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    2. jbadams

      Alternative names for fantasy classes

      Agreed with the above. If your classes aren't mechanically creative, I'd strongly consider sticking to standard names that many players will already understand. That being said, you could perhaps look at names from different cultures. Taking a priest for example, you might substitute a shaman, kirkman, padre, oracle, etc. Of course, keep in mind that some of these may also have certain pre-established meanings to players.
    3. Today
    4. ALT PLUS VIETNAM

      3D ASSET BUNDLE - VIASS SIMPLE CHARACTER PACK

      ❣️❣️HEY GUYS, WE ARE VIASS - VIETNAM ASSET DESIGN ❣️❣️ Today, we introduce to you, the best 3D asset ever for your game - VIASS SIMPLE CHARACTER PACK This is a low poly asset bundle containing characters, animals and equipments. With this package, game developers can create every kind of game with polygonal style based on their imagination. Character: White Boss, zombie, knight. Animal: Dragon, horse. Equipment: Arrow, axe, bow,etc. Characters and animals have replacement color and texture. List of animations for the characters and the Dragon: idle, walk, die, attack, get hit. ---------------------------------------------------- To get a better look at our 3D product, click the link below: Unity Asset Store - Click here Follow us to stay updated: https://www.facebook.com/ViassDesign https://viass.altplus.vn/ Thank you!
    5. Lendrigan Games

      Alternative names for fantasy classes

      Unless the classes you've drawn up are mechanically drastically different from "standard classes," you need some other practical reason for new labels, lest you confuse the players unnecessarily.
    6. DevJarmo

      Learning Netcode

      Just to update this thread, I am still making great progress and plan to have a release by April.
    7. I will send you an e-mail.
    8. SecretLairGames

      Need Advice Important (advanced questions)

      1) Game engines I've seen are million+ line beasts. I made one myself, parts of it go back 30 years, it is 325,000 lines + libraries + chrome and I've been working full time for almost 10 years. That said, there are lots of places to start. There are free game engines, or parts of engines you can adopt. Unity is pretty awesome. 2) 3D programming is no harder than other programming, the tools however are generally worse and you have to be able to figure out the math. 3) Still using C++ because for games generally you need your code as fast as possible. I've seen a lot of languages come and go over my career - they all do the same thing so pick one you like. 4) Smartphone is a tough platform for 3D, but you can do it with Unity if you like.
    9. STORY : I'm 40 years old, thinking about going back into programming after 20 years... I already did some C++ but I don't know the new stuffs C++14,17,20 etc.. I always wanted to learn 3d graphics and it's my passion compared other kind of programming who seem boring to me..but I'm a bit afraid to go study full time C++ and DirectX or OpenGL to become a 3d graphics programmer after I have read the horror story in the game industry, it doesn't seem like a solid career choice and the pay seem low for the difficulty ratio.  I was wondering if C# with Unity wouldn't be a better choice ? try to make a small game of my own and try to sell it and if it doesn't work, I still have my C# for normal programming job like WebDev etc. The things is I can study 10-15hrs a day for like 3 years, but it take a long time to learn C++ and DirectX when its native + the math etc... So what you guys recommend, because I'm starting to see some beautiful looking game made with Unity on Youtube, could be lot easier to create something managed etc and cross-platform too. I know how studio and AAA games are made I have no Illusion I know you can't make Call of Duty or the next Final Fantasy alone so you have to make a smaller game. Here is a few questions that I have, if you can help me out, it would be greatly appreciated, sorry for my english I'm french from Quebec : 1) How hard and how long does it take to develop 1 of the best 3d engine like CryEngine, Unreal, Frostbite etc and how much % of it, 1 person alone can do on his own these days ? Would it be possible for Carmack to code one today and compete or these days it's impossible alone ? or a beginner to create a 3d room with a character moving around like a shooter to show as a portfolio (in native) ? 2) Do you consider 3d graphics programming in C++ with Opengl, Directx etc to be harder than more "normal" programming like Webdev with JS or C#, Java etc ? Do you think it require more programming skill because its native, or it's not true anymore since there is complexity in others programming fields ? 3) Do you feel that C++ today is becoming slowly bloated or trying to be too much compared others more modern language like C#, Javascript etc ? Would you go as far as saying C++ is obsolete today or more of a niche language for games and advanced system programming (Photoshop, Word, Windows etc) ? 4) Do you guys know how large is the gap between Crysis and Unreal engine compared to Unity with C# in term of performance for making good 3d indie games today ? Let's say we make a good 3d game with Unity and C# will it be slow on Smartphone ?
    10. STORY : I'm 40 years old, thinking about going back into programming after 20 years... I already did some C++ but I don't know the new stuffs C++14,17,20 etc.. I always wanted to learn 3d graphics and it's my passion compared other kind of programming who seem boring to me..but I'm a bit afraid to go study full time C++ and DirectX or OpenGL to become a 3d graphics programmer after I have read the horror story in the game industry, it doesn't seem like a solid career choice and the pay seem low for the difficulty ratio. I was wondering if C# with Unity wouldn't be a better choice ? try to make a small game of my own and try to sell it and if it doesn't work, I still have my C# for normal programming job like WebDev etc. The things is I can study 10-15hrs a day for like 3 years, but it take a long time to learn C++ and DirectX when its native + the math etc... So what you guys recommend, because I'm starting to see some beautiful looking game made with Unity on Youtube, could be lot easier to create something managed etc and cross-platform too. I know how studio and AAA games are made I have no Illusion I know you can't make Call of Duty or the next Final Fantasy alone so you have to make a smaller game. Here is a few questions that I have, if you can help me out, it would be greatly appreciated, sorry for my english I'm french from Quebec : 1) How hard and how long does it take to develop 1 of the best 3d engine like CryEngine, Unreal, Frostbite etc and how much % of it, 1 person alone can do on his own these days ? Would it be possible for Carmack to code one today and compete or these days it's impossible alone ? or a beginner to create a 3d room with a character moving around like a shooter to show as a portfolio (in native) ? 2) Do you consider 3d graphics programming in C++ with Opengl, Directx etc to be harder than more "normal" programming like Webdev with JS or C#, Java etc ? Do you think it require more programming skill because its native, or it's not true anymore since there is complexity in others programming fields ? 3) Do you feel that C++ today is becoming slowly bloated or trying to be too much compared others more modern language like C#, Javascript etc ? Would you go as far as saying C++ is obsolete today or more of a niche language for games and advanced system programming (Photoshop, Word, Windows etc) ? 4) Do you guys know how large is the gap between Crysis and Unreal engine compared to Unity with C# in term of performance for making good 3d indie games today ? Let's say we make a good 3d game with Unity and C# will it be slow on Smartphone ?
    11. Wow thank you so much for your very detailed answer! You really cleared things up, I've never noticed that D3D12's barrier model actually has different semantics than Vulkan's model. I just thought that D3D12 was less expressive in that regard. Couldn't have hoped for a better explanation!
    12. Yesterday
    13. taoprox

      HTML5 Canvas Online RPG (MORPG)

      Uploaded a new video showing my npc system. Check it out, Thanks, Tao
    14. One diry secret with AAA games is that the GPU vendors with hand tweak special versions of their drivers with specifically for each game, to do the minimum amount of work instead of a general purpose solution. The GPU vendors will even re-write the shaders from a AAA game to make perfect use of each of their GPUs... So, one reason that D12/VK often doesn't get ahead is because the slimmer D12/VK drivers leave less room for this kind of per-game magic/cheating from the driver-authors compared to the fatter D11/GL drivers, and instead puts all this responsibility on the engine team. Also, it could be that the GPU vendors are doing per-game D3D11 drivers, but not bothering with per-game D3D12 drivers yet. This would then be an unfair benchmark -- testing a custom D3D11 driver vs a standard D3D12 driver. Another reason is that, again, because these APIs are closer to the metal, it's more and more important to write everything three times to take advantage of the way that three different brands of GPUs actually function. If you write a single generic solution that works everywhere, it's going to be slower than a solution that's optimised for one particular GPU architecture. e.g. in my game I only have a single D3D12 code path (instead of three) and my D3D12 vs 11 performance on NVidia is +/-2% (pretty much the same), but on AMD I get a clear 15% improvement. That's largely because I've written my D3D12 code with GCN in mind instead of thinking about Maxwell, etc And lastly, yeah, if the game's rendering systems have been written assuming a D3D11/GL style resource binding model and fine grained pipeline, then it can be painful or futile to port that code to D12/VK. The reverse isn't true though- making game rendering code that's written against a D12 style API run well in a D3D11 back end is easy 😃 I got lucky here and begged to be part of he Mantle beta, and used that special to redesign our cross platform rendering API early to fit the new style. D12 and VK are very similar. I persinaly prefer D12 as I think it's a bit cleaner / simpler and easier to write fast code in. D12 didn't originally have render passes, but they've recently been added as an opt-in feature if you want them. D12 forces you to do residency management yourself (monitor available GPU memory and move resources on/off the GPU if your memory usage wouldn't fit). VK has no such tools, so will perform worse if you're close to using the maximum memory of your GPU (but also makes your life easier by not giving you that responsibility). D12 abstracts physical devices, queues and memory locations at a higher level that makes it easier to write cross-vendor or multi-GPU code. VK is lower level here, requiring more work from the application to set up their queues and memory allocators. Those last two points kind of show that they're both lower level than each other in different ways 😮 D12 and VK have two different barrier styles that are both better at different situations. D12 focusus in the resources themselves, while VK focuses on the pipeline. The D12 barriers can by asynchronous (split barriers) which allows them to be free a lot of the time. For example, if pass A produces a texture for use in pass C, then after pass A you start a barrier, then to pass B, then finish the barrier, then do pass C. On some hardware, the actual work behind the barrier will happen in the background during pass B, and have no cost! In VK, you'd either have to out the barrier after A or before C, and it would actually have a cost / stall some GPU work. Alternatively, VKs render passes may be able to perform this optimisation automatically for you, but that's a similar"high level" situation to GL/D11... On the other hand, VK's pipeline focussed barriers let you do some nice fine grained tricks. If pass A's pixel shaders produce a texture that's consumed by pass B's pixel shaders, you can insert a barrier between them that guarantees no overlap of pixel shading, but still allows pass B's vertex shaders to begin early during pass A. From what I can gather, the resource-focused method of D12 maps better to AMD hardware, while the pipeline-focused method of VK maps better to NVidia hardware.
    15. sanjaysalem17

      Looking for talented 2D/digital artist.

      Hey Jarmo, I saw your post and I wanted to respond and say that I am interested in making 2D assets for you. If you think my art style/work is good enough, please feel free to contact me at sanjaysalem17@gmail.com. Thanks for this opportunity! If my work is used in your game, I only ask that I can put a link to the project on my website to show people that I contributed in some way. Portfolio: https://sanjaysalem17.wixsite.com/artportfolio Github: https://github.com/sanjaysalem17
    16. As stated, I'm looking for potential opportunities to just learn &/or recieve income, as well as make some game dev friends! I am an eager to learn amateur, my only experience is in modding Nintendo games (Zelda Wind Waker, or ALTTP) using primarily Autodesk 3DS Max. I doubt I could create high detail models or textures, I much prefer simplistic characters with solid color, often cel shading. I believe I am decent at optimizing models and textures, I am not very familiar with code but I'm not dumb (In the event file formats need to be converted, etc). I can attempt to create low detail sprites and adhere to specific palettes. (24x40 pixels maximum) I have not yet put together a portfolio, and intend to in future. If you would like for me to try and work with you, you can contact me at twitter.com/InTheBeef or InTheBeef#1252 (discord). note if you view my media on twitter you can see a few things I've made/modified.
    17. Hey guys, I'd like to ask the more experienced people here what you think (or maybe you know for sure) the problem is with the performance of the implementations of D3D12 in most AAA-titles. The D3D12 render path is almost consistently worse than the D3D11 render path. I'd assume it's because they haven't had time to rewrite their engines for proper use of the newer APIs? And I know it's not good practice to ask more than one big question, but how do Vulkan and D3D12 compare in practical situations? They seem to be very similar, but do have some key differences. Notably, render passes and finer pipeline barrier control in Vulkan. So I'd assume Vulkan offers better control and thus performance?
    18. Uttam Kushwah

      undefined behavior of bullet objects.

      Ok i got a work to do , I will try everything that you all suggest here untill i get over this. Thanks again.
    19. Hello all. For anyone who needs them I am offering my game art/character design and writing consultation services. I can do character expression sheets, concept arts, background art, and more. As a writer I have written screenplays, a book, currently working on another book and a writing a graphic novel. Here is a link to my site: https://misanakuya.wixsite.com/mysite Private message me if you need anything. For writing examples just private message as well me and I will send some to you.
    20. LorenzoGatti

      undefined behavior of bullet objects.

      From your logs, extract the bullet's velocity vector (before and after) and the surface normal vector of all collision events. If the velocity after the collision still points down, the collision has been detected and, as lawnjelly suggested, it's likely a problem with flipped normals (or more generally an incorrect collision response calculation). You can look at normals and angles to find the exact reason. On the other hand if all bullets that collide with the terrain mesh bounced correctly up it would be strong evidence that the bullets that go through the terrain must be tunneling without colliding properly.
    21. I think we should avoid the topic of the game. Environmentalism or humanitarianism. Teaching people to not be racist? "Making the world a better place" can take on many forms, I think that is more between Embassy and his investors. We should offer more ideas on what it means so they can consider the options and direction. I say we stick more to Design. Going with a Simulation in which player in-game and out-of-game actions have an impact. The levels of the Microcosm grow and expand based upon the action taken out of game by the players. For example, the Microcosm starts about the size of a small town, 10 mile radius? ish. The "guild" can improve that microcosm to an amazing flourishing state, but the microcosm doesn't get any bigger until they start taking action in the real world. The idea locked behind real world action is Microcosm growth. I'm thinking of the whole "Think Globally Act Locally" concept. Whenever the players coordinate and take action in the real world, the microcosm expands. how far it expands is up to the scale of the game, but after dozens if not hundreds of actions, eventually the microcosm isn't so micro and actually becomes the entire planet. (Google maps, zoomed out is the first world map that is accurate to the entire globe. Maybe utilize that as the final stage of the Microcosm. First Expansion Adds Mars? just throwing out wildness) Guilds can take local actions throughout this game and their in game environment expands gradually based on the events they coordinate. Each event gives "experience" to the microcosm based on the number of participants both in game and out of game. Non-Player Real World Characters (NPRC? NPRWC?) - The organization's event coordinator would only need a phone app which records who shows up from the guild, and the number of non-player (non-guild, i'm thinking) participants. Immediately I have concerns about this in the late stages of the game as guilds get to a certain size and unfortunately start competing for a particular organizations events (possibly going to the point of sabotage)... We'd have to design around that, maybe allow multiple guilds to participate and get credit or give bonus exp to a microcosm if there's weird real world competition, kinda like Uber's Surges. Organizations would go through a vetting process, verified via app or live person (game staffing issues become a factor if we go with a live person) to verify they are what they say they are (we don't want someone using their kids phone to create false events, counterproductive to the idea). Maybe during development each organization is contacted and added to a database - phone app is developed and whenever the primary contact is changed the new contact updates their information with your database? but the contact exists in game and can be utilized in game by players. Literally being the quest giver both in game and in real life. Quests in game are both the little recycling things early early in the game and eventually expand to coordinating awareness raising events with an Organizations representative. Real world events are only available when an organization makes them available. For example, Organization's App has a "Looking for Volunteers" option in the game, and makes a simple entry for the number of people they need, specifically ZERO information about what work will be done, we don't want cherry picking. The coordinator would also provide a "Difficulty" rating, 1-10 on how difficult the work would be. The players see only the number of people needed and the difficulty rating and have to decide if it is something they want to coordinate with their guild. Sadly I must get to work. Hopefully I can find the time to expand more after work. Edit: Also non-organizational real world events. have to create a list of things a guild can coordinate on their own without an organization involved. Those events have possibly a reduced experience reward, OR there's a way to verify in app they are participating.
    22. There is a few TypeScript files in our example. We want to place these scripts on Sandbox. Create these files on Sandbox: https://plnkr.co/edit/ Program.ts import { Rectangle } from "./Rectangle"; export class Program { public static Main(): void { // Create a rectangle let rectangle = new Rectangle(); // Draw the rectangle rectangle.Draw(); } } Program.Main(); Rectangle.ts export class Rectangle { public x: number; public y: number; public constructor(x: number = 0, y: number = 0) { /* ... */ console.log("Rectangle was created"); } public Draw(): void { /* ... */ console.log("Rectangle was drawn"); } } We need to compile these files to AMD. For this, create the "tsconfig.json" file on the Sandbox: tsconfig.json { "compilerOptions": { "module": "amd", "outDir": ".", "sourceMap": true }, "include": [ "*.ts" ], "exclude": [ "" ] } Create the RequereConfig.ts file on the Sandbox: RequireConfig.ts requirejs.config({ baseUrl: "." }); requirejs(["Program"], (Program) => { }); Add "require.min.js" in the "index.html" file: index.html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>A few TypeScript files on sandbox</title> <script data-main="RequireConfig" src="https://cdnjs.cloudflare.com/ajax/libs/require.js/2.3.6/require.min.js"></script> </head> <body> <h3>See the console output. Press "Ctrl+Shiprt+J" in the Chrome browser.</h3> </body> </html> This is the result on the Sandbox: click. Open the debug console in your browser to see the result: "Ctrl+Shift+J" in Chrome. You will see in the debug console this messages: P.S. If you need to work locally you need to run these commands: npm init -y npm i -D @types/requirejs P.S.S. Read this book to learn more about AMD and RequireJS: Mastering TypeScript - 2nd Edition - Nathan Rozentals
    23. Uttam Kushwah

      undefined behavior of bullet objects.

      i tried the thing as you suggested hitting the balls from the downside, and guess what its persisted. Now i am thinking of making sandwich of two same terrain one above the other with very few distance between these two ( I know its dumb). But since it will give some thickness to the terrain if first one miss the ball then second will throw it back lets hope , i am tranna do this because i will create three terrain with 150x150 so by doubling them it won't be that clumsy.
    24. lawnjelly

      undefined behavior of bullet objects.

      Could well be. Try flipping the normals (i.e. if the normal is -0.1, 0.5, 0.3, flipped it would be 0.1, -0.5, -0.3) before sending them to bullet, or reverse the winding order of the triangles if bullet is calculating the normals (i.e. if triangle indices are 4, 3, 7 send 7, 3, 4). Or try throwing the bullet from below the terrain, or flipping the orientation of the terrain as a test.
    25. slayemin

      Ace Pilot Game

      So, to get started, the beginning of this project is a funny story: During Christmas, my brother bought me a hand full of games that he saw on my steam wishlist. Just for a joke, he bought me a game called "Hentai Girl Linda" for $0.99. As you can probably guess, it's anime porn. I played it for about 15 minutes, trying to understand the appeal of it. It's a stupid "game", if you could even call it that. It is essentially a digital puzzle which you assemble by moving image slices together to form a complete image, and low and behold, it's a half naked anime girl. And then you can click a button to make her fully naked. I think looked at the reviews, because usually that's a good indicator of sales numbers. My rule of thumb is to take the reviews, assume only 10% of customers will write a review, and then multiply the review count by 10x to get a rough estimate on sales numbers. This dumb game had 1,125 reviews, and if it was selling for $1, that means the developer made around 11,250 sales, or $11,250 (before steams 30% cut). Wow, that's nothing to scoff at... So, I forgot about the game and a few weeks later, my friend Stuart (a game artist) is browsing steam and he gets a game recommendation... for the hentai porn game because his friend (me) played it. We both laughed about it and talked about how easy it would be to make a dumb game like this in less than two weeks and cash out $10k. The idea of making $10k in two weeks sounded kind of appealing, but I didn't really want to make an anime porn game. I decided that I could afford a distraction for two weeks though, if it meant that I could make some extra money on the side. Who can't afford to give up two weeks to try something out, right? So I decided to come up with a challenge: Can I make a polished indie game in two weeks and launch it on steam? (Spoiler: The answer is "NO"). But this launched my indie game dev challenge. I have realized that one of the biggest challenges for all indies these days is marketing and visibility. You can launch a great game, but if nobody knows about it, it might as well not exist. And if you're an unknown indie trying to make a game people might enjoy, then huddling in a dark corner in obscurity is 100% the wrong approach. So, on day one, I began my game by thinking about marketing. How do I market my game? What will sell? What are people interested in? What can I build which people will buy? What promotional material will I use to get eyeballs? Obviously, the hentai porn game has a very clear hook: Sex sells. This really shouldn't be a surprise for me, but it really is. But, if sex appeal is just the gimmick to get eyeballs, what is the substance that keeps people as fans? The $.99 hentai game kept me entertained for 15 minutes and I never played it again, so in my book, that is a failure. No matter what new updates or features the developer implements, I'm unlikely to ever launch the game again to see them. The key conclusion to make is that a game will need a little more substance to get people to be repeat players. And if people are repeat players, they must enjoy the game, and if they enjoy the game, they'll be happy customers who get value out of your product, so if you release additional products with the same or better value, you'll get more customers and a community of loyal followers. The more loyal customers you have, the less of a steep climb you'll need to make for future marketing campaigns for future game releases. That's my reasoning, anyways. Cultivate a reputation for satisfied customers. Anyways, I told Stuart that I was going to be serious about this. No half-assed efforts from me. Go all the way or don't do it at all. I came up with a few game ideas that I felt I could pull off in two weeks and could market effectively. I worked backwards from the sales pitch to design my product. I think usually, indies do it the other way around: They build whatever they want to make, and only after or near launch, do they start to think about marketing and how to sell the game (if at all!). The risk is that the indie dev will build something that appeals to them personally, but their tastes are so eccentric that whatever they made appeals only to eccentric indie game developers and not to a broad market -- and the sales probably reflect that? Build what sells. Your own personal tastes are not a barometer for market desire (though your intuition can be a source of good hypotheses). I settled on an idea based off of a half-hearted attempt I made in XNA about a decade ago using sprites drawn in MS Paint. You flew an airplane and shot bullets and dropped bombs. I remember getting stuck on the physics of flight, digging deep into research on wing shapes, aerodynamics, thrust, lift, drag, gravity, angles of attack, etc. I got lost in the complexity and that caused the project to stall. But I didn't stick with it, I didn't have the drive to see it through to the end. I didn't have the maturity or stamina. Now, I'm different. I'm a professional (haha, is that a delusion?). The game concept was fun, so if I take another stab at it, maybe I can make it work this time. It was also inspired in part by a really old game called "Sopwith", so at least someone proved that the concept works. I can dress it up a bit and add a lot of polish. That should be pretty easy to do and still be marketable, right? That should be an easy two week project... right?? Well, I already knew that us programmers are terrible at assessing scope of work and from past experience, I know I'm terrible at it too. Even in professional work, my ball park estimates can be quite off the mark. But, it's still good to try to work with something rather than nothing, because it lets you look at a feature list and think about how long each item would take and then cut features until you hit your desired schedule (or vice versa: increase your schedule to hit your features, but never work harder and longer to add more features under the same schedule). I figured that this project would be a good litmus test for whether I was actually any good as a developer and entrepreneur. Why don't I make all the mistakes and #*@! ups on a super small project with lower risk, learn a bunch of hard lessons, and then carry those lessons to a bigger project where I have less tolerance for failure? What am I doing wrong? What are the flaws in my approaches to development? flaws to approaches in business? flaws to my approaches in marketing and sales? what can I learn more about in terms of leadership and people management? What are my "fail fast" lessons to learn? Anyways, as a part of my developer challenge, recognizing that marketing and visibility is going to be my biggest challenge, I decided to document my daily game development progress with youtube videos. It'll keep me honest and accountable to making meaningful daily progress, while also serving as a speck of visibility on the project and providing illumination into the game development production cycle (from an indie perspective, AAA is a very different beast). During the project life cycle, I have added two team members: John, a junior UX designer is working part time on level design and user experience, and Stuart is going to help with art (though I will have to produce programmer art as well). I'm already learning more about managing people and coordinating efforts, which is always new territory for traditionally solo developers. I'm also slowly getting better at talking in video, though my voice is still too soft spoken. Here are 16 days of video so far (not counting weekends and snow days): DAY 1: Day 2: Day 3: (skipped) Day 4: Day 5: Day 6-10: Day 11: Day 12: Day 13: Day 14 & 15: Day 16: (Today)
    26. Uttam Kushwah

      undefined behavior of bullet objects.

      No they all are generated by user input. And I don't know how to do logging with bullet and scripting stuff too. But I am doing it by simply printing it to console , then close the application and find what happened - 😊simple. But after messing around debug drawer I found the terrain triangles all have normals in the negative y axis. Is this can be the reason behind the problem ? May be the ball hitting the back face of the triangle of terrain. If is it so then what should I do. Thanks for your attention. Note: I am a newbie but some day I'll learn how to do that fancy stuff.
    27. Being concerned about the environment isn't about the environment and not the people living in it - the happiness of people depends on their environment, their access to resources they need to survive, their sense of security etc. The population angle isn't just about the air quality / green spaces etc. Put 2 rats in a cage and they will live quite happily. Put 100 rats in that same cage and they will tear each other apart fighting for resources. Humans are much the same. Don't be afraid of looking at the big picture. That is the difference between virtue signalling, and really making constructive changes.
    28. Project Name: Condors Vs. Ocelots Team Size: 15ish Genre:Strategy RPG Engine: Unity Roles Available: Currently in need of 2 2D sprite artists, 2 2D concept artists, and then finally 2 programmers. If you feel as if you can offer the team something more that isn't listed, we are always open to making an exception, just send your resume/portfolio to us! Project Length: Currently planning on release Q1 2020. Compensation: Rev-share Project Description: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Banditry is also rife -- since the Condors and Ocelots focus on the front lines, and largely neglect the parts of their respective dominions which aren't militarily important or located near their bases. The mysterious faction, Goatverlords, comes in and antagonizes both claiming rule of the land. They must work together and against one another to win the ultimate struggle. Project Status: Pre-design is completely done and we are starting on development of our builds. Send emails to careers@titanomachystudios.com Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios Our website here, http://titanomachystudios.com/#/
    29. LorenzoGatti

      undefined behavior of bullet objects.

      Since you can log the initial position, velocity, etc. of each bullet and detect reliably which bullets tunnel through (they reach the boundaries of the scene), you can easily recover test cases from log files. Are you able to run scripted tests that launch one of the problem bullets without user input?
    30. That's part of what I seek, so go right ahead! Versions: There will be versions. It will be fairly open that one goal is to make better ways to have people help the world, and that means a learning experience for everyone, including us. People: The main focus is improving people's lives, yes. Anything bigger is "higher tier" stuff. China: I know, and it scares me! Advice: Yes to all three! Good feedback, more is welcome!
    31. I'll be a little bit of a contrarian here, if you don't mind. First, I think it's great that you and your investor are trying to think of ways to make the world a better place by encouraging humanitarianism in others. That's a really tough challenge, as others have pointed out, but I think it's even harder than anyone is giving it credit, and that's where I start to get worried. I think it comes down to measures of effectiveness. Let's pretend that you land on an idea, build a game around it, launch it, and deploy it into the wild. One of the objectives of the game is to make the world a better place. How do you know whether that effort was successful or not? How would you measure that to see if you had an effect or not? I think when you launch your game into the wild, it's also going to be based on a lot of assumptions, many of which may turn out to be wrong, so I would expect to see the launch act as just the first iteration at the problem rather than the final solution to it, which means there will be lots of version updates. And, the version updates will need to depend on knowing whether one version was effective or not in changing the world in some effective and meaningful way -- otherwise, you're just shooting in the dark, hoping for the best. Forget about games for a moment and take a step back and think about "making the world a better place" as an agent of change. Pretend that your investor has given you a hefty sum of money and said, "make the world better somehow". What could you do to get the most bang for your buck? How could you make each dollar have the most possible impact? I think, to clarify, when we say "saving the world", we're talking less about the dirt, rocks, water and air which composes the world, and more about saving the people and other inhabitants of the world (life). In the most broad sense of "saving the world", what we're really trying to do is make living more pleasant for the life currently on earth, right? That could be something as bold as creating a habitat refuge for endangered species facing extinction, to something as simple as encouraging people to smile and say nice things to strangers. There's already a huge "game" like this happening in china as well, where everyone in the country is a player in the game whether they want to be or not. They have massive surveillance, cameras doing facial recognition, and have begun giving people and their life profiles "digital points" for different social behaviors. This is treated like a credit score on steroids, but it's for social credit. If you have low points, you get low priority treatment, such as being put on the back of the train, denied loans, job interviews cancelled, hassled by law enforcement, etc. Maybe if a camera catches you littering, you'll lose points. If you owe people money, you lose points. If you're late to work, you lose points, etc. It could become the perfect case of a road to hell paved with good intentions, but ends up backfiring because rather than making living more pleasant for everyone, they end up making it worse? I would worry about less than benevolent uses. Anyways, you're probably looking for game design advice, so here's my advice: 1) Aim for really, really low goals that are achievable. Changing minds or attitudes for the better might be enough. 2) Avoid complexity like the plague 3) Be scientific about how you approach your assumptions (hypothesis -> collect data -> test -> review -> repeat)
    32. OK Thanks, its mean I can share my Game URL or Posts.
    33. 8Observer8

      c# console snake game

      No, you don't. Those loops are wrong. If you like "for" loop more than "foreach" loop: foreach (var cell in snake) { DrawRectangle(g, cell.X, cell.Y, Color.Green); } You can use "for" loop: for (int i = 0; i < snake.Count; i++) { DrawRectangle(g, snake[i].X, snake[i].Y, Color.Green); }
    34. 8Observer8

      c# console snake game

      Please, read this step-by-step instruction very carefully: https://noobtuts.com/python/snake-game It is the Python language, but it is a very simple instruction where a basic snake theory is described very easy. Please, do it.
    35. Np :) Imagine you have just a quad of two triangles, with 1 normal, 4 vertices and 4 UVs. It might look like # 4 vertices v ... v ... v ... v ... # 1 normal vn 0 1 0 # 4 UVs vt .. vt .. vt .. vt .. # 2 triangles f 0/0/0 1/1/0 2/2/0 f 0/0/0 2/2/0 3/3/0 And if you want to render it with DrawIndexed, you still have to prepare a structure with 4 vertex-structs (pos+normal+uv) and 6 indices. Already with such a blatantly simple quad, you have to do something about it when parsing it, if you want to go indexed. Real examples will be more complicated but you'll have to do the same. I'm pretty sure, there are plenty of Wavefront-Obj readers for all programming languages around, although I'm pretty sure many of us wrote plenty of them for ourselves over the years, over and over again
    36. I think I will read this properly when I settle down 😄 as it's slightly overwhelming. I am actually trying read Obj files into my application. And one file I exported has more vertex normals than there are vertices which was surprising to me because I have yet to know how these are grouped together. I don't have knowledge of smoothing groups but I have used something similar when I used to use 3ds max 🙂 I will look through this, thanks!
    37. A way around this might be not using indexed rendering at all and also not using any input assembly or fetch shaders, but rather fetching everything yourself. It won't perform very well as it'll circumvent all the caching and prefetching circuitry of the modern GPUs. You'd issue a Draw(6 * 2 * 3) /* 6 sides, 2 triangles each, 3 vertices each */ and connect a general buffer with a Wavefront-Obj-like independent indices to vertices, indices to normals and/or indices to UVs. You'd index it by SV_VertexID running from 0 to 35 (you've got nothing else in your vertex shader), so in the end you could have just 8 vertices, 6 normals and 8 uv:s, for example. You wouldn't have any VB or IB, just general GPU-readable buffers. There's been a discussion about something similar in this very forum one or two weeks ago, read through it. 3D modelling softwares do this for you. Smoothing groups. Do you want to process your meshes yourself?
    38. Thanks for the helpful response again pcmaster. Would you know a better way on how to resolve complicated meshes which would have both smooth and sharp edges? Would I need to do away with indices to be safe? Or should I detect the angles somehow and somehow use index buffer?
    39. Short answer: It isn't possible. Long answer: Out of your vertices 0-7 on a cube, each vertex participates in multiple triangles. However it won't be re-shaded multiple times (unless it doesn't fit into the cache). So if you have an index buffer with indices 0, 1, 2, 0, 1, 3 for example, vertex 0 is going to be shaded exactly once, as are all the other vertices. When the input assembler sees vertex 0 for the second time it thinks: "Ha, I've already shaded this one!" Inside the vertex shader, there's no way of telling which triangle (primitive) a vertex belongs to. So you do have to duplicate all previously shared vertices where you want a sharp edge between triangles, basically.
    40. Hi, I am wondering.. If I have something like a cube which has 8 vertices which are referenced through an index buffer, Is there a way I would go about assigning unique vertex normals to each vertex which I figure are 24... From my current knowledge I think I would need about 24 normals assigning 4 identical normals to each face for the lighting to work correctly , for this to work I would need 24 vertices which eliminates the need for an index buffer. I figured vertex averging was working wrongly here because of very sharp edges. Is it possible to still use normals on cube geometry while using an index buffer such that my vertex count remains 8 or the only way this goes is by using a non indexed geometry with just regular DrawInstanced (dx12) ?
    41. Does it have to be a private message? I would love to read what others start thinking when reading your ideas, too! On environmentalism, I am thinking that is a "higher tier" challenge, because of how abstract it can seem and how complicated solutions can sometimes be, if you go beyond "recycle stuff". I like the idea that players who progress will start tackling bigger issues, preferably in concert with more and more other players. Environmentalism seems like a good "late stage" challlenge for the very devoted players. Of course, arranging carpooling or alternate transport, or getting a small solar cell etc. can be lower tier, gearing players up for the bigger hurdles regarding the environment!
    42. duke_meister

      c# console snake game

      I think you should start with Tic Tac Toe. That's probably an achievable first step. Well, good luck
    43. hplus0603

      Multiplayer networking for modded open source game?

      That sounds like it, yes. "all" you had to do 🙂 I'll let you in on a little secret: Do you know why most RTS-es have a "Yes, Sir!" acknowledgement animation/sound cue for each command you give? It's long enough to hide the transmission latency to all other players. Thus, by the time the units actually start moving, the command has gone from your computer, to the server, and back out to all players (including back to your own computer.) Typically, the local client actually starts moving units when it gets commands back from the server, and the "local" select/command/animate loop is entirely there to formulate commands to send to the server. I can't guarantee that all open source RTS-es you find will use this exact mechanism, but it's the "attractor state" RTS network architecture, so I wouldn't be surprised if many do.
    44. Rutin

      How can i create a Fighting Game?

      I noticed you edited your other post so I'll address this part first: Put this project on the back burner for now and look at it in future. If you're brand new to game development you need to build up experience and acquire new skills first. I cannot answer if people have created anything pre-done for such a system as I code things from the ground up as my games require. If you're brand new then I'm going to suggest C# with Unity to start, otherwise you can look into Unreal but don't touch C++, work with Blueprints if you really want to use Unreal. Sometimes you just gotta try things out and see how you like them. The problem is at your level you're going to be confused if you have no experience no matter if you do C# and Unity, or Blueprints with Unreal. Pick one, get some tutorials and start making basic games like Pong, a Maze Game, Checkers, ect... You'll learn a lot by doing, oh and forget about online multiplayer for awhile. I've used both Engines and I cannot say which is better (there are pros and cons to both - but I prefer Unreal over Unity as a preference. Plus I like using C++. The question is which is better for 'you'. I would still suggest Unity due to C# being a good entry into programming. Pick up Visual Studio Community Edition: https://visualstudio.microsoft.com/vs/community/ Get a good book on C# to learn general programming: https://www.amazon.com/C-7-0-Nutshell-Definitive-Reference/dp/1491987650 Use MSDN for more help with C#: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/ Start coding with the console first to learn the basics of the language, then jump into Unity and follow along with their tutorials. https://unity3d.com/learn/tutorials There are a lot of 'Asset Store' things you can get to help support your development, but I would still suggest you learn how to do as much as possible. I suggest buying a course as well: Complete C# Unity Developer 2D: Learn to Code Making Games https://www.udemy.com/share/1000PUB0YfdVhURXw=/ and Complete C# Unity Developer 3D: Learn to Code Making Games https://www.udemy.com/share/1000PKB0YfdVhURXw=/ You can find more on Udemy: https://www.udemy.com/courses/search/?src=ukw&amp;q=unity The most important thing above all at this stage is to pick something, and don't jump around from engine to engine or language to language. Stick with Unity for example, and make it work. Learn C# the best you can, learn the engine, and make a lot of small games to try out different concepts. All of this is transferable later on if you want to try out different engines and languages. Don't forget to post if you have any problems with your code so we can help you out. If this isn't something you want to do right now, you'll have to find an engine that caters to your needs, or maybe look into game modding as another option, but I cannot comment on that. The above assumes you want to program, otherwise if you're just looking at designing then you'll need to gather up a team. https://www.gamedev.net/forums/forum/29-hobby-project-classifieds/
    45. mysteriousmonkey29

      Options/Advice for Selling Mod on Open-Source Game?

      Yeah, good point. Even if I was undercut, it would validate interest in the game and i could then maybe go an make my own improved version from the ground up. Thanks!
    46. Cool Racoon

      How can i create a Fighting Game?

      Yes i'm looking for something predetermined, but if there isn't something like that, i guess i can try to program the features but you know how to program them? Because i just have the idea, and a few characters i made but just made them in excel, i used the squares to simulate the hitboxes. Which engine its better, unreal or unity?
    47. Rutin

      How can i create a Fighting Game?

      You can do this in both of those engines, you just have to program the features in. Or are you looking for something that does this for you?
    48. Cool Racoon

      How can i create a Fighting Game?

      I've looked at various engines but i can't find one that works like this, bc the game is based on a squared floor, every hitbox and character position is based on squares. The idea is to play in a 40x40 squares stage, so characters can freely move, not looking for specific hitboxes, just a general square hitbox, so if the player is standing on a certain square, the opponent can make an attack that approaches the square where the other player is standing, and it will hurt it and push it to another square.depending on the knockback. Im new to the game dev, i barely know how can i do it and which tools i need to animate, its the first game i'm going to make. Do you know any engine that can work? Thanks.
    49. Rutin

      How can i create a Fighting Game?

      Have you looked into Unity or Unreal? https://unity3d.com/ https://www.unrealengine.com/en-US/what-is-unreal-engine-4
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