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New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!


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#21 NickUdell   Members   -  Reputation: 288

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Posted 08 May 2012 - 09:23 AM

if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.


Best solution for this would be the logarithmic Z-buffer. Check this link out:

http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/


Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

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#22 Tordin   Members   -  Reputation: 604

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Posted 08 May 2012 - 11:57 AM


if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.


Best solution for this would be the logarithmic Z-buffer. Check this link out:

http://www.gamedev.n...-artifacts-fix/


Yeah, thats one smart way of doing it. probably better than resizing and so on.
"There will be major features. none to be thought of yet"

#23 gooncorp   Members   -  Reputation: 260

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Posted 09 May 2012 - 01:20 AM

ok will look into. thanks for the direction and link :)

heres some laser stuff:



#24 Tordin   Members   -  Reputation: 604

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Posted 09 May 2012 - 11:43 AM

you should realy start polishing stuff into something that looks super awesome!

get some artists working on your game and so on.
"There will be major features. none to be thought of yet"

#25 NickUdell   Members   -  Reputation: 288

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Posted 09 May 2012 - 12:26 PM

I like the laser test, that's some cool physics there. Are you using Unity?
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

#26 gooncorp   Members   -  Reputation: 260

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Posted 09 May 2012 - 05:09 PM

thanks

and yes Nick it is Unity :)

I still only have the free version, I am trying to get some money to get pro :(

heres a missile test:



#27 NickUdell   Members   -  Reputation: 288

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Posted 10 May 2012 - 03:07 AM

That's a pretty explosion but IMO it needs to happen a lot faster than it currently is. Perhaps add a faster explosion on top of that and leave the current effect as particulate smoke from the aftermath, slowly drifting outwards?

What's the difference between Unity and Unity Pro? I've never really looked into the engine before, is it additional features? Or a royalty system?
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

#28 gooncorp   Members   -  Reputation: 260

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Posted 11 May 2012 - 09:21 PM

That's a pretty explosion but IMO it needs to happen a lot faster than it currently is. Perhaps add a faster explosion on top of that and leave the current effect as particulate smoke from the aftermath, slowly drifting outwards?

What's the difference between Unity and Unity Pro? I've never really looked into the engine before, is it additional features? Or a royalty system?


roger that will work on the explosion. unity pro gives you profiler, dif shaders, effects, access to game engine code, render to texture, hdr, and a few other things.
once you get the pro version anything you make is 100% yours. the pro costs around 1500 dollars i think.

heres a quick first person weapon script i threw together :



#29 NickUdell   Members   -  Reputation: 288

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Posted 12 May 2012 - 03:04 AM

That's pretty cool, can you write in any language you please or is it restricted to one or two?
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

#30 bwhiting   Members   -  Reputation: 750

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Posted 14 May 2012 - 09:07 AM

something that might really help with your particles is if you used the depth buffer to blend them in with the floor, to avoid that sharp cut off, it shouldn't be difficult to implement but makes a big difference!

http://blog.wolfire.com/2010/04/Soft-Particles

compare the 1st two images there... worth it in my humblest of opinions

and @nickUdell you can write your scripts in c#, javascript or boo

#31 gooncorp   Members   -  Reputation: 260

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Posted 14 May 2012 - 10:19 PM

something that might really help with your particles is if you used the depth buffer to blend them in with the floor, to avoid that sharp cut off, it shouldn't be difficult to implement but makes a big difference!

http://blog.wolfire..../Soft-Particles

compare the 1st two images there... worth it in my humblest of opinions

and @nickUdell you can write your scripts in c#, javascript or boo



thanks man :) i will start using this feature from here on out.

i can learn new programming languages pretty easily, but for now i am
mostly c++, javascript, and c#.

heres some genetic stuff.



#32 NickUdell   Members   -  Reputation: 288

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Posted 15 May 2012 - 03:56 AM

That's some pretty cool stuff. I might need to look into something like that for my game, as it's meant to be generating its own life. You got any good references for it? Unfortunately my university only offered Genetic Algorithms as a Master's course and I swapped straight from BSc to PhD
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

#33 Tordin   Members   -  Reputation: 604

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Posted 15 May 2012 - 04:48 AM

I dont get what the "AI" in the video with the ballthingy rotating around...
"There will be major features. none to be thought of yet"

#34 NickUdell   Members   -  Reputation: 288

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Posted 15 May 2012 - 05:10 AM

I dont get what the "AI" in the video with the ballthingy rotating around...


It looks to me like it's trying to learn how to walk and find an optimal walking technique.
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

#35 gooncorp   Members   -  Reputation: 260

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Posted 17 May 2012 - 08:14 PM

thanks a lot gentlemen.


heres a good source of information for the genetic algorithms:

http://www.youtube.com/watch?v=Z_8MpZeMdD4

also here for neural networks:

http://www.youtube.com/watch?v=xbYgKoG4x2g


I watched both of those entire series from India.

here is my new Rover Posted Image



http://www.youtube.com/watch?v=Y2TZ8h-I28w

Edited by gooncorp, 17 May 2012 - 08:15 PM.


#36 Tordin   Members   -  Reputation: 604

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Posted 24 May 2012 - 04:06 AM


I dont get what the "AI" in the video with the ballthingy rotating around...


It looks to me like it's trying to learn how to walk and find an optimal walking technique.


Yeah, now when you said it. But i wounder why he respawns?
"There will be major features. none to be thought of yet"

#37 gooncorp   Members   -  Reputation: 260

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Posted 25 May 2012 - 01:31 PM

the respawn is to recreate the scenario, its all tracked. i will be working on the genetic code more again soon.

heres an update :)



#38 gooncorp   Members   -  Reputation: 260

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Posted 26 May 2012 - 04:28 PM

new weapon - pistol




#39 NickUdell   Members   -  Reputation: 288

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Posted 27 May 2012 - 04:49 AM

I'm loving the rover and the pistol, although I feel the projectiles move a little too slowly for my liking. Still, it's an excellent bit of work there!
Sole Creator of Pigment - a procedural, block-base space trading sim.

PhD student working on medical imaging at the University of Southampton.

Enjoyer of games, films, books and cider.

#40 gooncorp   Members   -  Reputation: 260

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Posted 27 May 2012 - 06:58 PM

they are a bit slow your right. need to work out a better collision system me thinks with raycasting.

heres light speed






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