Jump to content

  • Log In with Google      Sign In   
  • Create Account


arc4nis

Member Since 16 Nov 2006
Offline Last Active Feb 10 2013 07:48 PM

Topics I've Started

Looking for NON Flash game portals/websites

02 February 2013 - 06:23 AM

Hello,

 

I'm the developer of Arcadia Online, a recently released and growing browser based MMORTS.

 

I'm looking for game portals (or websites) that promote browser based games. However all the websites I've found until now have only the option to upload a Flash game while Arcadia online is written in AJAX and server side PHP/MySQL and has its own server. Only kongregate.com offers an option to serve your game trough an iframe.

 

Also any other tip on how to promote the game would be welcome.

 

 

 

Here is a screenshots to give you an idea of what the game looks like:

 

arcadia_s1_zps2234bb9a.jpg


Arcadia Online MMORTS release day

24 December 2012 - 09:29 AM

http://www.arcadiaonline.org

 

Hello,

 

For years I've been working on a MMORTS and I would like to share with you the release day. As fellow game developers I would be more than happy to hear your opinion about the game.

 

Arcadia Online is a Massive Multiplayer Online Real Time Strategy played on a browser. The goal is to expand your empire by building cities and conquering other cities.

What sets this game apart from other browser based MMORTS games is that everything happens on a huge persistent world map (like Civilization) and the player has full freedom of action. Also formations play a huge roll the outcomes of battles (both ground and sea battles).

 

Our goal is to have up to 10000 people playing on a single map.

 

Arcadia Online Trailer

 

Here are two screenshots of the game during closed beta:

 

arcadia_s1_zps2234bb9a.jpg

 

 

arcadia_s4_zpsdda09628.jpg

 

I hope you will join us!


[web] Firebug not closing meta tags?

08 August 2010 - 03:08 AM

Part of my meta tag declaration looks like this:
HTML Code:

<meta http-equiv='Content-Type' content='text/html;charset=utf-8'/>


but when I go to Copy HTML with firebug, I get:
HTML Code:

<meta http-equiv='Content-Type' content='text/html;charset=utf-8'>


without the end tag, and this goes for all the self closing tags "/>".

In view source in firefox it shows correctly, but when I try to validate the code with Copy HTML (I need to do this since I'm building a website using AJAX) and then paste it in the W3C Validator I get the error:
end tag for "meta" omitted, but OMITTAG NO was specified

Is this just a bug that I should not worry about, or is my HMTL really bad? Maybe becouse I'm using UTF-8 and the "/>" gets discarded somehow and trasforms in ">"?

Need help with HLSL bump mapping

18 March 2008 - 12:46 AM

I have successfully implemented object space bump mapping in my game... however now I'm trying to implement tangent space bump mapping. The idea is to create a transformation matrix (TrasMatrix), that will trasform the normal from tangent space to object space. This matrix is created in the vertex shader and passed to the pixel shader. In the pixel shader the normal in tangent space is trasformed to object space multiplying it by the TrasMatrix. However the result is strange, everything looks fine, even when the object is rotating, however the light seems to be coming from the wrong way, when I try to change the direction of the light vector, the result is always a few degrees or more wrong. This is the snippet of the code that matters:
struct VS_INPUT1
{
    float3 position	: POSITION0;
    float2 texture0 : TEXCOORD0;
    float3 normal : NORMAL;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
};

struct VS_OUTPUT1
{
    float4 position  : POSITION0;
    float2 texture0  : TEXCOORD0;
    float3x3 TransMatrix  : TEXCOORD1;
};

//-----------------------------------------------------------------------------------------------
// Vertex Shader 1
//-----------------------------------------------------------------------------------------------

VS_OUTPUT1 vs1( VS_INPUT1 IN )
{
    VS_OUTPUT1 OUT;

    OUT.position = mul( worldViewProj, float4(IN.position, 1) );

    OUT.texture0 = IN.texture0;
	
    // Rotate the normal, binormal and tangent to match the object rotation
    IN.normal = normalize(mul(objectRotation, IN.normal));
    IN.binormal = normalize(mul(objectRotation, IN.binormal));
    IN.tangent = normalize(mul(objectRotation, IN.tangent));
	
    // Create the TransMatrix to trasform the normal from tangent space to object space
    OUT.TransMatrix = float3x3(IN.normal, IN.tangent, IN.binormal);
    
    return OUT;
}

//-----------------------------------------------------------------------------------------------
// Pixel Shader 1
//-----------------------------------------------------------------------------------------------

PS_OUTPUT1 ps1( VS_OUTPUT1 IN )
{
    PS_OUTPUT1 OUT;
    
    OUT.color = float4(0.0f, 0.0f, 0.0f, 1.0f); // Reset the Out.color
        
    // Get the pixel normal
    float3 normal = 2.0f * tex2D(Sampler1, IN.texture0).rgb - 1.0f;
    normal = normalize(normal);
    // For the test I have made all the normals point in the same direction
    normal.x = 0.0f; normal.y = 0.0f; normal.z = 1.0f;
	
    // Set the direction of the directional light	
    float3 light; light.x = lightDir1.x; light.y = lightDir1.y; light.z = lightDir1.z;
    // Trasform the normal in object space
    normal = mul(IN.TransMatrix, normal);
    // Set the diffuse color
    float diffuse = dot(normal, light);
    
    // For the test I am just outputting the diffuse color
    OUT.color.r = diffuse; OUT.color.g = diffuse; OUT.color.b = diffuse;

    return OUT;
}

What am I doing wrong, should I be trasforming the light vector to tangent space instead than the normal to object space. I prefer this way becouse it will be easier to implement. Any help is apprecciated...

Performance question about effect files

21 February 2008 - 11:28 PM

I'm using effect files to store my shaders, and passing all the data to the global variables with ->SetFloatArray ... etc... However I'm not sure if this is the right method, becouse every time I render, I pass all those strings (the names of the variables) to the graphic card, which is expensive (if I'm not mistaken). This is how it looks:
f_xLight->SetMatrix( "worldViewProj", &worldViewProjection );
f_xLight->SetMatrix( "matRotation", &matRotation );
		
f_xLight->SetFloatArray("lightDir1", light, 3);
f_xLight->SetFloatArray("lightColor1", lightcolor, 3);
f_xLight->SetFloatArray("ambientColor", lightcolor, 3);
f_xLight->SetFloatArray("fogColor", fogcolor, 4);
f_xLight->SetInt("numberOfLight", 1);
		
f_xLight->Begin( NULL, 0 );
f_xLight->BeginPass( 0 );

    g_pd3dDevice->SetTexture( 0, g_tCeres );
    g_3dCeres->DrawSubset(0);

f_xLight->EndPass();
f_xLight->End();

Is this ok, performance wise? Or is there a more efficient method?

PARTNERS