[Wanted]Unity Engine Programmer
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is...
View ArticleHow to get window handle from DLL and render to it ?
In c++, How to create a DLL that has a function that gets the Main window handle of the program that called it, and then render openGL graphics to that window ? In Windows, preferably the easiest method ?
View ArticleAssimp + OpenGL, other mesh position not correct
Hi all, im loading an FBX file using Assimp and everything is OK including the animation but there is one certain FBX file that seems that the other meshes are not in the proper place. see attached...
View ArticleID3D12GraphicsCommandList::ResourceBarrier validation
I've had a D3D12 implementaiton sitting in the background for a long time, but I only periodically check on it to see if it's still working (after windows/driver/etc updates). Today I checked it for...
View ArticleWhy can it be safe to sell an open-source game library?
Questions :- To sell a C++ game library/framework/engine, does it usually have to be open-sourced? For a C++ template class (real template), it is quite hard not to be open-sourced, correct? If it is...
View ArticleThe #coloredWoman video is out!
Finally, the #coloredWoman video is released!! Watch it now on YouTube!! Be careful, the video is BIZARRE!!
View ArticleShip boarding in a pirate game?
Hi Im making a adventure/strategy game similar to sid meiers pirates. It's set in the 17th century Caribbean. Typically when you board an enemy ship in such games you can keep it. However this makes...
View Article[Metal]readpixel (MTLTexture::getpixels) on a separate thread.
/////////////////////////// id<MTLTexture> m_texture; // got from main/renader thread void ReadPixels() { std::vector<uint8_t> buffer; buffer.resize(bufferSize); [m_texture...
View ArticleGap between the wheels and the chassis?
//synchronize the wheels with the (interpolated) chassis worldtransform l_vehicle->updateWheelTransform(j,true); const btTransform& t = l_vehicle->getWheelInfo(j).m_worldTransform; D3DXMATRIX...
View ArticleWhy not EvaluateGlobalTransform at render stage?
Hello! I'm trying to deal with FBX format and FBX SDK, importing fbx into my engine. I'm reading node by node, gathering their transform matricies. Then, during render process, I will have to apply...
View ArticleQuestions on buffers and their lifetime in GPU memory
Heads up: this question is more theoretical than practical. My (minute) knowledge about D3D11 is self taught, so please take any premise I make with additional care. I invite everyone to correct...
View ArticlePhysics Engine idea - consult
Hello everyone! Right now I am writing my own physics engine in java for LWJGL3 3D game and I would like to consult my ideas with you guys. It's not about writing the actual code, but asking if my...
View ArticleMichael Elmquist
Hello! My name is Michael Elmquist, and I'm a composer living in New York City. I've traveled to several places of the world, and I have taken back various inspirations that help create a diverse...
View ArticleReleased "Effekseer 1.30," which is a visual effect creation tool that can...
Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer,...
View ArticleReleased "Effekseer 1.30," which is a visual effect creation tool that can...
Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer,...
View ArticleReynald's Expedition: Curse of the Golden Scarabs!
Hey all! Earlier today, we launched Wild Gamut, a new indie game development studio, and I'm super excited to share our first upcoming game! Reynald's Expedition: Curse of the Golden Scarabs is a...
View ArticleMobile Game Reviews: Let's Talk Tanks of Freedom
In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Blow...
View ArticleSystem that casts base class to derived class
So I'm trying to design a system where I have this list of renderables std::vector<Renederable*> renderList Where Renderable is a base class that looks like class Renderable { public:...
View ArticleDoes switching shaders and root signatures add to the overhead of switching a...
I know some people will find this question stupid, but it is not stupid if you don't know how SetPipelineState exactly works. If I switch the current PSO to another one with different shaders and root...
View ArticleLet us know why you love Corona!
Do you love Corona? Here’s a great chance to tell us and win a prize! On your own personal blog, write a post in your own words telling the world why Corona is your 2D engine of choice. Make sure your...
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