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    2. Rutin

      noob questions

      The only thing I said about holding back was on actual final assets until you know what you need so you don't go off spending a ton of money; As you've stated this isn't your first project so you should have some idea of what is required. Beyond that it's up to you... As long as you have a clear idea of what you're doing, then start in anyway you want.
    3. FedGuard

      noob questions

      Thank you for the replies. I apologize, I indeed did not provide very detailed information. It will be a choice-based ancient Rome style RPG (Witcher-style) with some altered mechanics in which you follow one character from adolescence to death. I have made some simple games through the courses and are continuing that journey. I was thinking (based on advise I read elsewhere) that I would indeed start on getting all player-related mechanics done first, before starting on levels, sound etc. So I thought it would be necessary to have a character or placeholder that can effectively do all/most of the actions the main character will do, in order to effectively test/adapt them. Then I could start building from there, like inventory mechanics, diary, stats and attributes etc. To that regard I was wondering if it would be worthwhile to purchase the two abovementioned asset packs since it would help me relate the mechanics to the code and to start off with a playable placeholder that can do most of the actions required. But if I understand it correctly, you are advising me not to invest in that at this time?
    4. Fulcrum.013

      Programming and Higher Mathematics

      Becouse computer is universal digits-mill. Computer able to mill digits only. Illusion that computer able to do somethyng else comes from properly organized process of digits milling. To organize a digits-mill properly required to complitely describe mathematicaly this "something else". Really on my first year at university we has more hours of mathemathic than any other engineering sciences students has during 5 university years, and than we still has math hours during all 5 years. It just a basics required to study anything else and discover a fields of tasks that have to be implemented. Mathematic is universal language of sciences. Any process can be described by set of differential equations. So calculus and linear algebra just a working horse required to study and discover anything else. Programming != coding. It is kind of engeenering. Coding is just a final part. Programing language is just something like pen intended to describe a way to solve a problem (aka algo) to computer. But to describe it by code you have to find it way first. It require to describe problem mathematically first.
    5. Bregma

      Programming and Higher Mathematics

      All of it.
    6. Today
    7. Well if you start with an icosahedron instead of a cube I think your vertexes would be lot more homogeneous and then maybe you could use them after all. They aren't perfect but you can look at my one entry blog to see if you think it's good enough for you. Your terrain would be more homogeneous too. The way I address stuff is by combining pairs of triangles together. So since we have twenty initial faces we have 10 groups and each one looks sort of like a diamond on the surface and you can think of this as as skewed square. So instead of 6 initial squares you have with the cube, you now have 10.
    8. 0r0d

      noob questions

      First thing is that you havent given enough information about the game you want to make for us to give good advice about it. Second thing is that I would recommend tackling this like any other problem... you break it down into small pieces that get you from nothing to the full thing, and then you do each of those on their own. In other words, you need to build up to the thing you want to do, especially when that thing is a highly complicated one like building a game. Of course if the game is a very simple one, then that's different, but refer to #1 above. However, I'm going to out out on a limb and guarantee you that making the game you're trying to make it 100x harder than you think it will be. So my advice is the game as it is for anyone trying to learn to make games while they're also learning to program, start small and get the programming side of it down. Build a very simple game. This will allow you to get better at C# (or whatever you use) and the tools, while also learning some basics of how a game works. Most importantly it teaches you how hard it is to actually finish a project. Once that's done, you pick a more complex game that builds on what you just learned and adds some new element. Rinse. Repeat.
    9. Rutin

      noob questions

      I wouldn't say you have to work on that first, this depends on your design document and how you wish to work through everything. At some point you'll need the player to be able to walk, and perform actions, it's up to you if you do this before programming menus, or even level design. Some people will make a blank level which is essentially a hollow cube or a plane and work on all the player mechanics, other people design a level then load in a player and work on it. If you have a bigger team then one person or several people are working on the level, and the other people are working on player mechanics in placeholder levels. There are countless workflows. You can make a place-holder perform all those actions, yes.... The only thing you'll need to change is when you bring in your final character, you will need to have animations that match your desired actions and alter your code if needed. Since I model and animate myself, I use placeholders that are lower poly as I can get them in quicker, but roughly the same size as my finals so it's very easy to port over my rigs to the final mesh with all the animation data.
    10. FedGuard

      noob questions

      Hi Rutin, Thank you for your advice, I am still adding to my GDD (although I didn't call it that I did have a document already, albeit not that detailed) on a daily basis. As I understood it you need to work on the basic player mechanics first. And to do this you need the basic functions and linked animations. Or am I wrong? I do understand that a free character can be used in the early stages, but those won't do all the things I need my character to do. Or am I wrong?
    11. Have you tried (4pi squared)/HowMuchPoints you want. That seams to be the simplest way of getting the points, just divide the surface by the amount you want.
    12. Hi everybody, Me, Xylvan, announces Xilvan Design are building 3D games. Since 1993, our kindly official gaming related pages (please click on each links): Soul of Sphere Platinum v3.75. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.17. Candy World II: Another Golden Bones v9.37. Candy Racing Cup: The Lillians Rallies v2.97. Candy World Adventures IV: A Cloud of Starfield v6.57. Candy to the Rescue IV: The Scepter of Thunders v7,07. Candy in Space III: A dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.27. Candy's Space Mysteries II: New Mission on the Earthlike Planets v7.27. Discover more than 10 games which are coded in Blitz3D by Xylvan(Alexandre) from Xilvan Design. Download them on my new websites: Plenty of games wait you HERE: - New Xilvan Design Website - Hope you will like them all! To watch the videos of our games: - Xilvan Design Youtube Channel - You may need to Subscribe to our channel for more infos about our new releases! Friendly, Alexandre L., Xilvan Design.
    13. I'd suggest you talk to Gabriella she should be able to assist you as well
    14. Yesterday
    15. Why don't you talk to a discrete black hat professional , GabriellaW can be of good help to you ... Mail her on gabywhitehacks atgmailcom
    16. I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD). To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads). For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface. So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk? Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least. Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
    17. I get the same framerate with 65536 points on an old nVIDIA CUDA demo on an overclocked water cooled GTX1080 so the Xeons are doing about 25% as many FLOPS as the 1080 which is impressive. I've seen the FMM mentioned a lot, sounds like a nightmare to implement without a code sample, how accurate is it?
    18. Rutin

      noob questions

      If your goal is to strictly be a game programmer / designer then you should continue learning Unity with C# and just use free assets or cheap packages you can find online to help with this process. I would urge you to get a very good understanding of the entire process from a design and programming standpoint before even considering bringing an artist or spending money on art. Once you're well versed in C# and how Unity works, then you'll need to create a detailed design document for every aspect of your game and all the assets you'll need, then seek out 3rd party help. Making a game isn't cheap, and having to go back and 're-do' things will cost you even more money. If you have other questions feel free to ask.
    19. Awoken

      Programming and Higher Mathematics

      An observation I can add to what Aceticon has said is this: Programming is all about writing logic to achieve a desired result, the result should be comprehensible to others. Depending on the logic used during the programming phase will directly impact the performance of the code. Take the following example for instance, I want to know how much money I will have at the end of the year if I save $100 every month. With the lowest level math skills I can write the following code JanuarySavings + FebruarySavings + MarchSavings + AprilSavings + MaySavings + JuneSavings + JulySavings + AugustSavings + SeptemberSavings + OctoberSavings + NovemberSavings + DecemberSavings = YearsSavings; With a just a touch more advanced math I could write MonthlySavings * 12 = YearsSavings; The illustration here being that multiplication is just a tad bit more abstract a concept as opposed to addition. Now take into consideration all the other primitive operations you learned in highschool and apply them to your logical program and the speed and execution of your program will improve. Advanced math is taking this same illustration to the next degree. The more tools you have in your Mathematical Tool box the more effective and complex your programs can become.
    20. would you like to chat about a possible collaboration? i am a 2d artist i am really good at adobe photoshop been active in photoshop since i was 18 i am 36 now.
    21. Aceticon

      Programming and Higher Mathematics

      Well, from my perspective of 20 years which was mostly outside Game development: Computer programs are Logic constructs which is actually Maths. In fact, having gone to Uni into Physics, my very first Programming course was showing us how it could be done entirely as a Maths construct. Trignometry is essential in Games programming as a lot of what ends up as code are 2D and 3D calculations. Probability, Statistics and Queue Theory are essential in figuring out things like how much load peak load can be on a system or things like the likelyhood of system failure given the likelyhood of failure of each redundant sub-system. By analysing these things one can make appropriate choices when designing a system in terms of how much error margin to add or how much effort to devote to dealing with recovering from certain kinds of failures. A number of other Maths elements go into things like Neural Networks or Genetic Algortithms. Other complex AI techniques might involve Monte Carlo Simulations, which is a Numerical Analysis thing. Further Numerical Analysis might be used in things like finding formulas that fit desired points so that you create a continous curve that matches a set of desired waypoints. Or at least in understanding how Bezier curves work. Things like derivatives and integrals are used in simulating physical processes (so, in Game making also) as well as things like understanding how a discontinuity in the first order derivative on a surface curve would cause artifacts in specular illumination (usefull if for example you're doing mesh generation). If you're doing games which are simulations you probably want to know about positive and negative feedback loops and maybe some of the basic stuff that relates to Economics. The maths that relates to Economics is also used in things like multiplayer games which have some kind of Economy. For certain kinds of mesh/texture generation it might help to at least know what Chaos Theory is. Beyond that, if you're doing Tech in business domains other than Games, certain disciplines often turn out to be useful in understanding the Business and making software for it (just like Trignometry and Calculus, for example, are very important in most Game development but not at all in most other programming areas). More in general, to me personally it always worked well to be able to understand WHY and HOW things works rather than merely use other people's code, and for that it helps to have a deep groundwork of understanding in, amongst other things, Maths.
    22. Post what you want changed in this thread and I'll move it.
    23. eroutt

      Looking for NSFW 2d artist

      i would like to join i am an artist that works in adobe Photoshop drop me a message if you would please so we can chat:)
    24. FedGuard

      noob questions

      Hello all, I would like to start off with thanking you all for this community. Without fora like these to assist people the already hard journey to making an own game would be exponentially more difficult. Next I would like to apologize for the long post, in advance... I am contemplating making a game. There, now that's out of the way, maybe some further details might be handy. I am not some youngster (no offence) with dreams of breaking into the industry, I am 38, have a full-time job, a wife, kid and dog so I think I am not even considered indie? However I recently found myself with additional time on my hands and decided I would try my hand at making a game.Why? Well mostly because I would like to contribute something, also because I think I have a project worth making (and of course some extra income wouldn't hurt either to be honest). The first thing I realized was, I have absolutely no relevant skill or experience. Hmm; ok, never mind, we can overcome that, right? I have spent a few months "researching",meaning looking at YouTube channels, reading articles and fora. Needless to say, I am more confused now than when I started. I also bought some courses (Blender, Unity, C#) and set out to make my ideas more concrete. I quickly discovered, I am definitely not an artist... So I decided, though I do plan to continue learning the art side eventually, I would focus on the design and development phase first. The idea being, if it takes me a year or more solely learning stuff and taking courses without actually working on my game, I would become demoralized and the risk of quitting would increase. So I thought I would: 1: Keep following the courses Unity and C# while starting on the actual game development as the courses and my knowledge progress. 2: Acquire some artwork to help me get a connection with the game and main character, and have something to helm keep me motivated. (I already did some contacting and realized this will not be cheap...). Also try to have the main character model so I can use it to start testing the initial character and game mechanics. For this I have my first concrete question. I already learned that outsourcing this will easily run up in the high hundreds or thousands of dollars... (lowest offer so far being 220 USD) I am therefore playing with the idea of purchasing https://assetstore.unity.com/packages/3d/animations/medieval-animations-mega-pack-12141 with the intention of then have an artist alter and/or add to the animations (it is for a Roman character so some shield animations are not going to work the same way.). This way I could start with the basic character mechanics. Is this a good idea, waste of money,...? Any suggestions? I then have a related but separate question. Is it a good idea to buy Playmaker (or some other similar software I haven't yet heard of like RPGAIO), and using this for initial build, then changing/adding code as the need arises? 3.Get a playable initial level ready as a rough demo and then starting to look for artist for level design and character/prop creation. ... I would really appreciate some input from more experienced people, and especially answers to my questions. Of course any advice is extremely welcome.
    25. composerjones

      Composed for horror VR title

      Hey guys! Check out the new environmental trailer for Reiko's Fragments, a new horror VR title. I am currently the composer on the project and would love to hear what you guys think!
    26. ChuckNovice

      Failing to draw faces in normal way

      So I loaded the model as provided in private message. This is the result in my engine : So the good news is that your model is fine. The bad one is that there's a problem with your code I suspect that you simply provide the vertex of half the triangles in the wrong order, causing them to be culled. Do you have any backface culling active? That's what I wanted to see when asking you to move the camera inside the teapot. For example if I do that on my side we get this :
    27. RidiculousName

      Programming and Higher Mathematics

      I've been wondering why universities require Computer Science students to take a lot of mathematics classes. What sort of things will higher mathematics such as trigonometry, calculus, etc. help me achieve with computer science? I'm especially interested in programming.
    28. Thank you, I would prefer the first option if that's ok. 😅
    29. I could help with that, or you could just post a new message!
    30. Could you elaborate or provide an example of what you're looking for? It isn't clear if you're using the term "combination" literally, or colloquially to mean some other type of arrangement.
    31. Greedy Goblin

      Into The Berg

      Hey Awoken and thanks for the interest in 'The Berg'! I've never tried this technique with a spherical world but I guess it's pretty much the same principle except you would need a curved plane or sphere rather than a flat plane. Mapping UVs to that becomes a little more complicated I would guess. I'm not sure how you could use a texture to represent the x,y,z coordinates for vertices to be honest as I would imagine you would need to sample every pixel of the texture on every pass. Shaders don't like big for-loops! (In fact if memory serves me correctly there used to be an explicit limit to the number of loops you could do on a single pass. I wouldn't know if that's still the case). For my water I simply use another plane mesh with a different shader. Nothing complicated. And lastly... can you have my code? Sure! Once I'm a bit further in and got something half-playable it will be on the internet for all to see... code and all! (I can't guarantee it will be nice clean code but hey, you get what you pay for)
    32. @hplus0603 Any chance to update the first post, please? The edit button is locked.
    33. Hey, I just finished a new episode of "Game Audio Lookout"! This time it's about musical sound effects in the Super Mario series. Here's the link to the video on YouTube: -- Musical Sound Effects in the Super Mario Series | Game Audio Lookout https://www.youtube.com/watch?v=6hHbTVloizU We’ll have a deeper look at musical sound effects in the Super Mario series in this episode of "Game Audio Lookout". I guess everybody has heard the sounds of the Super Mario series before. But I believe most of us don’t exactly know how these were constructed and what efforts were taken in later instalments of the series to produce sound effects that even harmonise with the game’s music. -- Feel free to let me know what you think Alex
    34. ChuckNovice

      Failing to draw faces in normal way

      Move the camera inside the teapot and post another screenshot Also if you provide the said .obj file I could load it in my own engine and see if it's caused by the export process or the library that you use to load it.
    35. romashka911

      Failing to draw faces in normal way

      Can anybody help me?
    36. Hello My name is Andrew Searle and I am a Game Music Composer from Brighton (United Kingdom). I am here offering my freelance services for any projects that you require music for. I most enjoy writing piano, orchestral and epic tracks - links to a few short examples of these can be found below: https://soundcloud.com/andrewsearlecompositions/cavalry-charge-short https://soundcloud.com/andrewsearlecompositions/a-pianos-heart https://soundcloud.com/andrewsearlecompositions/exploring-the-galaxy If you are in need of music for your game and would like to discuss collaborating on a project, please contact me using the contact info below. I look forward to hearing from you! Andrew Searle E-mail - andrewsearlecompositions@gmail.com Twitter - @ASearleComposer Website - Andrewsearlecomposer.com
    37. Render farms are quite standard stuff in terms of servers. https://en.wikipedia.org/wiki/Render_farm
    38. Hello My name is Andrew Searle and I am a Game Music Composer from Brighton (United Kingdom). I am here offering my freelance services for any projects that you require music for. I most enjoy writing piano, orchestral and epic tracks - links to a few short examples of these can be found below: https://soundcloud.com/andrewsearlecompositions/cavalry-charge-short https://soundcloud.com/andrewsearlecompositions/a-pianos-heart https://soundcloud.com/andrewsearlecompositions/exploring-the-galaxy If you are in need of music for your game and would like to discuss collaborating on a project, please contact me using the contact info below. I look forward to hearing from you! Andrew Searle E-mail - andrewsearlecompositions@gmail.com Twitter - @ASearleComposer Website - Andrewsearlecomposer.com
    39. Gnollrunner

      Planet-wide voxel terrain possible?

      That's exactly what I'm working on, so my answer would be yes.
    40. As @LorenzoGatti says, name it on function. I was thinking "ReadOnly<T>"
    41. I recently learned about voxel (volumetric) terrain mapping. That is very new technique to me. I have a few questions. Is that possible to generate voxel terrain on earth-sized planet? That can render caves, mines, arches, etc... That could be Avatar-like planet with floating air islands above. That information is in GPU Gems 3 book. That is available on NVIDIA website. Look at that link. https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html
    42. Thanks. Can’t wait for you guys to see the next update. One of the game modes being added gives a new mechanic that completely changes the way you play!!
    43. CrazyCdn

      Use orbiting planets in 4x game?

      I agree, at least make it an option. I'm personally bad with names but remember patterns a lot better.
    44. romashka911

      Failing to draw faces in normal way

      i solved the problem, i should export model converted to editable mesh. No, it's stiil wrong.. dx11 2018-09-20 19-10-28-40.bmp
    45. ChuckNovice

      Failing to draw faces in normal way

      If you move the camera inside the teapot I presume that you now see the missing triangles?
    46. The code attached was 2 years old. Will sure watch the video to refresh my memory. Thanks a lot!!
    47. It's called "permutations", and the algorithm is trivial. If you have N elements that you want to permute (if that's a valid verb), you get N loops, one for each position (one element is at one position, so for N elements you need N positions). Each loop iterates over the entire set elements, except that it skips the elements that a previous loop has currently selected. In code: elements = [1, 2, 3] for a in elements: for b in elements: if b == a: continue for c in elements: if c == a or c == b: continue # .. and more loops if you have more elements, then finally print(a, b, c) Generalizing to sets of elements with double entries (use an index to identify the element rather than the element itself), or doing the above for a set elements of unknown size (use a recursive function) are nice extensions to try one time.
    48. Try voxel terrain because it can form caves, mines, arches, etc. on landscape.
    49. BackToAshes Project

      Undead Prince Test

      More about project: Facebook: https://www.facebook.com/backtoashes/ Twitter: https://twitter.com/DarkAstray
    50. romashka911

      Failing to draw faces in normal way

      It seems yes I didn't understand your advise firstly, then i converted model in 3d s max to Editable mesh and all works fine now. Thank you very much, kind man.
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