Jump to content
  • Advertisement
    1. Past hour
    2. Septopus

      Inspiration for citybuilder game

      So, what's the critical design choice you are trying to make?
    3. Gilles Meiresonne

      Inspiration for citybuilder game

      Hallo, I am working on a game and I want to make a city builder. I have already programmed the basics (road system, building placement etc) but now I have to make a critical disign choice. To make this choice I wanted some feedback from other gamers and gamedevolopers who are familiar (or not familiar) with this genre and hear what they havent seen in this genre and would really want to see happen in a city builder game. For the moment the only thing that is certain is that the game will be a 2D isometric game (like the old school simcity but modernised). This is a screenshot of the current game, art is temporary and will change. I also would like to have some PvE elements like 'RimWorld' or 'They are billions'. If you have any suggestion please leave a comment or write something on the discord of the game (https://discord.gg/8NBTUkn). Ps if you want to by join my project just leave a message on the discord.
    4. MobilityWins

      Special Effects For Games

      holy crap u have a lot of stuff I can learn from
    5. This article, and the citations it presents, terrifies me. I dread the potential flood of things like: "why are we using that crappy ol' OOP!?", "Duh, data oriented is SO much better and OOP is garbage, I read it on Breitbart once!", etc... I'm not even referring to the potential commentary on this site. In my own professional world, I can see things like this coming up and having to spend energy (that I could be using for other things) on explaining why articles like this need to be ignored and why it'll be a very cold day in hell before I allow the rewrite of our code. Especially to placate those people who've bought into the software development equivalent of fake news. As someone said before. OOP is a tool. Like everything else, it has a time and a place and needs to be wielded correctly to avoid cutting your (or someone elses) fingers off. Even principles like SOLID, which I endorse wholeheartedly, are nothing more than a set of guidelines/best practices and sometimes that can run counter to the solution of the problem you're trying to solve, but it doesn't mean you shouldn't try to follow them. This kind of thing is basically the equivalent of saying, "hey, my phone has thumbprints on the screen, clearly thumbs are terrible and should be removed entirely and replaced with using my big toe!" Personally, I'm of the mind that the only thing that's absolute, the "one true thing", is that you need to employ critical thinking skills when using your methodology/toolset/clothing style/haircut/etc... of choice. Otherwise you will end up making a straight up disaster.
    6. Hello ! I want to continue a 2d action platformer game i did long time ago i I did basically all the levels art-wise and sprites and the characters as well + illustrations for the promo The project stopped but i managed to get all of my work for me (since it was original IP content, it was total ok with the producers ) One of my friend wich is a coder back in 2016 took his free time and made me a project of that game and my vision He stopped after a while cause his job took over (wich is normal ) But he made great basis for a complete game we believe in. The demo he made is this 😄 https://www.dropbox.com/s/h7o9eyobgx26f9o/golden run free demo.rar?dl=0 Nothing killer but as a coder you can already see the work done a bit up there and whats left for a good action platformer to play For playing, before goin in , check Input Tab in the right. For the coder who will apply -Someone well versed in Unity capable of reproduce quality onto a game to make it unique and awesome for everyone -I'd love someone dedicated even if it's not paid currently, it will be at sales, dev will take 40 and me 60, if the job is stellar, quick and well done, i can go 50/50 -I'll request a password on the steamworks account to check the game sales by myself (steam and other platform as well ) -Many art wise is totally done so most of the work would be the coding, i can let the coder have some free-will but there is some few ideas i'd love to pass on, therefore i hope someone who listens carefully a minimum and changes his work accordingly, i'll try to not ask for too much retakes -I dont mind a coder wich will uses Market Kits works or else, as long it's legal and provides easy retakes and many options to test out -I love love love testing out options so i hope you will too ! -I want the coder to also be responsive, i dont mind bailing out and at any time, just i want some words to explain me that. -My dropbox is limited to 2.75 gb, the project in unity is 2.2 gb, this project will stay on my dropbox and you'll work on it from -If there is some bail out i'll ask to keep the work done so i can continue the progress a bit with someone else -If you are interested and wants to know more dont hesitate to contact me at hermann.kayode@gmail.com
    7. Today
    8. MobilityWins

      Toltec and the mysteries of the secret island

      this looks pretty good for a platformer, is it going on mobile or pc/console?
    9. QHuy1612

      Looking to start a team

      Hi Paul ! Can I join your team ? I has researched Game Design for one year, but I can help you a bout character, map design, some mechanic,...ect !
    10. Promit

      Career guidance

      I see you're in India, so I am not entirely sure how much of this advice will apply. But typically at least in the US and several other countries, there are programs to get a graduate degree by taking evening and online classes in some combination. So you might have classes Monday and Wednesday 7-9 pm. From there, it's just about discipline and busting your ass doing all the work, because it doesn't come easy. You would likely take one or two courses each semester, which keeps the workload sane with the pressures of a full time job, and probably requires 2-3 years to complete.
    11. 1024

      which should i select first

      You should say more about yourself. Who are you? Are you a game developer? Are you a programmer? Are you a web developer? Are you an artist? Are you a student? Are you a bus driver? You will have different options depending on who you are. What is best for an experienced programmer is not the best for hobbyist programmer, or a student, or a writer, and so on.
    12. markypooch

      Career guidance

      You manage it. Long hours don't always come with a development job, but they can. In my particular case, I'm not the best at managing time, so I may work slow one day, and the next day, double up on my hours. To some outsiders this may look like a taxing job, but it really isn't. It's just my terrible time management skills. Because of this, I do occasionally find difficulties investing in circular activities such as higher-education as well, but, like anything else in your life, if you wanna do it, than just do it. I can almost assure you that you have the available time in a given week to complete course work for a part-time schedule. Many people simply don't want to acknowledge how much time they waste in a day, sometimes knowingly, sometimes unintentionally. If you could, try taking an objective look back at how you spent the last week. How much of it was spent on short-term feel-good activities? I.e. TV, Games, Bars, Drinking, Parties? I'd wager most people have plenty of available time in their schedule, it just becomes a question of what you're willing to sacrifice for it. Now, I'm not saying never do anything you enjoy doing. Or snuff your family/friend obligations. That's a terrible way to live, and for some people, that's simply not an option. But there's always a happy, healthy medium to be found.
    13. DiligentDev

      Yet another graphic engine

      You may find the project I've been working on useful here: https://github.com/DiligentGraphics/DiligentEngine It is a low-level cross-platform graphics library that supports 6 platforms (Universal Windows, Windows Desktop, Linux, Android, Mac and iOS) and has Direct3D11, Direct3D12, Vulkan, and OpenGL/GLES backends. Shaders for all backends and platforms can be written in HLSL. You may use it as a low-level graphics abstraction layer. Note that by targeting old-school DirectX11 and OpenGL 4.5 these days you will unlikely be able to beat either Unity or Unreal.
    14. Hey mate! I didn´t see you game published pon the Gamejam.
    15. Not C#, these are instead C++, but you should be able to get an idea if you know C#... https://www.amazon.com/Engine-Architecture-Third-Jason-Gregory/dp/1138035459 http://www.gameprogrammingpatterns.com/ (you can read free on the web if you scroll down) Other books exist, such as the Game Programming Gems and GPU Gems sagas, but these are mostly hodge-podge algorithms with optimizations you may never need for a simple engine. Then there are many many math and physics books, but again probably not that useful just yet. That is, as long as you aren't writing it from the ground up. If you are, you will need to know linear algebra and trigonometry from the get-go. If you want to write decent physics you'll need calculus.
    16. Hi, We are working on a sequel to my all time favorite application: "Garry Kitchen's GameMaker" for the Commodore 64. (it's a very simple game creation IDE) Application builds and runs on Windows(R) and Linux. (the only dependency is SDL2 and there is a makefile included to build on any Linux) NOTE: This is a just started work-in-progress...don't expect too much We will be updating this thread posting as production progresses. Please post complaints and suggestions to this forum thread. This is our most ambitious project to date so don't expect a beta for at least 6-12 months... Thanks! JeZxLee www.FallenAngelSoftware.com If you are unfamiliar with this superb game creation IDE then please check out the wiki below: en.wikipedia.org Garry Kitchen's GameMaker Garry Kitchen's GameMaker is an IDE for the Commodore 64, Apple II, and IBM PCs, created by Garry Kitchen and released by Activision in 1985. The software is notable as one of the earliest all-in-one game design products aimed at the general consumer, preceded by Broderbund’s The Arcade Machine in 1982. Two add-on disks are available for the Commodore 64 version: Sports, and Science Fiction. These include sprites, music, and background elements for loading into GameMaker. To demonstrate the vers... You can download the current entire project below on GitHub: GitHub FallenAngelSoftware/SDL2-C64GKGM2 100% FREE Cross-Platform Open-Source SDL2 Video Game Engine! - FallenAngelSoftware/SDL2-C64GKGM2 Here is a screenshot:
    17. there are many options in front of me to select like 1)-unreal engine 2)-game with js 3)-c++ in these three which should i do first and if there is anyting new anyone wanted to suggest then please feel free to do it
    18. Thank you all for very helpful tips. In the past I've been making games "without a game engine". Even multiplayer once with custom protocols and fancy stuff. Now when i look back at it I did lot of things wrong, but I think I've learned from them.. Still a long way to go. You'll are saying something that I really havn't thought of. I've always found that it's hard to reuse old code because it was too specific for that game. I have a tendency to clump things together. Guess I really should hammer in some principles in my head... SOLID KISS GRASP DRY So, I think I'm gonna do as you say. Make some games, save some functions in a collection that might someday turn in to something that's similar to a game engine.
    19. Sound like good improvements. Altough I always hate games where the turn rotation is based on "speed" or similar. Its very hard to survay what will happen and how useful this stat is. Games normally generates a long line of "character turn order" that fills the screen. Really annoying! Id rather have a simple, predictable turn order (best if all of a teams units move and then all of the enemy units move, to avoid hopping around of the game control) and let "fast" units (if you need that mechanic) get extra attacks/actions during their turn instead.
    20. cowcow

      Traveling Santa Problem

      So I "solved" the problem by simply removing the municipality layer, and divide the cycle up into countries and provinces. Done.
    21. You can adjust the orbital plane by burning in the normal/anti-normal direction. Here's a quick article on it: https://wiki.kerbalspaceprogram.com/wiki/Maneuver_node#Directions Playing Kerbal Space Program is a great way to improve your intuition, and possibly math too, on orbital manuevers. And since so many space enthusiasts play it, you can find pretty informative tutorials and articles on real orbital mechanics by looking for resources on KSP.
    22. cowcow

      Traveling Santa Problem

      I have implemented countries and provinces, but I'm having a little bit of trouble with the municipalities: I have the municipal capitols working, but splitting the cities into municipalities seems to be problematic. I am not certain that line 137 is correct (https://github.com/sjhalayka/hamiltonian_cycle_3/blob/3f765ad83e8e52634d4947272d72396ed5cd2bc9/hcycle.cpp#L137). Same with line 238 (https://github.com/sjhalayka/hamiltonian_cycle_3/blob/3f765ad83e8e52634d4947272d72396ed5cd2bc9/hcycle.cpp#L238). Can anyone please help? Once I have this final step done, I will be able to make a normalized database that I can use to recursively find a solution to the TSP, with GA perhaps. I'm not worried about fixing it right away, since I'm not in it for the money. Not really sure why it's so difficult for me...
    23. Lightact has created a new UE4 sample project showcasing Niagara awesome VFX. The project is called Stranger Rings and is available for free on the Lightact website together with a detailed tutorial giving step-by-step instructions on how to use it. It uses Lightact's computer vision capabilities together with UE4's real-time rendering. Learn more about it here. #creativeserver #computervision #opencv #software View full story
    24. Lightact has created a new UE4 sample project showcasing Niagara awesome VFX. The project is called Stranger Rings and is available for free on the Lightact website together with a detailed tutorial giving step-by-step instructions on how to use it. It uses Lightact's computer vision capabilities together with UE4's real-time rendering. Learn more about it here. #creativeserver #computervision #opencv #software
    25. Gnollrunner

      Newtonian physics & spacecraft control

      Yeah I guess I kind of was, LOL! I figure NASA does it but .... well .... I'm not NASA, so you're right it might be a bit unrealistic. I can do some basic stuff myself. I mean I'm sure I can calculate the final orbit height and speed based on a given gravity. However getting into the orbit, especially with a specific orbital plane is beyond my knowledge. I was thinking maybe there is a way to first orbit and then correct the plane. I imagine NASA must change satellite orbits somehow. The only thing I kind of remember is the Hohmann transfer, but that's really an altitude change.
    26. It's tough to make a game engine. Since you're already hell-bent on this, my advice is: Think of one basic game that you'd like to use on the engine, aim for that. Implement the game, then generalize all the components, tear away the game-specific stuff. Use your general components to implement a more complex version of the game, incorporate scripts etc outside the engine itself. Don't focus on the rendering part until last (I personally get distracted and play around with physics and lighting for months, when I should be doing other, more fundamental things)
    27. cozzie

      Missing pixels in mesh seams

      @Hodgman any thoughts/ pointers how to do the “hybrid” approach? (See above)
    28. I have a piece of advice for you: don't call what you are doing "making a game engine". Instead, call it "making games without using an existing game engine". You will get better advice that way, with none of the "why you shouldn't make an engine" talk. Other than that, I think that your approach of "make something small, then reuse code from it to make something less small, and so on" is a good one. Just make sure that the "small things" are small enough. Your current list looks good.
    29. My input as a less than gifted mathematician : Things are easier if you know some things about your physics simulation, the tick rate. If you decide in advance you want to achieve orbit at a certain height from the centre, at your equilibrium orbit, as I understand it your perpendicular velocity at a tick will take you 'upward' on a tick the same distance that gravity will pull you 'downward'. So you can calculate in advance the velocity you would need to maintain orbit at a height, given your physics simulation parameters. To get yourself into orbit you could either try and calculate everything in advance, which probably would be a nightmare (might be what you are asking for), or use a feedback system to control the thrust and move you towards a desired situation, which is what I would use, with your target being a particular height and velocity as you move towards the planet. You could then just have a feedback system to periodically adjust to keep target velocity and height once you reach orbit. You also might need to decide how quickly you want to reach orbit. If you are a gazillion light years away from the planet you might want to accelerate a bit to get in the vicinity before decelerating to orbit velocity. More specifically a sensible first target might be an entry to orbit at a point perpendicular to a line between the rocket initial position and the planet centre.
    30. There was a similar kind of question some time ago in the Engines and Middelware Forum so you might read https://www.gamedev.net/forums/topic/699905-writing-a-game-engine-need-beginner-ish-structure-advice/ and take a look what people gave advice for. It is mostly about the project and how to do the architecture arround it. You might have already seen those open source engines Urho3D, Unreal Engine and/or Cry Engine. They come along with a lot and I mean A LOT of tools and config arround their products to keep the code clean and maintainable
    31. I do not know if structure is the correct word... but I am new to coding and nearly finished my "mid term project"... as in I'm working through "The C# Players Guide" and I am at the 1/2 Way point. I have been asked to make a Tic Tac Toe game. The problem is that it is taking me ages as I have had to restart so many times due to realizing better ways to do thing. For example.. I now have a class class TextBuffer that assembles all the strings which I then print with a PrintBuffer class. So instead of streaming the text to the console I can collate it and then dump it out when it is ready. What I am getting at here is that I have found that splitting the program up into all these classes has made the program easier to make, but also means I need better per-planning. I have just realized that I may need to split some stuff into separate classes to make a clean gameLoop for example. What I was wondering is if there are any books that are beginner friendly that focus on the structure of games, and now to build them in C#. GameLoops, UserInput, DataCollection, DataProcessing, etc etc. I feel like I am making good progress, but I also feel like I am rediscovering the wheel, and that if I simply learnt good techniques it would speed everything up, and also produce better code forms.. for I am sure nothing I come up with now is "correct"... it just works. Thanks!
    32. I've seen people within the Kerbal Space Program community doing this kind of math by hand, perhaps some of the tech savvy ones have put together some basic programs/scripts or even GUIs to automate the process somewhat? Worth checking out what their player-community and modding-community is doing.
    33. I was tying to figure out what to do with my procedural planets and for an initial step and I wanted to fly a spacecraft in and establish a low orbit around my world starting from some distant point and initial velocity. I know how to set up the gravity and I think I can pretty much do manual controls that will simulate Newtonian physics. However what I'm looking for is some software or algorithms that let me establish the orbit by controlling thrust in the right direction at the appropriate points in a trip towards the planet. So I guess the software would accept something like starting position, starting velocity, desired orbit height (I'm assuming circular for now) , and desired orbit plane. From there it would give me firing points, duration and trust vectors needed to for the orbit. To make things simpler I'm assuming infinite fuel. I figure NASA must do stuff like this all the time but I haven't been able to find something solid on how it's done. Perhaps it's too complex, I'm not really sure, but I thought I throw the question out there anyway.
    34. So, it's 2am and I'm writing a blog entry. I must be waiting on a Unity WebGL build to complete so I can upload it and THEN check if my Kongregate API code hacks are working yet... Wow, never expected this journey to be like this. I suppose I never do anything the easy way. So now I'm integrating a JavaScript API into my c# Unity game... I'll do a more thorough write up/code share later, this will just be some quick notes.. and something to keep me busy between builds.. Go here first for basic Kongregate API initialization and integration: https://www.kongregate.com/forums/1021798-game-programming-subforum/topics/1673115-guide-kong-api-with-unity-jslib-system The above uses the new(2017.1+) Unity way of including JavaScript (.jslib), so at least you know it's supported, even if there's no documentation on how to use Kongregate with it yet. I'm currently working on adding support for kongregate.sharedContent to my game, may even contribute to/fork the above when I'm ready for that.. This will allow players of SlingBot Boarding to Create and Share their own race courses. With shared leader-boards it will be pretty close to multi-player without all the headache. I may even simply record race data and use that to generate npcs that actually move like players. Alright, last build and hopefully I'll have Race Course Save and Load working on Kongregate... If not, I will sleep anyways, because now it's almost 3am.. haha.. Well.. one more.. Haha.. Still not quite there.. I can save items, I can view saved items, I just can't figure out the callback registration for "loading" the saved file. So the struggle will continue tomorrow.
    35. lawnjelly

      Angular velocity and water physics

      Found some good references too: http://seawisphunter.com/blog/2015/11/24/simulating-buoyancy-part1/ http://www.randygaul.net/2014/02/14/buoyancy-rigid-bodies-and-water-surface/ https://www.gamasutra.com/view/news/237528/Water_interaction_model_for_boats_in_video_games.php I can see how it could be quite fun calculating the buoyancy .. I might keep the hack method for this game (for now at least) as it has to run in gdscript which is quite slow, and for a large number of boats, so has to be cheap. But it looks so good I might have a go at a sailing game later with some proper calculations.
    36. "Nothing eliminates risk as anyone can sue you for anything at any time." This is true. You don't actually have to do something wrong to end up in a lawsuit. There just has be perceived damage. I'm glad I don't like cars. I learned something though. This is one niche well cornered by friends of the industry. I would say, unless you are good at car design, maybe hire or outsource car design. Someone is designing all those vehicles, and they would be the people to ask about designing cars. Actually, if you want to get technical do a study on car design. Ask someone with knowledge what constitutes "public domain" in the world of car design. I think knowledge would be key in this instance. Look at car design like boxes. Your hood is a box, your roof is a box, and your tail end is a box. Start with the most basic blocked out concept of a car, like a kid would draw. Now what curves are you going to give those boxes?
    37. LorenzoGatti

      Monster Types in Monster Catching Games

      You are mixing up at least four independent concepts: Pokémon-like monster types, with the possibility of combining two types in the case of dual type monsters (or maybe even more types). It isn't clear how dual type monsters would be better or worse than single type monsters, or different enough for tactical and strategical purposes. Differences between monster types: rare and common ones, elemental and "man-made", natural and eldritch... Probably they should just be informal meaningful justifications for stats and abilities, for example monsters of certain types healing damage from certain attack types with difficulty, or exotic types eluding defenses that are understood to be optimized against common types. Monster ranks like plain, "Archetype", "Legendary", "Mythic" and maybe more. More "special" monsters should be just better; there's no reason to restrict higher ranks to dual-type monsters. Other non-type monster attributes, e.g. normal/tainted, normal/shiny Pokémon, normal/shadow Pokémon, normal/giant Pokémon, that can provide useful monster variety or plot material.
    38. lawnjelly

      Angular velocity and water physics

      Wow thanks wierdcat for that working solution! It does look great in your video. I think I get the gist of how a lot of these buoyancy simulations are working, calculating the volume under water etc.
    39. EeksGames

      Leirune - World Building

      I'm working on the world for Other Realms. I have a good starting point, with shapeable blobs, but it's missing the breath of life. It needs personalization. I don't see anything that really tells readers this is a unique, neat, fantasy world. There's no floating trees, or cool descriptions. I'm wondering if people can read my the world for my game and throw out the inspirations they're hit with. Emas Emas’ population is majority human with mixed races— the strongest of realms forged out of Leirune. Alm stands as its bustling capitol, a beacon for the rest of the country. Mixed feelings brew within the borders; the elves of Uel are taxed under human rulership, and the nomads of Tardide were forced to treatise their territory after the 47 years war. The pirates of Portscape would prefer business outside the reach of The Royal Army, and foster resentment in their struggle to cloak their nefarious seafaring. Alm sits northwest of the nation’s center. Roads run northeast, into Tardide Desert, and southward through Guardwood to Uel. Major roads travel east to Kudrait and west, forking to Portscape and Girkmire. Alm’s placement was crucial to its survival. She is hidden from mainland borders and surrounded by powerful city states. The combined forces of each royal army makes up a single division known as The Royal Army. People of Leirune travel far and wide to extend their studies in the prestigious University of Alm. Eager scholars can advance their education in many practical courses. Guardwood supplies wood to the realm, but only enough to appease the monarchy. Eleven scrutiny pushed the government’s heart away from the precious elven resource, towards collecting from the smaller forests scattered throughout the country. Uel sits far in the southern reaches of the forest. Beautiful elven buildings sit nestled among the silver, gold, and orange foliage of the forest. Blue tinted metals and precious silvers were widely used in construction. Homes and shops sprawl along the ground below, some built of wood, others built directly into the trees. Portscape is like a second heart to the nation. The water pounded docks stretch for miles along the rocky coast. Ships sail beyond the horizon to bring in a bounty of the sea. Occasionally racked by storms, Portscape is a heaven for those looking to get away from the bustle of the outside world. The seedy underbelly is distasteful for many, leaving Alm as the only choice between the two. Pirates, smugglers, and thieves, make the cracks and crevasses of Portscape their haven. Smuggling and other illicit activity are a constant struggle for The Royal Army. White sand blows across the surface of Tardide, as dozens of hooves fall at the lead of merchant caravans passing through the breadth of the desert. Heavy dunes lay scattered on either side, their rippled texture formed by blowing winds. The carts carry a prized load of glass— each pane hand made in Tardide. Topaz waters sparkle across the surface of the oasis; ships sailing from the docks. White sand-stone homes dot the land around the waters, and sprawl out into the desert for several miles on either side. Girkmire swamp sits to the far north of Alm. It’s misty waters have become a haven to Draconian kind. Small villages of ransacked hut-like homes sprinkle the surface of the muddy waters. Wood and rope bridges create a network of pathways connecting stilted structures. Girkmire is not for the fast-paced, and is dwarfed only by Golmire, found near the eastern border of Glauzitath Glauzitath The Mountains of Glauzitath create a foreboding backdrop in the northern reaches of the country. Purplish-black mist lingers among the peaks, where most dare not venture. Helmhold— sometimes called iron death— lies within a walled section of the mountains. Iron and other precious metals are shared between Emas, the dwarves of Glauzitath, and the remaining realms. Seeds of jealousy grow in the hearts of Kudrait's rulers over the precious metals and the power they supply. A sprawl of iron structures stretch like teeth across the dark rocky face of the mountains. A massive stone wall stretches for miles to the east, with a single guarded entrance opening way to the main road. A wide mouthed shaft leads deep into the dwarven halls, where eight main shafts dig deep into ore rich deposits. Helmhold, sits at the heart of the main shaft. Many valuable ores are pulled from the mines. Iron, copper, lead, zinc, tin, and aluminum are mined from the eastern tunnels. Silver, gold, mythril, and other precious metals are found in the shorter western shafts. Two large deposits of gems have been found in the recent years, sparking an even greater rivalry with Kudrait. The ores are smelted in Helmhold and shipped out via guarded caravans. Lamplight— a sleepy little mining village— enjoys the protection of Helmhold, as it lies within the eastern portion of the wall. Its small economy is fueled by what little ore it pulls from the mountains behind it. The miners have enjoyed the mines for years, while enjoying the haunting mist filled mountains behind them a little less. Lamplight is not without its legends of ghouls and haunted souls stalking the depths of the unknown mists. Dugugrog is a network of stone homes and nest-like dwellings of draconian build. Despite draconian rulership they hold peace with the rest of the realm, even aiding the allied armies in the current war. Some of the residents hold disdain for the other races, and carry it with them in their personal life. Dugugrog is not so much governed by official establishment as it is by the strongest arm in the city. Golmire lies to the east, between Mekbiess to the north, and Kudrait to the south. It’s the largest swamp in Leirune, and home to the draconian city of Golmire. Wood bridges connect the huts and homes, while boating lanes serve as a primary method of travel. Higher tiers of structures— built on raised platforms and decks— are accessible by ladders and pulley elevators. Golmire boasts a 20% population of mixed races serving, making it bearable for those without scales. Mekbiess Moha stands just beyond the Sabasa Plains. Angled streets divide golden coffee colored homes into odd shaped city blocks. Red imbrex roofs cap most of the buildings, but ornate gold domes crown imperial and government buildings. Round and square towers stand in various locations, some reaching several hundred meters into the air. Large balconies stretch the upper floors, offering a view over the higher portions of the city. Networks of well paved roads run through the lower streets, each sided with shallow stone walls. Wood Airships travel the skies above, some ascending higher into the floating city of Lutia. Lutia Air offers flights from the heart of the city. The Sky Elevator docks at the back of Lutia Air. The massive platform ascends up into Lutia via massive steel tracks. The ornate loading area is known as one of the wonders of Leirune. Roughly sixty residents can travel the elevator at one time. Lutia is shrouded by a blanket of billowing clouds. Gold colored buildings line the central island. Similar buildings speckle smaller islands on the eastern and western sky coast. Long bridgeways connect the smaller land masses, each paved, with lush green gardens drooping off the sides. Near the back of Lutia, a massive university sits atop a floating hunk of stone. Four ornate towers, with flaming braziers jut up from the corners. A large purple crystal sits in a crescent shaped portal gate in the center of the roof. The glowing gem harvests power for a large portal reaching into the ethereal planes. The portal itself can be accessed from the inner chambers of the university. Kudrait Logos is a massive walled city. Old streets divide greyed homes into a hodgepodge of misshapen burrows. weathered decks create a camp-like feel around the plank homes. Planted flowers can be seen in the eves of windows, in others freshly cooked baked goods cooling. The front steps are often muddied by boot prints and splattered soil. Plumes of smoke rise from brick chimneys, as farmers heat their homes with wood cut from the surrounding forests. Rocking chairs still sway on weathered decks, where residents mingled over drink and conversation. Small garden homes built of washed out brick, lean lazily with crooked walls. Some lean against the muddy mounds they’re build along. Bits of grass grow on the banks. Fenced garden plots grow enough for a single family, and to earn a coin or two on the side. A market in the center of the city offers a variety of goods from the outer countries. Mud splattered stalls and tarp covered carts line the central area, where the scent of cooking and spices compete with the earthen smells of the surrounding ground. Sluggard Inn And Tavern sits to the east, a well known establishment to the city folk, while the barracks looms several meters to the west. The courtyard is visible, but the training inside is shrouded by the brick walls.Castle Logos looms in the back of the city, it's greystone walls offering protection from invasion. An iron toothed portcullis can be dropped in case of emergency. Bow towers jut up from the corners, some with shot enough to reach the outer field. Dim glows of torchlight illuminate the windows just enough to prove life inside. The nicest buildings surround the castles inner wall. Most are crafted of stone, and offer lodging to officials, lawyers, knights, and diplomats.Kudrait has little going for it, except food and wood. The lush fields produce enough crop to keep the kingdom and surrounding towns fed at a sustainable level. Despite it’s own bitter resentments producing tension between neighboring countries, Kudrait wages war along the northern and western borders in hopes of expanding their region. The kingdom has lusted after the power produced by the mines of Helmhold for decades, and refuses to negotiate total peace.
    40. Esteban5XG

      What's is the best story game you've played?

      I love Far Cry 2! The mission editor is simply brilliant. But I have to say that enemies get alarmed by you just by breathing. I know it increases the difficulty but it mess the power of the story.
    41. ljxiango

      A* Pathfinding for Beginners

      Thanks very much.
    42. Roundtable News brings you discussions from game industry vets about last months biggest news. We talk about the biggest headliners from Epic Games announcing their game store, Fallout 76 upsetting their fanbase, Obsidian being bought out by Microsoft, Game Awards and new game announcements, and the crew's 2019 game predictions. https://www.gamedevunchained.com/
    43. _WeirdCat_

      Angular velocity and water physics

      First of all define a boat hull, lets say you define it by triangles, now you cut those triangles with waterplanes to get the area that is under water, you list those triangles (newly created), then you calculate skin drag and form drag and apply that to rotation velocity, after that you need a damping function either way to cut the close to zero related problems and smoothly deaccelerate things for the simulation to run efficently. Now pay attention vec3 form_drag; vec3 skin_drag; float whole_sub_surf = 0.0; for (int i=0; i < submerged_tri_count; i++) //now iterate through form_percentage_coefff if (ACTUAL_FRAME[i].surface > 0.1) //do not coun't anything that is less than 10 cm^2 { whole_sub_surf = whole_sub_surf + ACTUAL_FRAME[i].surface; vec3 element_form_drag = vec3(0.0, 0.0, 0.0); //somehow i dont trust that compiler due to optimization will zero it vec3 element_skin_drag = vec3(0.0, 0.0, 0.0); vec3 cog2pC = vectorAB(pos + ROTATION_MAT * CENTER_OF_GRAVITY, ACTUAL_FRAME[i].pC); vec3 local_vel = vel + AngVel * cog2pC; vec3 vn = Normalize(local_vel); float vv = VectorLength(local_vel); float v2 = vv; vv = vv * vv; float form_percentage_coeff = absnf( acos(dot(ACTUAL_FRAME[i].normal, vn)) / float(pi) ); if (dot(ACTUAL_FRAME[i].normal, vn) <= 0.0) form_percentage_coeff = 0; //suction force element_form_drag = (-vn) * (form_percentage_coeff * (999.1026 * 0.5 * vv) * ACTUAL_FRAME[i].surface); //form drag float skin_percentage_coeff = absnf(1.0 - form_percentage_coeff); //due to float inaccuracy vec3 surf_n = Normal(ACTUAL_FRAME[i].V[0], ACTUAL_FRAME[i].V[1], ACTUAL_FRAME[i].V[2], true); float surf_choordlen = getTriangleChoordLength( -local_vel, surf_n, ACTUAL_FRAME[i].pC, ACTUAL_FRAME[i].V[0], ACTUAL_FRAME[i].V[1], ACTUAL_FRAME[i].V[2], true, ACTUAL_FRAME[i].pC); if (surf_choordlen > 20.0) surf_choordlen = 1.0; //calc reynolds number float Rn = ReynoldsNum(VectorLength(local_vel), surf_choordlen, 0.894); bool ah = false; if (absnf(Rn) <= 0.001 ) {Rn = 1.0; ah= true;} float CFRn = 1.328 / (sqrt(Rn)); if (ah) CFRn = 0.0; //float CFRn = 0.075 / (lg * lg); //1.328 / (sqrt(Rn));// vec3 Vfi = Normalize(ProjectVectorOnPlane(ACTUAL_FRAME[i].normal, -local_vel)); element_skin_drag = (-vn) * (CFRn * ((999.1026 * vv) / 2.0 ) * ACTUAL_FRAME[i].surface * skin_percentage_coeff); skin_drag = skin_drag + element_skin_drag; form_drag = form_drag + element_form_drag; cog2cob_vec = vectorAB(pos + ROTATION_MAT * CENTER_OF_GRAVITY, ACTUAL_FRAME[i].pC); ETorque = cog2cob_vec * ( element_skin_drag + element_form_drag ); elements_torque = elements_torque + ETorque; } drag_force = form_drag + skin_drag; result_force = gravity_force + buoyancy_force + drag_force + thrust_vec;// + rudder_force;// + drag_force + thrust_vec + rudder_force; mat4 inv_rot = ROTATION_MAT; inv_rot.Inverse(); vec3 local_torque = inv_rot * elements_torque; EAngVel = EAngAcc*dt; AngVel = AngVel + EAngVel; vec3 vLocalAngularMoment = (AngVel*dt)*RAD_TO_DEG; YPRangle.pitch(cos(vLocalAngularMoment.x*imopi), -sin(vLocalAngularMoment.x*imopi)); YPRangle.DoRotation(); YPRangle.yaw(cos(vLocalAngularMoment.y*imopi), sin(vLocalAngularMoment.y*imopi)); YPRangle.DoRotation(); YPRangle.roll(cos(vLocalAngularMoment.z*imopi), -sin(vLocalAngularMoment.z*imopi)); YPRangle.DoRotation(); float yawrate = 5.0*dt; YPRangle.yaw(cos(yawrate*imopi), sin(yawrate*imopi)); YPRangle.DoRotation(); ROTATION_MAT.LoadGLMatrix(YPRangle.AIR_MATRIX); BUO_COG = vectorAB(CENTER_OF_BUOYANCY, pos + ROTATION_MAT * CENTER_OF_GRAVITY); vec3 accel = result_force / mass; vel = vel + accel*dt; pos = pos + vel*dt; PC stands for pressure center point epsilon = 0.001; inline void damp( vec3 * ptr, float amount, float epsilon) { (*ptr) = (*ptr) - (*ptr)/amount; vec3 p = vec3(absnf<float>((*ptr).x),absnf<float>((*ptr).y),absnf<float>((*ptr).z)); if (IsNan(p.x)) p.x = 0.0; if (IsNan(p.y)) p.y = 0.0; if (IsNan(p.z)) p.z = 0.0; if ( (p.x > 0) && (p.x < epsilon) ) (*ptr).x = 0.0; if ( (p.y > 0) && (p.y < epsilon) ) (*ptr).y = 0.0; if ( (p.z > 0) && (p.z < epsilon) ) (*ptr).z = 0.0; } inline void damp( float * ptr, float amount, float epsilon) { (*ptr) = (*ptr) - (*ptr)/amount; if (IsNan((*ptr))) (*ptr) = 0.0; if ( (absnf<float>(*ptr) > 0) && (absnf<float>(*ptr) < epsilon) ) (*ptr) = 0.0; } //--------------------------------------------------------------------------- #ifndef aeroH #define aeroH //--------------------------------------------------------------------------- //Mix of crappyness //don't even think it is correct in 0.0001% #include <math.h> #include "DxcMath.h" const float AIR_STD_KINEMATIC_VISCOSITY = 1.460 * pow(10.0, -5.0); // m^2/s const float WATER_STD_KINEMATIC_VISCOSITY = 1.3083 * pow(10.0, -6.0); // m^2/s at temp = 10*C inline float ReynoldsNum(float V, float choord_len, float kinematic_viscosity_of_fluid) { return (V*choord_len) / kinematic_viscosity_of_fluid; } //0.894 inline vec3 FindTriangleAerodynamicCenter(vec3 A, vec3 B, vec3 C) { } inline float getChoordLength(vec3 velocity, vec3 surf_normal, vec3 pC, vec3 * verts, int vert_count, bool project, vec3 point_on_surf) { //Project velocity vector onto surface vec3 projected = Normalize(ProjectVectorOnPlane(surf_normal, velocity)); //find the biggest side and square it - this will ensure us that ray will always hit two sides float adst = -999.0; for (int i=0; i < vert_count; i++) { int next = i + 1; if (next == vert_count) next = 0; adst = Max(adst, n3ddistance(verts[i],verts[next])); } adst = adst*adst; //compute ray vec3 rA = pC - projected*adst; vec3 rB = pC + projected*adst; vec3 cp; for (int i=0; i < vert_count; i++) cp = cp + verts[i]; cp = cp / float(vert_count); vec3 n = surf_normal*1000.0; vec3 colp; //we compute center point to determine whenever a side face is at front or back to the center point (because i don't need to waste time and run math on paper i can just check that and use it for further processing) int cpside; for (int i=0; i < vert_count; i++) { int next = i + 1; if (next == vert_count) next = 0; vec3 normal = Normal(verts[i], verts[next], verts[next] + n, true); float dst = getplaneD(normal, verts[i]); //cpside will now determine the cpside = classifyapointagainstaplane(cp, normal, dst); // which side faces 'the inside' of polygon (always either front or back never on plane) - solid convex polygon if (cpside != isBack) //when center point is not behind side plane { normal = -normal; dst = getplaneD(normal, verts[i]); } colp = rA; if (SegmentPlaneIntersection(normal, dst, rA, rB, colp)) { //if ray and face normal 'look' (face) at each other if (dot(Normalize(vectorAB(rA,rB)), normal) < 0) rA = colp; else rB = colp; } } return n3ddistance(rA, rB); } inline float getTriangleChoordLength(vec3 vel, vec3 surf_n, vec3 pC, vec3 A, vec3 B, vec3 C, bool project, vec3 pop) { vec3 ahue[3]; ahue[0] = A; ahue[1] = B; ahue[2] = C; return getChoordLength(vel, surf_n, pC, ahue, 3, project, pop); } inline vec3 ShearStress(vec3 Force, float Area) { return Force / Area; } //1/ (pressure*v^2*Area) * ShearStress * dot(surf_normal, tangent_surf_dir) inline float SkinFrictionDrag( float dens, float V, float Area, float ShearStress, t3dpoint<double> surf_normal, t3dpoint<double> surf_tangent_relative_to_airflow) { return (dens*V*V*Area) * ShearStress * absnf(dot(surf_normal, surf_tangent_relative_to_airflow)); } inline float BodyDrag(float V, float Area, float fluidDens, t3dpoint<double> SurfNormal, t3dpoint<double> FluidFlowDir, bool front_only) { //now im not sure if its only the percentage of the rotation or if body is rotated the area increases //anyways im not increasing the area. float ratio = -dot(FluidFlowDir, SurfNormal); if(!front_only) ratio = absnf(ratio); return (0.5*(V*V)*fluidDens*Area*ratio); } #endif And heres a vid but keep in mind i applied rotation force and thrust force each frame so they are moving almost constantly https://youtu.be/7YXtG73KY_k
    44. Irusan, son of Arusan

      Making a game engine. Looking for advice

      Strewya has the right of this. Concentrate on making games, don't worry about making "an engine" for now; you will learn the skills to build an engine later - if that's still what you want to do - by making these games.
    45. Hi guys! Our first game (Dongo Adventure) has just been released on Steam! I hope you have fun with the game! O/ The game was produced by me and my brother for 11 months. We did everything with free and open source software (Blender 3D and Gimp). About the game: The game is 3D Platform style, inspired by the classic platform games (mainly 'Donkey Kong Country 2'), bringing all those challenges and fun of the genre. Thank you all for the support! Steam Game Page: http://store.steampowered.com/app/811450/Dongo_Adventure/ Official Trailer:
    46. I'm not making an engine nor a game, more like experimenting with stuff in the general direction of being usable for some kind of game. With that said, the things you'll most likely end up having issues with is the general architecture of your engine, and scaling it up as needs grow. Making a pong clone doesn't require an engine at all. At most, it requires a FillRect function (my first ever game was also pong, and i did the entire thing using only the windows function FillRect, even the numbers). The smaller games need maybe a couple of functions for rendering, collision detection and that's it. That your engine. My advice would be to not set yourself up in the mindset of "i wanna be a pirate make an engine", but rather, just make the small games with the least effort possible. If you start going all enterprise software on those simple games, making a bunch of infrastructure that you don't need for them, progress will seem slow, you'll lose motivation, and abandon another project. The broad plan looks fine with games in sight, but just focus on building those games. Once you finish a game, start a completely new project, and copy over code that you can reuse to make the new game. Then when you finish the second game, start a completely new project, and copy over code that you can reuse from the second game. Rinse and repeat, and over time you'll just incidentally have grown an engine. And forget about multiplayer for the time being.That is a whole other ball game. Focus on making and being comfortable making single player games.
    47. sausagejohnson

      Profile Mode for Orx demonstrated on Twitch tomorrow

      Starting now.
    48. This post is about continuation of https://www.gamedev.net/forums/topic/699032-3d-rigidbody-simulation/. I have setup the Collision Detection and Collision Response for the cricket ball. But the ball doesn't bounce off the ground. After a bit of debugging, I've found that the impulse, generated when the ball bounces off the ground is very small. What should I do to make this right(right impulse)? Rigidbody.cpp XMVECTOR RigidBody::GetVelocityAtPoint(XMVECTOR p) { return (v + XMVector3Cross(Omega, (p - x))); } XMMATRIX RigidBody::GetIInverse() { return IInverse; } ...... CollisionResponse.cpp enum CollidingType { None = -1, MoveAway = 0, Resting = 1, Collide = 2 }; struct Contact { RigidBody *a, *b; XMVECTOR p, n; }; CollidingType VerifyTypeOfColliding(Contact *c) { XMVECTOR padot = c->a->GetVelocityAtPoint(c->p); XMVECTOR pbdot = c->b->GetVelocityAtPoint(c->p); XMVECTOR vrel = XMVector3Dot(c->n, (padot - pbdot)); if (vrel.m128_f32[0] > 0) return MoveAway; else if (vrel.m128_f32[0] == 0) return Resting; else if (vrel.m128_f32[0] < 0) return Collide; return None; } void CollisionResponse(Contact *c, float epsilon) { XMVECTOR padot = c->a->GetVelocityAtPoint(c->p); XMVECTOR pbdot = c->b->GetVelocityAtPoint(c->p); XMVECTOR n = c->n; XMVECTOR ra = (c->p - c->a->GetPosition()); XMVECTOR rb = (c->p - c->b->GetPosition()); XMVECTOR vrel = XMVector3Dot(c->n, (padot - pbdot)); float numerator = (-(1 + epsilon)*vrel.m128_f32[0]); float term1 = (1 / c->a->GetMass()); float term2 = (1 / c->b->GetMass()); XMVECTOR term3 = XMVector3Dot(c->n, XMVector3Cross(XMVector4Transform(XMVector3Cross(ra, n), c->a->GetIInverse()), ra)); XMVECTOR term4 = XMVector3Dot(c->n, XMVector3Cross(XMVector4Transform(XMVector3Cross(rb, n), c->b->GetIInverse()), rb)); float j = (numerator / (term1 + term2 + term3.m128_f32[0] + term4.m128_f32[0])); XMVECTOR f = (j*n); c->a->AddForce(f); c->b->AddForce(-f); c->a->AddTorque(XMVector3Cross(ra, f)); c->b->AddTorque(-XMVector3Cross(rb, f)); } ..... Collision Detection // BS - BoundingSphere class & Plane- Normal Plane class bool SpherePlaneIntersection(BS *CricketBall, Plane *CricketGround, Contact *c) { float dist = XMVector3Dot(XMLoadFloat3(&CricketBall->GetCenter()), XMLoadFloat3(&CricketGround->GetNormal())).m128_f32[0] - CricketGround->GetOffset(); c->a = rbBall; c->b = rbGround; if ((dist) <= CricketBall->GetRadius()) { c->n = XMLoadFloat3(&CricketGround->GetNormal()); c->p = XMLoadFloat3(&CricketBall->GetCenter()) - dist * XMLoadFloat3(&CricketGround->GetNormal()); return true; } else return false; return false; } ..... In the Rendering loop code Contact CBwithCG; if (SpherePlaneIntersection(cdBall, cdGround, &CBwithCG)) { if (VerifyTypeOfColliding(&CBwithCG) == Resting) { rbBall->AddForce(XMVectorSet(0, CB_Mass*g, 0, 0)); } else if (VerifyTypeOfColliding(&CBwithCG) == Collide) { CollisionResponse(&CBwithCG, .5f); } } else rbBall->AddForce(XMVectorSet(0, -CB_Mass*g, 0, 0));
    49. JulieMaru-chan

      License for a Game Engine?

      Right, but I got the impression that he was concerned about people competing unfairly with forks he can't benefit from (i.e. proprietary forks). Copyleft protects against that quite well. It's the whole reason Linus Torvalds used the GPL for Linux (he doesn't care about the FSF's philosophy at all).
    50. Pedia

      AR Marbles

      Ever played marbles when you were a kid? AR Marbles simulates the real-world marble shooter, combined with immersive Augmented Reality, unlimited playback, scene editor, global/custom leaderboard, and more. Explore a variety of feature enhancements. Enjoy cheers, trophies, and applauds. Claim your position on the daily leaderboard. Make your own playgrounds and share with friends. Have fun! This game supports ARKit on iOS devices and ARCore on Android. It works on non-ARxxx enabled phones with classic 3D mode.
    51. vaibhav kapoor

      Career guidance

      Hello everyone, In 2017 I have done with my graduation, now working as a android developer but i want to do my higher education, i am very confuse that how to manage development job and education. can anyone suggest your opinion. its really helps me Thanks in advance!!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!