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Member Since 06 Mar 2008
Offline Last Active Oct 18 2016 04:42 PM

Posts I've Made

In Topic: Create a tunnel in 3D space

18 October 2016 - 04:42 PM

More information is needed. Are we talking procedural generated content? or are you looking for a Blender tutorial?


But to answer with the answer most relating to the forum, I would use a series of Cubic or Quadratic Bezier curves, as the control points, and then spawn edge loops along the way, each with the same amount of vertices, so they are easy to connect with triangles.


If you want the tunnel to turn, rather than just sliding from side to side, you can use the derived Bezier curve to calculate the tangent. (https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Specific_cases)


Keep in mind that these curves are not inherently uniform, but if you keep the midpoints evenly distributed, it should be fairly uniform.



What framework are you using?

In Topic: What controller to use while developing PC game

07 October 2016 - 04:51 PM

Unity is reworking their input system, not sure if there is an ETA for te new system. But until then you should consider using something like InControl https://www.assetstore.unity3d.com/en/content/14695 (there is a free older version on github), to support most controllers. But yeah 360 used to be the standart, now I think it's XboxOne. I still use 360 at home, but XboxOne at the office. And honestly can't tell the difference (except for the design). But then again, I don't handle input at my job.

In Topic: Biome based map generation?

22 September 2016 - 02:37 PM

I've never used this technique for games, but I think it should work for biome generation.


If you have multiple layers of low res noise (such as perlin), and combine them to create a probability vector, describing what biome is the dominant for an area.


The most basic example for this, is just to associate each layer of noise with a certain biome type, such that the areas where the tropical noise layer has the highest value, the biome will be tropical. 


To prevent a snow biome spawning next to a dessert, you can achieve a more sophisticated result by having the noise layers represent environmental properties, such that the biomes can be derived from these properties.


Example time:


noise layer #1 "Temperature"

noise layer #2 "Humidity"


Derived biomes:

Temp < 33% and Humidity < 50% => Cold rocky biome

Temp < 33% and Humidity > 50% => Ice and frozen lakes

33% < Temp < 66% and Humidity < 50% => Grassland
33% < Temp < 66% and Humidity > 50% => Forest or swamp

Temp > 66% and Humidity < 50% => Dessert

Temp > 66% and Humidity > 50% => Tropical rainforest

In Topic: Serious Question needs serious logical feedback

20 September 2016 - 02:23 AM

I want to through at them a huge pitch on all the ideas i have for diablo 4, i want to help build the diablo 4 version.
That sounds a lot like a job application. Keep in mind that game designer is one of the hardest positions to land. What are you experiences with programming, graphics or audio?


There are a few examples of people picking up/licensing abandoned franchises, and running a kickstarter to reboot the franchise. There is certainly also a wide selection of franchises, that is not tied to a certain developer, where established game companies can bid on the project (a lot of non-game franchises works like that).

In Topic: Over stepped at the start

20 September 2016 - 02:15 AM

Honestly, if you just want to get started making your game, I would recommend you to go for tools designed for game development, rather than regular application development. Not saying that doing everything from scratch is a bad idea. Learning how things work is never a bad idea. But you should consider looking into tools such as RPG Maker, GameMaker (which is on sale today at humble bundle) or Unity. for Unity you will also be using Visual Studio to code c#, plus once you've made a 2D game in Unity, it should be fairly simple to switch to 3D development.


My personal selection of tools I use on a daily basis as a game programmer is: Unity, Visual Studio 2015, Sublime Text, Blender and Photoshop. The last two are mainly for mockups. My point being that a lot of development tools comes as finished packages, where you pretty much only need to run a single installer to get started. Then you can add more when you know what you want to use.