Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Ashaman73

Member Since 10 Nov 2006
Online Last Active Today, 12:21 AM

Posts I've Made

In Topic: Specular lightmaps to define material's shininess

Yesterday, 10:50 PM


I think the color here indicates the specular color of the material, but in that case the wood would have a blue reflection against the light which is definitely not realistic.

This is one of the reasons we have a new hype, called PBR = physical based rendering. In previous rendering ages artists tried to fake realistic materials by tweaking things like colored reflection on wood etc. The rendering techniques used were not really realistic and with some fake the artists could create the illusion of a more realistic materials.

 

"New" is, that the rendering engines try to use a rendering technique based on physical properties, so that realistic materials can be created with more realistic parameters. Instead of using a colored (fake) specular map, you would use an albedo (for color information only) and a monochrome specular channel and hope that the rendering engine will handle it in a (more) realistic way.

 

I think, that most modern engines like the newest version of unreal, crytek and unity, will use PBR now.


In Topic: Noob wants to sell a game.

29 June 2015 - 11:20 PM


Did anyone here do something like this?

I try something similiar. My goal is steam (it is already greenlit). There are some pitfalls in your calculation. First off, i you sell it for 3€, you will have eventually less than 1 € for your own pocket (ranging from publisher provision over VAT to personal and business taxes). Then the target publishing platform is the foundation for your number of sold copies. Steam, over everything else in digital publishing, dwarfs the rest. And even on steam, without some marketing (ie getting covered by some online portals), you will have a hard time to sell your game. To get covered you need some really cool idea or excellent execution, or both.

 

My rule of thumb:

If you want to make a game as hobby, then it will work as hobby, that is, you put a lot of money and work into it, you gain lot of fun, but you will not really generate money with it.

If you want to make money with a game, you need to handle it as business.


In Topic: Landmarks

29 June 2015 - 10:41 PM


The strongest (impression wise) was always "different wall/floor texture" to me.

I already use this to some degree, but I should utilize it more. From the camera view the floor is most prominent.

 

 

 


- stuffed dragon

Lol, sounds funny. I could think about some really giant object/statues. The level is kind of cut open and a really large statue, a stuffed draon, which towers above the rest of the level should be an eye catcher smile.png

Some larger, towering objects like

- stuffed dragon

- statue of a god

- pyramid


In Topic: What to do when your idea was already taken

26 June 2015 - 05:49 AM

I need some advices before I move on or continue, thank you! smile.png

Every game you will think off will most likely already exists in a similar fashion. If games where truly unique, no FPS since castle wolfenstein would have been released.

In Topic: A fun little math puzzle

26 June 2015 - 05:10 AM

Didn't solve 4,8 and 9. For my defense, I thought the square root was forbidden, so I already failed at reading the riddle carefully happy.png

 


How does NOT ZERO equal ONE ?

And it is not the logical operation !0=1 , it is the factorial 0!=1


PARTNERS