Advertisement

Latest System Activity

@aressera Thank you! That sounds like the best solution. I will definitely try it. Thank you. 

10,941 views
Advertisement
enigma_dev
January 09, 2022 10:47 PM
DevBlog 12 - Rendering Planets and Stars Without A Skybox


I've created a starfield environment to give the game some life.

no longer do you have to fly around in pitch black, getting lost in the void.

now there are stars, planets, and a local sun.  

the fighters are now lit via the local star's direction vector from the origin.

the planets are also lit f…

11,338 views
enigma_dev
December 19, 2021 06:22 PM
DevBlog 9 - Creating AI Behavior Trees in C++




I created a behavior tree system that is defined completely within c++.  

AI entities have a brain which spins up a behavior tree.

The nodes in the behavior tree are heap allocated, which I believe does have some noticeable performance cost.

The reason for this was to easily use virtual methods a…

13,609 views

From another angle, “player freedom” is not absolute, objective and infinite; it means only that in the limited time and the limited number of games player spend on the game they don't feel constrained by technical limitations, lack of variety of content, heavy-handed narrative constraints, etc. Th…

7,953 views
enigma_dev
October 20, 2021 12:58 AM
DevBlog 3 - Mod/Editor UI and Level System

Projectile editor with IMGUI!

In order to visualize the frame stretching projectiles, I needed to create a projectile editor. This required UI and Level systems to be in place. So must of the work here is just code under the hood, but not a lot of visuals.

This will be used to determine which grid no…

34,407 views
Question:

When a DX11 application executes Map/Unmap with D3D11_MAP_WRITE_NO_OVERWRITE, is there a way to efficiently know which region of the provided buffer was modified?

Situation:

I hooked all DX11 calls of “Heroes of the storm” game and made it playable on low-end machines.
https://www.reddit.com…

4,881 views

@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…

11,240 views

Kylotan and Juliean have already given great advise.  They also have helped me several times when I have questions here.

I still want to add some more …

To handle child-parent transform, I use the similar approach as Ogre3D.  My gameplay has to be split into 3 phases :-

  • set all relative tra…
  • 11,610 views
    Advertisement
    Advertisement