Search found 3839 matches
- Sun Aug 21, 2016 11:54 am
- Forum: Programming Discussion
- Topic: Game Development Without "Manager" Classes
- Replies: 7
- Views: 15827
Re: Game Development Without "Manager" Classes
I would recommend learning about cache-coherency and data-oriented-design. .. and this. Recommended reading/listening: http://www.agner.org/optimize/blog/read.php?i=417 https://www.youtube.com/watch?v=rX0ItVEVjHc I feel like I've read that article before a while ago, but it is still great. As far a...
- Sun Aug 21, 2016 11:38 am
- Forum: Game Development
- Topic: Recommended Tile size for RPG?
- Replies: 8
- Views: 10506
Re: Recommended Tile size for RPG?
Anyway, on most platforms now the answer to your question is "Whatever size you want." Tile size is largely an artistic choice at this point, based on whatever era of gaming you want to capture, etc. While this is certainly true for tiles, do keep in mind that it is not true for textures ...
- Fri Aug 19, 2016 9:20 pm
- Forum: Programming Discussion
- Topic: Game Development Without "Manager" Classes
- Replies: 7
- Views: 15827
Re: Game Development Without "Manager" Classes
Disclaimer: I am not an expert. Strong opinions follow. Fuck the "global variables are bad" bullshit. One of the main reasons I switched to C for my current project is to avoid wasting 90% of my time worrying about useless layer-upon-layer abstracts and encapsulation for the sake of encaps...
- Fri Aug 05, 2016 1:07 pm
- Forum: General Gaming
- Topic: Issues with DS...
- Replies: 1
- Views: 5149
Re: Issues with DS...
I've taken it out and blown on the connections (aka like the old nes trick).? I don't know what's wrong with your DS.. but I'm fairly certain this is more likely to damage it than fix it. If the connections are grimy, clean them with isopropyl alcohol; don't spit on them. (Yes, this did sometimes w...
- Wed Aug 03, 2016 8:38 am
- Forum: General/Off-Topic
- Topic: Three Star Programmer
- Replies: 1
- Views: 5584
Three Star Programmer
Lol, this entire website is hilarious: http://c2.com/cgi/wiki?ThreeStarProgrammer
- Tue Aug 02, 2016 4:16 pm
- Forum: General/Off-Topic
- Topic: Anybody here use Discord?
- Replies: 3
- Views: 7890
Re: Anybody here use Discord?
Just a shoutout, Discord is awesome. Fuck Skype, join the superior chat program. The moment they integrate group video calling, Skype is dead as dirt. Unfortunately, I'm not sure that's going to happen any time soon. Edit: Apparently it's on the list, and is possibly even due in the next friends li...
- Tue Aug 02, 2016 4:13 pm
- Forum: General Gaming
- Topic: Sega Saturn hacking
- Replies: 9
- Views: 21414
Re: Sega Saturn hacking
Ouch.Falco Girgis wrote: It sounds nice and awesome for special effects, there's a C compiler for it in the Dreamcast toolchain, the clock speed is high enough, there is enough SRAM, and the BUS is fast enough... but the processor has no fucking cache.
- Thu Jul 21, 2016 5:19 pm
- Forum: General/Off-Topic
- Topic: Paypal
- Replies: 7
- Views: 7397
Re: Paypal
Hummm, that's unfortunate. I've contacted Falco. We'll try to get this fixed or find a working alternative.
- Fri Jul 15, 2016 4:11 pm
- Forum: Programming Discussion
- Topic: What is the difference? (OpenGL)
- Replies: 2
- Views: 6711
Re: What is the difference? (OpenGL)
GL3W: (Name is pun of GLEW, I assume) focuses on the core profile of OpenGL 3 and 4. It only loads the core entrypoints for these OpenGL versions. Doesn't load extensions. Personally, I use GL3W for this very reason. The fact that it only loads core profile and excludes all of the deprecated functi...
- Wed Jul 13, 2016 5:42 pm
- Forum: General Gaming
- Topic: Sega Saturn hacking
- Replies: 9
- Views: 21414
Re: Sega Saturn hacking
Awesome video!
Just put the video id in the tags. If you mouse over the "youtube" button, it will tell you that.eatcomics wrote:Couldn't figure out the youtube tags, sue me.
- Fri Jul 08, 2016 10:26 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 49443
Re: Perspective Projection
BOTH my translation and projection matrices are written in arrays. Those arrays are made in such a way that they would create row major matrices. They both should need to be transposed to make the column major matrices that the arrays look like. If I transpose the translation matrix, it works. If I...
- Thu Jul 07, 2016 3:18 pm
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 49443
Re: Perspective Projection
GLfloat projectionMatrix[]={(1/0.414), 0.0, 0.0, 0.0, 0.0, (1/0.414), 0.0, 0.0, 0.0, 0.0, (101/-99), (-200/-99), 0.0, 0.0, -1.0, 0.0}; To be in the correct form in the shader, this SHOULD need to be transposed ALSO. But it only works if I DON'T transpose it. Because, the article I sourced that matr...
- Thu Jul 07, 2016 9:20 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 49443
Re: Perspective Projection
B) I needed to transpose the model matrix, and yet not transpose the projection matrix... Even though both were made using arrays in what looks to me like the same form. Does that even sort of make sense? Different source materials (books, articles, etc.) use different "majorness" in thei...
- Wed Jul 06, 2016 6:12 pm
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 49443
Re: Perspective Projection
So if the near and far are positive with this projection matrix, I presume I should place my triangle on a positive location on the z axis? (which is odd because the camera SHOULD be looking in the negative direction. This is a bit odd.) But when I do this and I run through it on paper, I end up di...
- Wed Jul 06, 2016 7:59 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 49443
Re: Perspective Projection
What are your triangle coordinates? What is your camera position? As K-Bal suggests, we really don't know enough about your coordinate system to be of much help. You should probably consider drawing (on paper) your coordinate system axes, your approximate camera frustum and your triangle's vertices...