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Latest C++ Activity

I think that I see. The point of normalization is to take advantage of the low entropy of the data.

3,837 views
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yes im using the same 12 device to 12device 5 for RT

5,003 views

I have no clue what the problem was. So I just implemented it on the CPU. Works great now.

1,793 views
sausagejohnson
August 27, 2024 01:59 AM
Orx - Portable Game Engine version 1.15 has been released

The Orx community is pleased to announce the 1.15 release.

There are quite a few changes in this release.
Here are some highlights:

  • A new resource type, mem, has been added for in-memory/embedded resources. The embedded default font and orx logo are leveraging it, while ultimately reducing the size of…
1,685 views
Splitting image into tiles

I boiled it down to only a couple of lines' difference.

Here is the float* version, which works:

		int num_tiles_per_dimension = 1;

		std::vector<cv::Mat> array_of_input_mats = splitImage(input_mat, num_tiles_per_dimension, num_tiles_per_dimension);
		std::vector<cv::Mat> array_of_output…
1,994 views
enigma_dev
July 20, 2024 02:03 PM
Unreal C++ Superpowers with UPROPERTY Meta keyword; UPROPERTY Basics -- UE C++ Tutorial 5 Pt2

Continued from the previous video, this explores the more advanced features of c++ code variables exposed to blueprint/editor. This covers some meta specifiers, categories, etc. And how to use the engines source code to quickly find examples on more advanced features.

0:00 Meta Keyword
0:14 Display N…

4,674 views
Josh Klint
July 15, 2024 08:27 PM
Ultra Engine 0.9.6 Released

Ultra Engine 0.9.6 is here, with a new foliage system that replaces and improves the vegetation system in Leadwerks. Whereas Leadwerks uses a geometry shader, Ultra uses a compute shader that provides more power and better performance. The most significant improvement is the inclusion of sublayers,…

4,724 views
buzzelliart
June 17, 2024 03:27 PM
OpenGL procedural terrain - a longer walk

OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
 

8,051 views
komires
May 17, 2024 02:52 PM
Matali Physics 6.5 Supports

We are pleased to announce the release of Matali Physics 6.5, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.5 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Synth and Matali Games m…

14,665 views
DragonJoker
April 23, 2024 07:09 AM
Castor3D - 3D engine version 0.16.0 has been released.
Important Changes
  • Implemented clustered rendering.
  • Reworked light attenuation as a range.
  • Implemented color grading.
  • Implemented context blocks in the scene file parser.
  • Removed deferred rendering.
New Features General
  • Reworked submesh components like pass components.
  • Implemented Mikkelsen tangent space s…
10,506 views
enigma_dev
April 13, 2024 02:02 PM
UPROPERTY basics in Unreal - How to write C++ variables for Unreal blueprint - Update 5

Update 5 How to write C++ variables for Unreal blueprint; UPROPERTY Basics

What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor.  

The reason you don't want to use EditAnywhere on everything, …

11,058 views
Juliean
March 11, 2024 06:50 PM
Journey to a full x64 (dis)assembler [Part 2]

Welcome back ! Last week, I talked about the background of why I am creating a custom assembly-generator. This week, I'll go more into details about the framework I wrote, that allowed me both to disassemble as well as assemble code.

Getting started

Now previously, I mentioned how my own assembler wa…

4,995 views
komires
December 19, 2023 08:42 PM
Matali Physics 6.4 Presents an Innovative, Physics-Based Approach to Wayfinding

We are pleased to announce the release of Matali Physics 6.4, the significant step on the way to the seventh major version of the environment. Matali Physics 6.4 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Sound and Matali Games module…

4,566 views
Linear Interpolation Explained

Linear interpolation is everywhere. Games, 3D animation, image creation tools and much more all rely heavily on interpolation, so having a thorough understanding of linear interpolation is extremely important.

This text is somewhat geared towards game developers, however it's general enough to apply…

48,512 views
small3d Tutorial

small3d is a small, cross-platform 3D game development library I have put together and have been maintaining over the past few years. This is a tutorial on creating a ball in Blender, and then writing a C++ program that loads it and moves it around on the screen, using small3d. Alternatively you ca…

90,674 views
Static Analysis in Video Game Development: Top 10 Software Bugs

If you are a software developer working in the video game industry and wondering what else you could do to improve the quality of your product or make the development process easier and you don't use static analysis – it's just the right time to start doing so. You doubt that? OK, I'll try to co…

14,170 views
How to write a 2D UFO game using the Orx Portable Game Engine - Part 1
Before you begin

There is a video version of this tutorial available here which compliments the article version:
https://www.youtube.com/watch?v=qRuVgGOL3fI

Overview

Welcome to the 2D UFO game guide using the Orx Portable Game Engine.

(Updated for 2021 and to support version 1.12 of Orx)

My aim for thi…

73,205 views
Designing Player World Interaction in Unreal Engine 4

Originally posted on Troll Purse development blog.

Unreal Engine 4 is an awesome game engine and the Editor is just as good. There are a lot of built in tools for a game (especially shooters) and some excellent tutorials out there for it. So, here is one more. Today the topic to discuss is di…

15,779 views
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