I didn't actually do much development for Bad Things this week, instead I was focused on finishing up at Intel, and then there was the iamagamer.ca game jam this weekend. Along with two other people, I produced a game in 48 hours. The link to download it is here http://jam.iamagamer.ca/submissions/53-blood , though I'll probably put up a download on this blog on an 'other projects' page. Blood! The topic was "Strong female protagonist", and my first idea was to take the concept literally and make a game about a female body builder. After some discussion among my friends, I decided to pitch a game about bleeding. One person put their name on it (someone I knew already), then I put my name on it, and we got a third person. Luckily for us, none of us had ever done a game jam before, and I was the only one with game development experience. We settled on an action platformer where your blood is both your life and your ability to attack. Each weapon or sp
Hey! If you missed it, yesterday I wrote an artisanal blogue poaste about a tool I am working on called the HDR injector . Today, I will write about how to present an HDR image in Windows. Some of this will be a summary of the talk by Evan Hart at GDC 2018. There are three steps, which I don't think are explained anywhere, except maybe within these ultra-rare DX12 samples that I had to catch midair from a hot tweet. Set your swapchain effect to DXGI_SWAP_EFFECT_FLIP_DISCARD . Emphasis on FLIP. The GDC talk above seems to think this isn't 100% required, but I couldn't get any HDR working without it. Set your swapchain buffer format to an HDR compatible backbuffer format. The ones that work for me are: DXGI_FORMAT_R16G16B16A16_FLOAT and DXGI_FORMAT_R10G10B10A2_UNORM , though I expect other formats might work. I haven't tested all of them. Depending on which format you picked in ( 2 ) you need to select the correct color space. If you selected RGB
Hi. Today I will be writing about my efforts regarding reverse engineering unity games. As you may have read in a previous post, I have recently lost all my project files in a horrific idiot hard drive reformatting disaster. I was able to get my final builds back from some people I had sent it to... and actually, it just occurred to me yesterday that I had sent Unity QA a repro project for echobox that had almost all of the final source in it (except for the visualization portions and the level design), but they have yet to reply about sending me the project. A bug or a feature? So it turns out that reverse engineering Unity games is actually quite possible, and even somewhat easy. Is this a feature or a bug? In my case, I have a legitimate reason to reverse engineer as much code as possible from my game executables, because it will save me a ton of work trying to rebuild what I've lost. For others, I imagine this is somewhat of a headache. There is an extensive forum post ab