Jump to content

  • Log In with Google      Sign In   
  • Create Account


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

#5315742 Create a tunnel in 3D space

Posted by on 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?

#5314293 What controller to use while developing PC game

Posted by on 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.

#5311961 Biome based map generation?

Posted by on 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

#5311566 Serious Question needs serious logical feedback

Posted by on 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).

#5311253 Over stepped at the start

Posted by on 17 September 2016 - 09:14 PM

Well for starters both XNA and Silverlight are outdated. Not that you can't use them if you want to, but the support has been cut, and the communities are moving elsewhere.


But what is it you want to make? it is hard to give you any advice on what you need, without knowing what you want to do with the tools, or your current skill level.

#5311237 Where could I find game-ready textures I can use in commercial projects?

Posted by on 17 September 2016 - 05:51 PM

http://www.textures.com/ is a good site

#5293948 Steamworks <16?

Posted by on 28 May 2016 - 11:56 AM

In Denmark at least you can't transfer a sole trader company, you'll need to create an LLC if you wish to transfer ownership. Here a sole trader business is just an extension of yourself. Not something you can transfer or sell.


I would suggest you to get one of your parents to register a company, there should be an option for creating a company for free (I know most countries have that at least). Then they can transfer it back to you later. Also if you live near a big town, there should be some incubators or just a general startup/inventor community, where I think you would be able to find someone willing to give you some advice :) (but try not to give them the rights to your company, better to have that with your own parents (assuming you can trust them..))

#5293916 New Cryengine/Unity/Unreal 3rd/2nd/1st person shooter

Posted by on 28 May 2016 - 06:21 AM

I don't mean to be rude, but it has to be said: This will NOT happen!


You sound like a very reflective individual, and if you can transfer you passion for making HUGE worlds into perfecting individual scenes, I definitely think you can get on the right track fast. I think a game like Life is Strange lies very close to your vision. The game is not open world, the story is quite linear, your actions are very limited (you almost feel like a confused teenage girl), it mainly only plays with a single mechanic (besides walking and talking). yet the world is so completely full of stories about every single character, and they managed to incorporate the core mechanic into the constant feeling of not knowing what the right choice is. Here is a link to the credits of the game, so you can see the size of a team needed for such a relatively short and linear story: http://www.giantbomb.com/life-is-strange/3030-47342/credits/ 


You should start by looking into doing a vertical slice of the game. Find the most interesting two minutes of your game, and make only that part. Once you've done that, you have something to show to investors and publishers, so you can get money to do a full game.


I do not consider your idea stated above as a full game. It is a symbiosis of all the games and concepts you like, but you don't mention how they will play together. If you insist on doing everything, you should start by doing a feature matrix, where you compare EVERY concept with EVERY concept and write a few sentences about how they should work together.

#5293914 where to find models ?

Posted by on 28 May 2016 - 05:51 AM

I can also recommend the Unity Asset Store, they have a lot of free stuff and even more cheap stuff in there.

#5293006 registering the game name

Posted by on 23 May 2016 - 02:25 AM

Getting a trademark doesn't actually ensure you the sole right to the name, unless you have a market reach to justify you owning that name. If you have a published game that predates any registered trademark you should be able to convince most courts that they can in fact not force you to change the name. Unless of course you choose a name close to an existing brand. Or Google/Apple decide that you are not important enough.


King.com tried and failed to trademark Saga, the Escalator company lost the rights to their brand, as it simply just became the word for moving stairs. Same thing happened to CocaCola in Denmark where they lost the monopoly on the word cola, because it just became the name of that particular kind of soft drink. Generally brands can be disputed if no one can connect it with a specific company/product. But this is a HUGE legal field spread out in several independent legal instances across the globe.


In short worry about getting your brand established first, unless you have an army of lawyers ready in every region of the world.


Also I have no education in any field close to this, I'm just saying what I've heard at various business talks :)

#5292291 New to Game Development, and don't know where to start.

Posted by on 18 May 2016 - 09:35 AM

The FAQ is always a good start :) http://www.gamedev.net/page/reference/faq.php/_/for-beginners-r1

#5292060 ABS and handbrake

Posted by on 17 May 2016 - 07:08 AM

Only regular brakes. Handbrakes are not intended to ever be used while the car is in motion :) Which is why it works great for racing games, because it gives instant drift, rather than stopping the car (eventually it will stop the car, but nowhere as fast as regular brakes with ABS will).

#5291394 What is the best way to update a Quadtree/Octree?

Posted by on 13 May 2016 - 05:33 AM

Assuming each child has a reference to its parent, and each quad has a count of how many items it contains (cached for its children):


When an item leaves a quad subtract one from the quad's count, and request the quad's parent to check if it should merge (if the sum of all children's count is less than threshold). If it did merge the merged quad should again request its parent to check for merge, etc.


Likewise when en item enters a quad you just check if the node should split, if it did split, you check the new quad (the one you entered, not the other three) if it also needs to split, etc.


If moving one node from one quad to the other you should do the enter first, to avoid current quad and new quad being first merged and then split, if they have the same parent.


This is assuming each quad has a reference to its parent and all its children, not using some array to store quads in. If you do want to store quads in an array, to prevent garbage collection, you could have a stack with unused indexes in the array, so you don't ever need to move items in the array. If your children in the quadtree takes too long to sort through when merging or splitting a quad, you should use a smaller threshold.

#5291282 About a programming language

Posted by on 12 May 2016 - 08:01 AM

As far as I can see it's right on the Download page: https://www.python.org/downloads/windows/ (assuming you have windows, since you didn't mention otherwise)

#5290632 How do I measure risk?

Posted by on 08 May 2016 - 06:28 AM

My best suggestions is to pinpoint the risky bits, and do your own little game jam (~one for each risky), where you spend one weekend or less (NO MORE) implementing it. When the weekend is done, regardless of the success of the implementation, you will have a much better idea of how difficult it is going to be. This does not have to be weekends, but spend some time measuring what you can. Yes this will most likely be wasted code, but it will not be wasted knowledge.


Use agile development (I prefer something scrum'ish) it allows you to rescope and reprioritize as you go. Because your project will change!


Use a feature matrix to compare each feature (risky or not) with every other feature. While some things are difficult to predict before the actual implementation, this will give you an overview of most complications.


And finally once you think you have overestimated everything multiply the time with PI.