the camera but I'm not
sure what its rotating around. (I think it might be rotating around
the position.X of camera, not sure) If you look at these two images:
http://imgur.com/E9qoAM7,5qzyhGD#0
http://imgur.com/E9qoAM7,5qzyhGD#1The first one shows how the camera
is normally, and the second shows how I want the level to look when I
would rotate the camera 90 degrees left
I am working on an old-school platformer in libgdx and I want it to
have a "scanline" effect, like this:My first attempt was to make a
little texture and draw it on a full-screen quad. I used two different
orthographic camera modes (one for the main tilemap of the game, and a
second to render the scanline texture). Sometime the texture is stuck
on the tilemap and sometime it is too large, and covers the whole
screen in black.Is my approach using two cameras and a texture
reasonable? What's
I have been working on a story from last few years and now that I
think that it's polished enough (and I have learnt a decent amount of
coding), it's time to actually create it. Problem is- I don't want to
use a existing pen-and-paper system because they are created to be
mathematically simple and easy to operate. A computer based RPG has no
need to be mathematically simple. I want to make a realistic and
"conceptual" game- something that makes sense and isn't all about
fighting (something like
I am trying to build my first online game using unity with photon, the
data transfer between server and clients is implemented but I am
facing a great problem; How/What should be transferred to synchronise
the movement data? My game has a lobby and may have as many as 20
people online at the same time if I pass the position of every players
to server and then server to clients, I believe the server would be
overloaded, wouldn't it?Hence I think an other way is to pass the
movement of charact
I'm trying to implement skeletal animation using assimp and glm.
Everything seems to work, except for rotations.This is the code I use
when packing assimp data into my own engine's format. I THINK it
should be correct, but since I've already run into problems with
matrices (assimp uses row major, glm - column major), I'd rather post
this, too:for(uint32_t l = 0; l < tempChannel.numRotationKeys;
++l){ quatKey tempKey; tempKey.values =
glm::quat(scene->mAnimations[i]->mChanne
I'm trying to use WebGL to render some simple models, and I'm running
into issues where pixels near the edge of my model are passing normals
to my fragment shader that point away from the camera. This is of
course messing with my attempts to use physically-based shading,
because BRDFs are only defined in the hemisphere around the normal
vector. These normals aren't just slightly pointing away from the
screen; if that was the case, I would chalk it up to floating-point
error and clamp to acceptab
I am a blind programmer, working on an audio game for the blind. I am
using SlimDX, and it has been tested on dozens of systems from XP to
Win 8.1. My code works on most systems just fine, but I am getting
the following error at runtime on a handful of older XP systems:
vupgraderacer.wav SlimDX.DirectSound.DirectSoundException:
DSERR_INVALIDCALL: This call is not valid for the current state of
this object (-2005401550) at SlimDX.Result.Throw[T](Object dataKey,
Object dataVal
I want an object (for example a ball) to move right when I tilt my
Windows Phone device to the right. The same with the directions left,
up and down. If the Windows Phone device isn't getting tilt in a
direction, the object should rest in place.How can I do that?

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