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Some recent topics started on our forums |
Realistic water scene rendering with Direct3D9
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This is the demo I've developed for my real-time graphics course. It features a platform standing in the middle of an infinite ocean. A school of shark roams in the water while strange flying creatures circle in the sky. A video showing some realtim... |
Posted May 25, 2007 8:46:45 PM
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Embedded web browsers
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I'm doing some research on the various embedded web browser solutions currently available. The goal is to find the one that's best suited for rendering web content inside our game.
Ideally, we're after a solution that is lightweight, has... |
Posted May 21, 2008 4:31:05 AM
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Camera system for third person shooter
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Hi! I'm currently working on a prototype of a third person shooter game I've had in a mind for a while. I'm using the quake3 engine as my prototyping platform.
At the moment, I'm focusing on the camera system. My current implementation... |
Posted April 16, 2008 6:06:50 AM
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Any good high-level game networking libs for .NET ?
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I'm looking for the equivalent of TNL but for .NET. I know about Lidgren and such, but I'm after something higher-level. So before I go reinvent the wheel I wanted to ask if some of you know of any decent game networking library written for .NET / C#... |
Posted April 2, 2008 11:12:30 AM
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Average salary in Sweden for a game programmer
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Hi! I might get a job offer for a programming position (mostly high-level networking) in a game studio in Sweden (stockholm) and I'm having a hard time deciding what range of salary to ask for.
This is my first "real" job offer so it's a junior p... |
Posted August 28, 2007 6:37:37 AM
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Instancing and animations (DX9)
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At the moment, Ive got a flock simulation displayings over 500 sharks using instancing (http://www.youtube.com/watch?v=GnUXoy5gpe8 for an early-version video). The models of the sharks themselves are static (ie: not keyframe-animated nor skeleton-ani... |
Posted May 17, 2007 9:41:48 AM
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Fogging and shader model 3.0
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I'm currently working on an underwater scene and I'd like to add a simple bluish scene fogging to simulate the light scattering effect in the water. I'm using shader model 3.0 for all my scene.
It was my understanding that the pixel fog stage... |
Posted May 15, 2007 10:16:02 AM
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Single pass multi-light + bump map shader implementation
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I've got my single-pass multi-light shader working using phong illumination model. I also have another working lighting shader that does bump mapping, but this one only uses one light source at the moment. I've recently tried to blend... |
Posted January 31, 2007 10:11:41 AM
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Fog of War in RTS games
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I'm looking for articles/tutorials on ways to implement fog of war in RTS games. I've tryed google and most of the big game programming sites, but could not find what I'm looking for. So if anyone has any advices/tips/urls, I'm interested ;) tha... |
Posted May 13, 2005 12:13:28 PM
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Need Amateur Game Developers Feedback (for a school project) - Thanks to help!
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As part of a course, my university has asked us to create a virtual/fictional company selling a new service or a product. Our team came up with Third Eye, a project management software aimed exclusively at software development teams working in cooper... |
Posted March 20, 2005 2:29:16 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
what language has least bugs in code?
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C# is probably the most programmer friendly language I'd use for gameplay programming. Other than that, it seems that your problem has more to do with code habits/design/bad practices. I code in C++ all day and hardly ever have unexpected runtime err... |
Posted October 13, 2008 7:25:15 AM
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Sending mouse messages to hidden IE ActiveX control
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Here's some code snipets from my embedded IE browser code. The idea is to remap clicks on the "texture rectangle" to clicks on the offscreen IE window using regular window messaging.
void sendMouseClick( HWND hwnd, HWND hwndTop, int x, i... |
Posted May 22, 2008 3:48:16 AM
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Embedded web browsers
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Yeah I've done the same, and had to do some hacking to remap the mouse inputs to the offscreen window through window messages. Gecko seems to be a lot more "embedding friendly" as it provides facilities to render web pages to a user-provided buffer i... |
Posted May 21, 2008 5:51:28 PM
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Embedded web browsers
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Thanks for the replies, keep them coming :) |
Posted May 21, 2008 1:46:10 PM
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Camera system for third person shooter
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Yeah I also use quaternions in my C++ and C# engines but Quake 3 doesn't have built-in support for quaternions and is written in C so I didn't bother adding support for them yet as this is just a prototype to spot unforseen issues beforehand such as... |
Posted April 16, 2008 9:13:06 AM
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Realistic water scene rendering with Direct3D9
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Well that's precisely why :) I've had to put a rather short maximum view distance because the water simulation is CPU-based and the water mesh is highly tesselated. Increasing this view distance decreases the performances. I'm sure there are better w... |
Posted September 4, 2007 3:38:46 PM
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free MMOs ???
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The big idea is to lure players in with a major emphasis on the word "free", but once you start playing it seriously you realize that you really do need their premium service offer to stay on par with other players. These premium items... |
Posted September 4, 2007 11:13:02 AM
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Average salary in Sweden for a game programmer
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Oh, it's not just a rumor :P |
Posted August 28, 2007 11:18:23 AM
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Scripting Engine
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Why reinvent the wheel? I suggest you use LUA or Python as a scripting language for your game, they're industry-proven, tested, and will save you a considerable amount of time. |
Posted July 20, 2007 7:14:08 AM
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Realistic water scene rendering with Direct3D9
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The binaries, source code and project report are now available on my homepage at http://www.fatalfrog.com/index.php?page=5. |
Posted June 21, 2007 10:27:25 AM
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View All Replies Made By This User
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