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    2. Gnollrunner

      Bumpy World

      Wow! That's definitely something I'll be looking in to!
    3. Asem Games

      [Android][Free] InJump

      InJump Jump and Avoid the angry aliens!, Challenge your friends for the highest score.Link Google Play :https://play.google.com/store/apps/details?id=com.AsemGames.inJumpFacebook Pagehttps://www.facebook.com/InJumpGame/
    4. Computer science is a bit of a misleading term. 'Science' in english can both be used to describe the application of the scientific method (obviously in biology, chemistry, physics, medicine, especially the 'hard sciences'), and also used more broadly to refer to 'knowledge'. It is in the latter sense science is tacked onto areas such as computer science, political science, cognitive science, religious science(!!), social science. In this sense you could refer to e.g. cooking as science, or bricklaying, or anything for that matter. The first sense is usually the more common interpretation of science, and in order to practice science e.g. here in the UK (i.e. research with scientific method) usually entails further study, usually to PhD level (~7 years). A degree (BSc) or masters (MSc) are typically taught courses, like school, whereas PhD is research course. In the same way I believe a medical doctor can complete taught course to practice medicine (MD) but also complete research course to do medical research with scientific method (PhD or equivalent). Usually when people refer to 'scientists' (in the news for example) they are referring to practitioners of the scientific method. Presumably the term 'computer science' was used because it sounded more official than e.g. 'computing', but it is to some extent trading off the reputation of the scientific method, much like the term 'engineer' has been mis-appropriated. There is little to no application of the scientific method in computer science, in my experience.
    5. Today
    6. JoeJ

      Bumpy World

      No, voxelization has been used in early research about automated polycubes generation, but it inherits the problems coming from a fixed world space grid, which rarely fits the surface well. (Tried it but failed badly.) For quadrangulation there are many approaches. The most popular is to generate a crossfield on the surface which is aligned to curvature directions. From this field singularities can be extracted (on the bunny you can see some vertices with valence 3 or 5). Then you can trace lines going outwards those 3 or 5 directions to form a motorcycle graph which is guaranteed to consist only of quads with T-junctions. For those T-quads we can form a graph to connect oppositing edges over neighbouring quads, and in this graph we can greedy seek for edge loops in a dijkstra like manner to tesselate the edges (so solving the NP hard rounding problem.) This whole process becomes a lot easier if we first solve for a initial UV paramtrization which already respects the angle constraints coming from singularities (3 or 5 times 90 degrees). Then the general shape of the resulting parametrization is already given, tracing can be done in 2D and we try to round tesselation so singularities keep their distance as good as possible. (https://www.graphics.rwth-aachen.de/media/papers/campen_sa2015_qgp_medium.pdf) Other approaches work with some spectral function over the surface and avoid the need for crossfields and parametrization. There has been heavy research in the past decade and it is still going on. Yeah, don't torture yourself trying to achieve this with quadrangulation. (I regret my decision to go there myself - but i really get better quality and performance form my GI stuff, and i'm almost done, sigh... ) As you mention this, i think vector fields have a great potential to improve this beyond the boring patterns we get there. See this for example: https://www.cs.cmu.edu/~kmcrane/Projects/StripePatterns/ Simple vector, line and cross fields can be computed quickly by diffusing curvature directions without trig. Driving noise generation with this might result in more interesting stuff at low cost. This could be really useful for you.
    7. Infu1989

      how is character creation usually done?

      I think you are talking about Character Creators. Like in an MMO. That is quite complicated, I don't know a lot about the subject, but i know you need to know modelling, create your base concept a baseline that CANNOT be modified.Then delineate the parameters and the specific areas that you are gonna allow the player to modify, for example the player is allowed to make the eyes smaller or bigger, but only to a certain point. The player is allowed to change their character height, all those things, its quite a lot to get into. If you are talking about characters in general, you just need to be creative, come up with your own, diverse concepts and bring them to life. Again, you need to know modelling or at least drawing to do this.
    8. Gnollrunner

      Bumpy World

      I'm not so paranoid. ☺️ It's always interesting to see what others are doing. I'm actually still not sure how the mesh is being generated. Is it some sort of projection from a subdivided cubes? That's true. However the strength of marching cubs is from a function or a very simple data description, you can create your mesh geometry quickly and it's easy to modify too. On this other hand the irregular mesh is why I decided to "wrap" my voxels around the planet. It just kind of makes everything more even. At one point I came up with an idea of starting out with a height map style mesh and then splitting and stretching new triangles. The problem is is wasn't clear to me how to quickly make them conform to a function once you get past a height map function. I'm actually going to see how far I can go with procedural textures which are seamless by nature. I tried raw simplex noise on my first non-voxelated world and it worked OK but it had anti-aliasing problems. I kind of fixed it with a distance function that fades the pattern out but I really haven't done much with this yet. Here is something in DX9 from a few years back before I put the anti-aliasing code in. You can see the problem. But at least the terrain was good and you could walk on it since I had sphere to mesh collision working. I've been thinking about raytracing myself. I think I could probably do something with my current code because everything gets generated into an octree. So finding intersections are fast. I used a quad-tree in my first height-mapped world above and it was good enough to do JIT terrain and collision. I think the occtree is better for this though, because I ended up having to use cylinders for my bounding shapes because of steep terrain where triangles would be large. If I tried to use spheres, they would become so big that too many cells were being checked and it bogged somewhat. For the octree it isn't a problem though since size is limited by the voxel. I kind of look at this as one of the main advantages of the voxel approach. Even if the mesh isn't as uniform, you do get your geometry divided up into nice neat cells which makes collision easy to calculate.
    9. Probably that's the case with almost any physics engine, but they all have forums if you experience a problem. I have experience with ODE, Havok, Bullet and Newton, in that order. Havok was quite good and had quite interesting features to mix character animation and simulation. (I do not think it's free anymore?) Bullet was a disappointment - neither fast nor accurate. Lots of jitter, even with just a stack of two boxes. Joint with elliptical cone limit was broken and no motor support. Newton was a total surprise. Unbelievable the work of a single man was so superior to anything else. Very accurate and robust, even with large mass ratios. Custom motorized joints can be made easily. And those joints were good enough to simulate a walking ragdoll at 120 Hz. No need to make a custom torque solver for this purpose which would be necessary for any other engine. Performance is comparable to the 'big' engines. No support for soft bodies or cloth yet. I have never used PhysX. What i hear from others (and see in games), accuracy is probably below Havok but better than Bullet and performance is good. Most interesting if you want GPU stuff like fluid, soft bodies and cloth, but with a limitation to NV GPUs that's either an optional detail option or no option. Keep in mind my experience with other engines dates back a whole decade and i prioritize accuracy, because i'm interested more in active stuff like robotics than in passive stacks of some crates in the background. Anything you hear is subjective. Performance is different to compare because you have to match quality first. There is a tool for comparision, 'PEEL', made by an Nvidia employee. Physics engines are independent of graphics APIs, usually cross platform and C++. (Rare exceptions, like some written in C#) As you did not list any specific requirements, that should not be a bad choice. It depends on what you want to do.
    10. Lotus

      Potential Amateur Programmer

      If you have the passion, and energy, and are willing to put in the effort to learn and grow, then get in touch. We are actively looking to hire seasoned producers to our team, but we also train passionate beginners that show potential to grow our own pool of talents. You can find more about what it means to be a producer in our team here: http://wartothecore.com/vacancies/vacancy-intern-producer-program-manager/. If you are interested, then get in touch.
    11. I am no business man, I just make the games, but consider myself knowledgeable about game business, and have heard some stories about game studios saved from the brink. But I'm shooting from the hip here. If you do non-game work you're going to hurt your company portfolio. There are several game companies that do support roles and do fine. When they finish they work on their dream game until the money runs out again. Can you get your whole company a contract? Do you have a reputation of releases as currency? For example, localization and outsourced QA is good. You work in Germany? Perhaps you can leverage your company to localize games in Germany? There is alot of laws in Germany, to get a game released there, and local approval that needs to be done. No company needs to have their sales hurt by a bad German translation. Is your company willing to take a pay cut? Usually a good team with good chemistry sticking together pays off in the long run. But is there any cancerous slack you can afford to cut? For example in Canada Snowed In Studios leverages a diverse city and team to localize games for several regions. Are there any local studios that want a share in your company? Condor, almost broke, was saved by Blizzard Entertainment and became Blizzard North. Blizzard North went on to make Diablo. Can you rent out an office? Some game companies are building mini games to make extra sales, from what I understand Bethesda's Fallout Shelter outsourced fallout shelter to Behavior Interactive. and CD Projekt Red outsourced Gwent card game, just a rumor. You could publish a game, or side game, for another company using their IP. Knock on doors. Unity3D has a contract area, but recently the non-solo teams have been moving work to their own websites. Knock on doors. Goto local or regional game dev meetups; the meet ups not for amateurs, and solicit a contract. Shake some hands. Best approach. Contracting for casino games, for fast cash may pan out. Or try a serious game contract for a local government agency. In the USA/Canada, for example, Walmart uses games in their training modules. Hospitals and dentists have learning apps in demand. Many large firms use 3D learning games for workplace safety training. Museums, science museums, and zoos, need games as side-shows. For example, the Viking exhibit at the R0yal 0ntario Musuem, had a very simple game; build a viking longship game. Their exhibits usually change bi-yearly, giving 2x year opportunity. There is a contracting company for Unity3D projects in Canada, you may have something similar in Germany. Some of these sub-contracters, have connections and might be able to find you a large client for a large team. What about movies? Contact your local movie studios and see what they're looking for, you may need to work in unity, flash, or unreal, but they often want games, good games based on their movies and cartoons. Land one of those deals. In Canada there is a Cinema-Digital media partnership grant that is tapped into by cinema/TV companies. Usually they just want to spend the money they don't know what to do with. Its usually easy stuff like make a game where the unicorn finds candy, or make a fighting game with these action heroes. Knock on the door of the local kids TV station, your side game just might help them sell more toys. No internet contract can replace a face to face meeting. Lastly, if you're more about production than marketing your contract availability, you could find an intern at a university program or college to work with you to find clients. Let me know if this gives you ideas. Edit: You can also try teaching game development. I know some companies that do it to get by. Depends on whether your team is doing it for the money or the game.
    12. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative & Art director were recruited with some version of what you are about to see. Project Info Team name: Honor Games LLC Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 15+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -2nd lead writer -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -2 more 3D Artist -1 more Audio SFX Artist -1 more promotional Artist (a few other semi active/inactive contributors) Talent Needed In order of demand: -Lead Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-lead-artist-wanted-for-scifi-rts-mod PR manager: https://www.moddb.com/company/secret-reality/jobs/unpaid-pr-manager-wanted-for-sifi-rts-command-conquer-3-modification -3D Artist: https://www.moddb.com/company/secret-reality/jobs/unpaid-3d-artists-wanted-for-scifi-rts-mod -Writers: https://www.moddb.com/company/secret-reality/jobs/unpaid-writers-wanted-for-scifi-rts-mod1 -XML Scriprwes/ Programmers: https://www.moddb.com/company/secret-reality/jobs/unpaid-xml-scripters-wanted-for-scifi-rts-mod Homepage: http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric Chou(Jist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -Grit -Initiative -8 to 10 hours a week minimum commitment (depending on position) Feedback Any Mission statement This project's aim is to create an aesthetically pleasing, diverse and intriguing play-style for each faction, drawing inspiration from many other works and real-world subjects (including the Tiberium-related canceled projects of Westwood & EA). Beyond the additions that we will be making, we have a desire to further diversify the three vanilla factions of the Tiberium universe. We wish to present them as they might appear following the events of C&C3 within the bounds of the parallel universe that we are creating. Greetings, We're working on a released project for Command & Conquer 3: Tiberium Wars. As an established team that has been developing this mod since 2011, our content, documentation, and accomplishments extend beyond conventional modding. For example, we were awarded two sponsored passes for the 2017 Game Developers Conference (GDC 2017), valued at approximately $2K each, for leadership. As well as 1 pass for GDC 2018. From the chief admin Khawkins,here at gamedev.net We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey with us. We've recently released, and are growing our team to expand and support our efforts (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus." Due to the flexibility build into our GDD to As we prefer for each team member to put their own unique spin on things Project overview Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Comparatively minor, but fundamental changes will also be made to the original factions. New factions Artificial Systematic Intelligence (ASI) Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intell The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
    13. The_Mugen_Soul

      RPG coder looking for a project

      Sadly I'm not at all experienced in 3D or multiplayer aspects of coding so I don't think I'd be a good match what you're thinking
    14. Tom Sloper

      Demo Reels for programmers.

      I'm thinking a 2-minute reel is best. They actually need to be wowed in the first 30 seconds.
    15. Hello and greetings to the game development and programming community. I hope this is the right section for this thread. I am looking for a good quality 3d physics engine to integrate into my 3d Game Engine built using DirectX 11 and C++. Creating my own physics engine is likely going to take a long time and I don't think I could take on such a challenge at this point. The problem is that I don't have enough programming experience specifically related to 3d physics (although I'm reasonably well versed to high school and even 1st year university physics). I have looked around the world wide web and I have found a few sources, such as Vortex, Bullet and PhysX. I would like to use the last one, which is made by NVidia since I have utilized and programmed its technologies before, especially with CUDA. I would appreciate to hear any opinions regarding various such physics engines, if you have any suggestions as to which one I could use, which one would be sufficiently easy to integrate. If there are any tutorials or practical books maybe? I've looked around a few docs & resources for PhysX but those are extremely limited and probably outdated. I require information from more experienced people in this field. Some suggestions would be very welcome indeed. Remember my 3 key requirements though: 1. Windows API, 2. Direct3D, 3. C or C++. And keep in mind 4. (not a requirement, just a desire) Nvidia PhysX. But really, suggestions, advice and discussion about any kind of 3d Physics engines are welcome. Thanks.
    16. phil67rpg

      rotating using trig functions

      well I am working on understanding rotation, the matrix [cos theta -sin theta],[sin theta cos theta] is used to rotate a point around the origin. what I want to know is what the trig functions are multiplied by in order to get the bullet to rotate around the plane sprite, I am also taking a class in linear algebra which is helping me understand matrices and how they operate.
    17. WolfHound Coder

      Demo Reels for programmers.

      Well, I guess I hit google, dug around, and found some. I guess this is enough to get some of these guys a job, or work with a higher level team. Still curious for an answer of people's experiences or advice. Looks like some of these guys did not have a chance to work on a project that actually passed the finish line. https://vimeo.com/155056906 Also found a podcast here. https://www.gameindustrycareerguide.com/what-should-i-put-into-my-video-game-programming-portfolio/
    18. PocketNerd

      Demo Reels for programmers.

      I'm curious to know this myself, because I've always assumed that it's impossible for Programmers to really have a Demo Reel that'd show off our skills.
    19. Testing out some new software for this one; check it out!
    20. Rutin

      how is character creation usually done?

      Are you asking about making concepts? Or is this a technical question about the workflow in actually making game ready characters? If so, is this a 2D or 3D question because both work flows are different.
    21. Yesterday
    22. ObjectivityGuy

      how is character creation usually done?

      guys i mean the players characters
    23. Lendrigan Games

      how is character creation usually done?

      You can set most of the larger details with 2 questions; what does s/he do, and how does s/he do it? The rest of the details depend on how the character fits within the given setting.
    24. WolfHound Coder

      Demo Reels for programmers.

      Hi GameDev.net, I am putting together a demo reel for a job application to an entry level position. I'm a programmer. The company I'm applying to is asking for demo reel instead of a link to my games. Sounds like they want to see what you can do at the click of a button. I'm not sure how I should peice my games together (about 6-7 tech demos/arcade games). And how long they want it to be. Right now I'm aiming for 5 minutes showcasing the sexiest parts of the games, programming wise. I can show less sexy gameplay made from scratch, or technical demos, like a 3D renderer made from scratch. Or more sexy gameplay made from an engine like untiy3d. But its basically going to say I can do advanced level scripting. Has anyone done a demo reel for a company as a programmer? How did you go about it? Thanks, Wolfhound
    25. AMD doesn't support the "Driver Command Lists" feature feature for deferred contexts. This means that the D3D11 runtime lets you use deferred contexts, but instead of storing commands in actual hw-specific command buffers it will store them in a device-agnostic intermediate buffers. The runtime will then serialize those commands and pass them to the driver to create the final command buffer for the GPU. While this can possibly let you parallelize certain aspects of submitting commands, the actual command buffer generation is going to happen on a single thread. Thus you may be better off using a single thread and letting the CPU reach peak turbo clocks instead of trying to use multiple threads/cores to generate deferred command lists. Like turanszkij mentioned, D3D11 is just a really poor fit for multithreading in terms of its core level of abstraction. It tries to hide dependencies and asynchronous execution from you, and it's hard to do all of that hiding and abstraction unless the command submission is single-threaded or otherwise serialized.
    26. Rutin

      Frogger GameDev Challenge - Part 2 - Car GFX

      Thanks. I have zero idea on how Godot works, but do they have static and dynamic batching? You do have some options to reduce overall draw calls. You can merge texture sheets into one single sheet so more than one object shares that texture and only reference relevant cords for each mesh. I would also consider only caring about what the user can actually see. If your tires are only visible on the left side due to the camera, then you could simply attach the right side tires to the car as 'one object' then keep the animating tires on the left side as their own. You can also have a toggle which does have a low / med / high graphics mode, and just use your static idea by linking the tires to the model as one object to reduce the draw calls on lower devices.
    27. Hello, I recently release Idle Portal Defense to open beta and am looking for feedback and suggestions before I move toward completing and releasing it. Idle Portal Defense is an idle clicker game where the objective is to stop enemies from entering the portal. Purchase upgrades with gold dropped from enemies, gambled, or passive income while offline. Prestige to unlock permanent upgrades. Artifacts can be gambled, mined, rewarded for achievements or acquired by other means and give permanent upgrades as well. android beta opt in url: https://play.google.com/apps/testing/com.binaryblade or if you would rather try the desktop version (it might be a bit buggier and lacking certain features so I suggest the android one above): https://drive.google.com/file/d/18KHRZg6ujKWEDkMW8WiVPVWXV-iv8gB6/view Warning, progress will probably be cleared when it is released.
    28. turanszkij

      DirectX 11 Device context queston.

      I actually tried it on multiple AMD gpus, the one of them being a RX470 if I remember. But it was more than 2 years ago, maybe they caught up now. I can't check on AMD right now, but I checked on my Intel integrated 620 and that also doesn't support it.
    29. JoeJ

      Bumpy World

      Yeah... i'm quite alone with my vision here. But i'm sure this has big potential for games, so i'll talk about it (again) in more detail. (It has nothing to do with voxels or surface extraction from volumes.) This is not meant as a proposal to extend or replace your work! More as a glimpse into a far, potential future, maybe... If you look at that bunny, its surface consists only of quads (i do not generate quad geometry because i'm actually interested just in the UV map). Now imagine how marching cubes would look like: Irregular triangles, almost unstructured, not really an efficient or nice representation of the surface - we know about those problems, nothing new. With quadrangulation this changes: We have a structured way to store surface data in a very efficient manner, and this has many applications: * Cache irradiance on the surface, which is necessary to solve the realtime GI problem (that's what i do) * Seamless texture mapping, which finally enables proper displacement mapping for everything, not just height maps. Also related stuff like Geometry Images. (Compete with high detail voxel idea using a fraction of data.) * A new solution to the LOD problem by tesselating quads. (For this we need much larger quads than shown on the bunny, which is hard and because industrial design has no interest here, we need to do our own research - i'm at this point now.) In practice i see application for highly efficient and detailed world geometry. The idea plays well together with virtual texturing, object space lighting and photogrammetry. The problem is: This is very hard - it took me more than a year to catch up with state of the art in research. You know: No degree probably Fulcrum would have done this in two months, seriously. So this is quadrangulation. Hexahedral meshing extends it with cubes into the inside of the mesh. So destruction, diffuse geometry like vegetation, raytracing is also possible by marching along the vector field which has low curvature. (I don't think we really need all this - likely unpractical... just to exaggerate the idea) Nothing of this is expected to be realtime. Fast methods, like from my link are fast only because they generate very high resolutions. For games we want a low resolution base mesh that we can subdivide on demand. This involves multiple solves, the integer rounding problem is NP hard, etc. The optimal placement of singularities is still an open problem for game demands because all existing methods ignore the target meshing resolution. However, runtime content creation like Minecraft might be possible but i would not consider this for an upcoming game anytime soon. .
    30. https://github.com/kcat/openal-soft is the official repository for OpenAL Soft. I'm not sure why the website is down.
    31. From a programmer's perspective, I was told by other game developers that revenue sharing means you'll make $0. If there is a revenue share project, I personally will only work with serious folks, for revenue share or free, on short projects. I suggest you do the same. At best, if the game has potential, offer a prototype. If the prototype cannot sell or attract money, the project it is bust. With short games you at least know people will not be poached off or go poof, it won't hurt you too much. With a short project at least you can say you've published a game and got experience writing on a game. To test potential of a project. Get the folks together for a period of tight, fast work, see how much you get done. A game jam for example. If the project lasts 12 months I would only work under an industry veteran. At the end of the day it is the team chemistry that matters. See if the company is willing to take a contract work, as a group to bridge the gap in funding. Diablo, for example, had a $300,000 budget, the rest was made up for by taking a $1,000,000 cotract with 3DO. For the contact, the writers sounded expendable. Blizzard North had a sound guy, artist, writer, and musician all in one from the sounds of it, which is probably why they kept him around. I honestly think you're going to be putting yourself in a starving artist situation by the sounds of it. Seriously consider how long you can go without being paid.
    32. Reallusion’s CC3 completes the 3D game character pipeline for game developers. Access a highly optimized game character base for mobile, AR and VR developers then integrate InstaLOD’s model and material optimization technologies to generate game-ready characters that are animatable on-the-fly with multiple LOD outputs. CC3 is introducing a new Game Character Base with its topology optimized for Mobile, Game, AR/VR developers. The 10K polygon base also answers the call for displaying massive amount of NPCs or Citizens with true-to-life body and facial animation without serious performance drop in real-time render. Optimized Character for Game/AR/VR/Mobile ● Game Base Characters can be derived from any Standard CC Character. ● Retain visual quality after mesh simplification. ● Compatible with CC Morphs, Skin Presets, and Outfit System. Simplified Bone Structure for Facial and Body Animation ● CC bones optimized identically for game engine compatibility. ● Fully-rigged 10K polygon characters with detailed facial and body performance. ● Compatible with iClone character animation tools and mocap system. ● Access to full set of Facial Morphs for lip sync and emotional expression. InstaLOD inside Character Creator 3 fulfills the complete game character pipeline on polygon reduction, material merge, texture baking, remeshing and LOD generation. These necessary elements of game design are able to be completed for every character in one seamless process. After designing with character morphs, clothing, accessories and materials the InstaLOD embedded features finalize the gamification for each character and produce up to 5 levels of detail to load into Unity or Unreal game engines. Pricing and Availability: Character Creator 3 Pipeline is available directly from Reallusion or authorized Resellers. It is available for Windows operating systems only. For more information about price and system requirements, please visit https://www.reallusion.com/store/ View full story
    33. Reallusion’s CC3 completes the 3D game character pipeline for game developers. Access a highly optimized game character base for mobile, AR and VR developers then integrate InstaLOD’s model and material optimization technologies to generate game-ready characters that are animatable on-the-fly with multiple LOD outputs. CC3 is introducing a new Game Character Base with its topology optimized for Mobile, Game, AR/VR developers. The 10K polygon base also answers the call for displaying massive amount of NPCs or Citizens with true-to-life body and facial animation without serious performance drop in real-time render. Optimized Character for Game/AR/VR/Mobile ● Game Base Characters can be derived from any Standard CC Character. ● Retain visual quality after mesh simplification. ● Compatible with CC Morphs, Skin Presets, and Outfit System. Simplified Bone Structure for Facial and Body Animation ● CC bones optimized identically for game engine compatibility. ● Fully-rigged 10K polygon characters with detailed facial and body performance. ● Compatible with iClone character animation tools and mocap system. ● Access to full set of Facial Morphs for lip sync and emotional expression. InstaLOD inside Character Creator 3 fulfills the complete game character pipeline on polygon reduction, material merge, texture baking, remeshing and LOD generation. These necessary elements of game design are able to be completed for every character in one seamless process. After designing with character morphs, clothing, accessories and materials the InstaLOD embedded features finalize the gamification for each character and produce up to 5 levels of detail to load into Unity or Unreal game engines. Pricing and Availability: Character Creator 3 Pipeline is available directly from Reallusion or authorized Resellers. It is available for Windows operating systems only. For more information about price and system requirements, please visit https://www.reallusion.com/store/
    34. Gnollrunner

      Bumpy World

      Not sure what this is really. I mean it kind of sounds like one of the normal voxels algorithms. Marching cubes, surface nets, dual contouring. etc. I'm really specifically targeting games however, so everything has to working in real time as far as I'm concerned.
    35. GuyWithBeard

      DirectX 11 Device context queston.

      Hmm, where did you read that? I have been using deferred contexts quite happily for the last year or so. My main development machine has a Radeon RX 580.
    36. Actually, the list of outputs is empty for all adapters except the first one (whichever that is).
    37. Same as Jack, cannot find the source code
    38. Gnollrunner

      DirectX 11 Device context queston.

      I'm not sure I understood everything but I did managed to get it working with mutexes. I guess I'll stick with that for now and revisit deferred contexts later.
    39. Greetings everyone! I want to know that: where is the best place to study game design in Germany? I looking for a German city with the best quality degree in game design, great amount of professional and also game company? Where I can looking for?
    40. Admittedly my algebra skills are pretty darn poor. Never were particularly great either but I do remember really enjoying solving quadratics at school (a long long time ago). Does anyone know of any decent free online resources to "skill up" a little? Nothing serious, it doesn't need to be an online course as such, no qualifications required (managed to do alright without anything but basic maths skills most of my life) but it would be nice to improve a little at least.
    41. Randy Gaul

      Continuous GJK for Linear Translations

      You will reach you goal the fastest by first implementing the linear CA algorithm, testing it, and getting it all ready to go. Then you can add in additional features with a solid baseline. This is personally how I would go about implementing this stuff.
    42. LukasIrzl

      Tales of Vastor - Progress #11

      Tales of Vastor - Progress #11 Content What's done? What's next? What's done? Mage animations In order to finally finish the playable characters, I worked on the animations of the mage character. Here is one of my favourites: This is the animation of the ice block spell. It creates a massive ice block covering the enemy. Eventually, the enemy freezes and prevents him from attacking. New backgrounds This week two new backgrounds were created. I tried to apply my newly gained knowledge in speed painting. There's still a lot to learn though. The challenge was to use real life images and make them fit the game. Tales of Vastor usually covers self drawn resources, so I had to apply some self drawn images on top of real life images. Bandit boss refactoring I was quite unhappy with the anatomy of the bandit boss. Especially, his breast looked weird. Therefore, I modified the breast a bit and added veins, to show his muscular body even more. Sacred forest map Last week I drew the sacred forest map on paper. This week, I created the digital version and tried to apply icons used in the actual world map. This is a cropped version, so there will be more waypoints. The plan is to make a labyrinth with a difficult path. You may want to stock up your potions before entering the sacred forest. What's next? New animations for the paladin New backgrounds Story implementation Updated alpha version (31st of October) If you have feedback, you can contact me via mail or direct message whenever you want. Be sure to take a look at Twitter as well, as there are more updates. Thank you!
    43. Satharis

      Requesting a code review

      I always find it bewildering when someone says "you should do this, this way, because it is better" and I reply with "It depends on the situation" suddenly it becomes a religious debate that is veering off-topic. Surely the prudent answer -- especially to someone who is barely learning how to develop games -- is that they should not be afraid to try different methods and see what the pros and cons are of each? If you don't agree with that then we should leave it at that, you gave your opinion and I gave mine. As a side note I'm not really sure what you mean about Unity, it stores the delta time from the last frame and also has a fixed update function, like most engines I've seen have. There isn't anything forcing you to use a fixed timestep. There are many fully functional games out there that use a variable timestep, games have even created replays with variables timesteps. They had reasons, it wasn't just that they were bad programmers.
    44. DrDeath3191

      Continuous GJK for Linear Translations

      Well, I was also planning to venture into scaling objects as well; I figured with a ray-trace I could manipulate the velocity vector by the movement of the simplex's faces after scaling was applied. But seeing as the ray trace is more complicated than I thought and I have to do CA regardless, why not shoot for the stars at this point?
    45. Dirk Gregorius

      Continuous GJK for Linear Translations

      CA without rotations is very very easy. If you are looking for the simplest algorithm and only need linear movement this is the way to go. You can take Erin's code from above and just swap out the root finder which is trivial without rotations.
    46. I see. Thank you for the info. I will estimate the cost after checking with a few knowledgable people near me. Thank you, everyone, in this thread for the feedback.
    47. Dirk Gregorius

      FBX SDK skinned animation

      You can do something like this: 1) Go over each cluster and collect vertex influences (bone index and weight) 2) Go over each array of influences (per vertex) and sort, resize, and normalize 3) Copy influences into your vertex structure struct VertexInfluence { int BoneIndex = 0; float BoneWeight = 0.0f; } // Sort influence by bone weight bool operator<( VertexInfluence Lhs, VertexInfluence Rhs ) { return Lhs.BoneWeight < Rhs.BoneWeight; } // Normalize bone weights such that they sum up to 1 void Normalize( std::vector< VertexInfluence >& Influences ) { float TotalWeight = 0.0f; for ( const VertexInfluence& Influence : Influences ) { TotalWeight += Influence.BoneWeight; } // This can happen if a vertex is not skinned if ( TotalWeight == 0.0f ) return; for ( const VertexInfluence& Influence : Influences ) { Influence.BoneWeight /= TotalWeight; } } // Collect vertex influences from clusters std::vector< std::vector< VertexInfluences > > VertexInfluences; VertexInfluences.resize( VertexCount ); for ( const Cluster* : mClusters ) { int BoneIndex = mBones.IndexOf( Cluster->Bone ); for ( int i = 0; i < Cluster->VertexCount; ++i ) { int VertexIndex = Cluster->VertexIndices[ i ]; float VertexWeight = Cluster->VertexWeights[ i ]; VertexInfluences[ VertexIndex ].push_back( { BoneIndex, VertexWeight } ); } } // Process influences for ( int i = 0; i < VertexCount; ++i ) { // For each vertex get the array of influences std::vector< VertexInfluence >& Influences = VertexInfluences[ i ]; // Sort influences by weight (largest weights first) std::sort( Influences.begin(), Influences.end() ); // Add zero weights if number of influence is smaller the needed or remove influences with smallest weights from back Influences.resize( MAX_BONE_COUNT ); // Re-normalize weights such that they add up to 1 Normalize( Influences ); } HTH, -Dirk
    48. Hello, I recently found out about the "#line" directive in HLSL. Because I handle #include's manually, the line numbers in shader compilation errors are incorrect and dynamically adding these "#line" directives while loading the shader solves this problem which saves me a lot of time as I know precisely where to look when I make an error. However I noticed when I enable this, I can no longer debug shaders using Visual Studio Graphics Debugger. f I want to debug eg. the vertex shader, it asks me for the source file (while the right source file is there in the background! See the image). is there some kind of bug with Visual Studio or is this just an annoying side-effect from using "#line"? Anyone has experience with this? Cheers!
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