1. Past hour
2. ## Robot #2

Thanks, looks better to me too, now that it's been a few hours since I was staring at it frame by frame..
3. ## Unsettled World

Album for Unsettled World
4. ## Frogger GameDev Challenge - Part 2 - Car GFX

Just the design I'm going with. I personally like the dual front lights for this one. I wanted something like this but a bit different: The reason the lights are red is because I have an emission shader on which is sharing the back and front lights and didn't separate them at render and most likely will keep it as is anyhow. Either way my intent is to make workable assets, not necessarily accurate or the best looking. I could pick apart the sloppy wheel wells, hood, rear lights, and many other aspects of this low poly car, but I simply don't care because it's not a commercial asset.
5. ## Robot #2

and, with full armor. I'm modeling everything with simple textures first, trying to not get carried away with any single aspect.
6. ## rotating using trig functions

well I am doing this game for a class in college, however my teacher is not very helpful, I am on my own
7. Today
8. ## Frogger GameDev Challenge - Part 2 - Car GFX

One critique, why are the headlights taillights?
9. ## rotating using trig functions

hey @phil67rpg do you break code, meaning do you take code that someone else has written and then mess it up some how? Change a number, comment out a line and so forth, have you tried that? Watching what breaking the code does can help you to understand better what the code is actually doing.
10. ## Frogger GameDev Challenge - Part 2 - Car GFX

@lawnjelly, looks like the competition just got steep. His frogs will be dodge'n Cadillacs, just saying.
11. ## Frogger GameDev Challenge Extended to November 30

We will be waiting!
12. ## Being Hired as Co-Writer for an Indie Studio - Question about Fixed + Revenue Share

Thank you a ton for this information. I will do as you say.
13. ## Frogger GameDev Challenge Extended to November 30

SHAZAM I'll have a design blog up by this weekend.
14. ## Raycasts or Rigidbody2D for 2D Platformer in Unity

Since no one's replied yet, I'll go ahead and mention a couple things. It looks like the game you linked to might use Unity. Maybe the developers of that game have made information available about how they went about it. I imagine other people have tackled this in Unity as well, in which case there might also be something available in the Unity Asset Store, on the Unity forums, or elsewhere. (Maybe you've already pursued all these avenues.) When you mention using raycasts, do you have a specific approach in mind? The Unity physics system and raycasts may not be the only options. For example, another option would be a bespoke system. Although implementing such a system would likely be non-trivial (and may not be something you'd be interested in), it would allow you complete control, which could help address unwanted behaviors like the 'jumping' you described, and make custom behaviors like ledge-climbing more practical. With a physics system like Unity, I'm guessing you may have to fight it at times, and that you'd probably have to override it kinematically for ledge-climbing. (Of course if the game you linked to uses the Unity physics system, that proves that what you want to do can be done with said system.) If I were doing something like this I'd probably try implementing a bespoke system first, as I think having that level of control could be useful. But, YMMV, and I realize there may be other factors involved (for example, you may also want to support more complex physics-based interactions that would be difficult to implement from scratch).
15. Yesterday
16. ## rotating using trig functions

You should get a book on OpenGL on the version you are using. Go through it and understand each chapter before you move on. Put the game down for a month and just learn. You have gaps in your OpenGL knowledge.
17. ## plane game

well I have made some progress on my problem void drawbullet_one() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[2]); glPushMatrix(); glTranslatef(-5.0f, 0.5f, 0.0f); glBegin(GL_POLYGON); glTexCoord3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + 0.0625f*cos(angle), 0.0f); glTexCoord3f(1.0f, 0.0f, 0.0f); glVertex3f(-0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + 0.0625f*cos(angle), 0.0f); glTexCoord3f(1.0f, 1.0f, 0.0f); glVertex3f(-0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + -0.0625f*cos(angle), 0.0f); glTexCoord3f(0.0f, 1.0f, 0.0f); glVertex3f(0.0625f*cos(angle) - 0.0625f*sin(angle), 0.0625f*sin(angle) + -0.0625f*cos(angle), 0.0f); glEnd(); glTranslatef(5.0f, -0.5f, 0.0f); glPopMatrix(); glDisable(GL_TEXTURE_2D); }
18. ## Two volumes on same EC2 instance

Note that "allocated to instance in EC2" and "mounted by the Linux kernel as a file system" are different states. A volume may still be allocated to the instance, but not visible through "df". However, you should not pass "/" as argument to "df" if you want to see all the volumes that are mounted. You can also find unmounted disks (usually) using the "lsblk" command.
19. ## Help: Solo programmer: What to do about Assets?

I would encourage you to give Adobe Fuse + Mixamo a try. Fuse lets you put together (not model from scratch, so you don't need to be an artist) 3D models from existing assets and then you can export them to Mixamo, where they are automatically rigged for you. After that you can apply animations from Mixamo's library to them. Their animations library is quite extensive, it has categories like action, combat, sports, etc. You can tweak animations, i.e. make them animate faster or slower, etc, and then export into FBX (and other formats) for Unity. I use those in my game and they have been a lifesaver. Both Fuse and Mixamo are free right now. Also, like other people mentioned, OpenGameArt.org is a great resource for 2D, 3D, textures, and even sound effects. You can also make your own assets. People have already mentioned Blender for 3D models and animations. One thing I'd like to add is you can use XBox Kinnect for low cost motion capture for more realistic animations. For 2D graphics you can use GIMP 2, it's free. And finally, you can try and find an artist to work with. If there is a game development association or an IGDA chapter in your area, you can join and attend a session or two, which would be valuable learning experience and there is a high chance you can meet an artist there that would work with you.

36. ## Missing Unite LA 2018? Watch the Livestream

Unite Los Angeles 2018 started today, but even if you're not attending you can still catch up on the latest talks through the Unite LA livestream: Watch the livestream for Day 1 here: View full story
37. ## Missing Unite LA 2018? Watch the Livestream

Unite Los Angeles 2018 started today, but even if you're not attending you can still catch up on the latest talks through the Unite LA livestream: Watch the livestream for Day 1 here:
38. ## how is character creation usually done?

i'm using unity, im looking mostly for ways to change the face and hairstyle, changing the body wouldn't be bad but its optional
39. ## Student looking for advice finding a placement

You need a demo reel or a portfolio link. Having links to the games is nice, but some large popular companies want to see what you can do with a button click.

41. ## how is character creation usually done?

I think that's how it's usually done. I managed to set this in Blender using drivers, and it kind of worked, then exported this as "shape key" data and did vertex morphing in my engine. Proof of concept worked, I think it poses a lot of challenges when it comes to armour because armour has to scale with the body properly, which I think means you have the same amount of sliders and you work with 2 extremes for armour too? For face it's probably more suitable to use bones instead of morph targets.
42. ## how is character creation usually done?

There's probably a lot of ways of doing this, especially clothes, and it will be highly dependent on what engine you are using, what are you using? Just to give an example (which may not help too much) in my jungle game I was creating simple native variations by: starting with a base model, boning and skinning as usual in blender, then I duplicate the mesh and modify it to get extremes (fat, thin, muscular etc) without change the vertex count / connectivity, only modifying the positions of vertices (you may also be able to help do this with shapekeys, it is a while since I used them so I cannot vouch for this) Then export each of these skins, and in the engine you can either pre-blend between them by relative weights, or do it on the fly in game. I also do a mix and match of texture UV islands from a set of similar UV maps with different clothes etc. You may also be able to blend between different blend weighted rigs, which might help in some situations - I didn't do this If you are relying on a third party engine, first call would be to see whether it has direct support for this kind of thing (or an addon), if not you may have to add support yourself, which may be challenging to attempt if you are really a beginner.
43. ## OpenGL Wrap around clip space points created in the vexter shader

Hello, I am currently drawing an FFT ocean into a texture including Dx, Dy and Dz. As i need the real height at a point for another algorithm, i am passing the points through a vertex shader as following: #version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 texCoords; // Displacement and normal map uniform sampler2D displacementMap; uniform mat4 MVPMatrix; uniform int N; uniform vec2 gridLowerLeftCorner; out float displacedHeight; void main() { // Displace the original position by the amount in the texture vec3 displacedVertex = texture(displacementMap, texCoords).xyz + position; // Scale vertex to the 0 -> 1 range vec2 waterCellIndices = vec2((displacedVertex.x - gridLowerLeftCorner.x)/N, (displacedVertex.z - gridLowerLeftCorner.y)/N); // scale it to -1 -> 1 waterCellIndices = (waterCellIndices * 2.0) - 1.0; displacedHeight = displacedVertex.y; gl_Position = vec4(waterCellIndices, 0, 1); } This works correctly (it writes the correct height at a given point). The issue is that some points due to the Dx and Dz displacement will get outside the clip space. This points should instead wrap around as the ocean is a collection of tiles. As you can see in the attached file the edges fit together perfectly inside white square if they would wrap around (this is the clip space dimensions from RenderDoc). Is there any way i could wrap around this texture (in reality wrap around the clip space positions) so it stays all inside the viewport correctly? I tried to wrap around in the vertex shader by checking the boundaries and wrapping around but it doesnt work when a triangle has a least one vertice inside of the viewport and others outside. Many thanks, André
44. ## Two volumes on same EC2 instance

I made some mistake, and ended up in a nonworking EC2 lamp/game server. Fortunately I had made a snapshot, and I used this instruction to restore my EC2 server https://www.techrepublic.com/blog/the-enterprise-cloud/backing-up-and-restoring-snapshots-on-amazon-ec2-machines/. I followed the steps in "Restore a backup snapshot by mounting on an existing EC2 machine", as I didn't want to launch another EC2 instance. My EC2 lamp server now works again, but I'm running with two volumes. I've not done the final steps "copy files" and "clean up", because I didn't need to copy any files. My old, non-functional volume, is still there, but I guess that I'm running on the snapshot volume because my server works again. I've tried to remove the lower (old) volume but then I think that I couldn't do that because it was a boot partition (if I remember correctly). This is from my console: df / Filesystem 1K-blocks Used Available Use% Mounted on /dev/xvdf1 8123812 1931360 6092204 25% / I don't know what's going on. Someone that can help me out?
45. ## how is character creation usually done?

yes that is what i meant, but how do i do it on blender do i use shapekeys and morph targets or what?
46. ## Freelancing as a software developer to fund game development

Freelance work can be more profitable in various ways. There's the increased payout, but there's also tax benefits that you don't get with a normal salary (simply having a company can grant you some of those, but making revenue is a large portion of that). The total difference can easily be a factor of 3. Finding freelance jobs for business related applications (usually .Net and/or web based) shouldn't be that difficult if you check your local freelance websites. The payout can vary quite a bit, low range is below €40*, mid range is up to €60*ish and higher end can go up to about €100* (can go way higher for experts, but not likely to find through freelance websites). Getting those mid to higher end paying gigs can be difficult if you don't have any demonstrable experience. In my personal experience, hobbyist games/engines are way underrated by not only business people, but also programmers who don't have any first hand experience with that, so showing of your game might not be enough. A way to get around that is to offer a 'no cure no pay' solution, where they only pay you if you actually solve their problem. If you are confident that you can, there's little risk for you and more reason for them to take you on. Another way to increase your odds is by investing personal time to make a quick prototype of whatever is required to demonstrate you're the right person for the task, this comes with the risk of wasting your time, so be mindful of how much time you're willing to put in. * Based on my experience in the Netherlands
47. ## Seeking Programmers for a Scifi Game

Our project is a scifi game that takes place 50 years in the future, as humanity takes its first steps onto the galactic stage. We currently have progress in the Meta-game and Space Combat areas and are looking to expand our programmer team to fill out some other areas. Gameplay Programmer If you're interested in infantry and vehicle combat. As well as tactics and strategy. Planetary Programmer If you're interested in procedural planets, floating origins, double precision coordinate systems, and relative scientific accuracy. Volumetric Programmer If you're interested in gorgeous volumetric effects for engine trails, planetary accretion disks, and more. If one or more of these positions interest you feel free to contact me on discord at mushroomblue#0384
48. ## Potential Amateur Programmer

Hello, I am also a beginner here. I already develope some games with my friends We can share talk and share our experience Good Luck
49. ## Freelancing as a software developer to fund game development

"but I also need to work as much as possible to earn money. " (sorry but that means get a full time job). I gave relevance to the fact that several professional coworkers fund their indie games with full time jobs.

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