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    1. Past hour
    2. Rutin

      GameDev - Dungeon Crawler Challenge - Part 1

      Thanks! I'll be finishing up the armor and weapons tomorrow. I should have a demo level concept within a few days.
    3. Septopus

      Surprise Music!

      So, I got really close to getting a new build out last night, maybe tonight. If you've played thus far, you've probably noticed there wasn't any music. I hadn't even thought about it much, more of a final touches thing in my mind I guess.. But then I got a DM a week or so ago, randomly from a very nice guy offering to help with that. Then this morning I woke up to an equally nice bit of theme music in my inbox! Check this out! Sling Bot Boarding (Theme).mp3 I think it's pretty rad. Let me know what you think?! Check him out, here's his info(he approved the share): User: @Jacky Chan https://soundcloud.com/jacky-chan-536075013 https://open.spotify.com/artist/4CeAevk6JYAzqIJAqVz3g5
    4. Today
    5. TeaTreeTim

      shadow mapping using directional light

      Directional light doesn't mean you are doing calculations for the 'entire scene', although if a pixel is processed by the pixel shader then yes you would be doing calculations. Perhaps you are visualising some kind of ray tracing, or maybe mixing this up with real-time shadow mapping. Directional light just means that light is based on a constant directional vector as opposed to say a spot light. The traditional method would be to have a normal for the mesh, do a dot of the normal to the light direction vector and that is your light value. This is not actually physically correct and doesn't consider the light being occluded (blocked) by something but that was the standard technique for real-time rendering up until 15 years ago or so. There are better people than me to explain all of the modern techniques from ambient occlusion to the latest ray tracing methods. If this question was about shadow mapping, then yes your question is valid. What the shadow mapped frustum sees is processed, imagine rendering the scene twice, once for the camera, once for the light. Google cascading shadow maps for a start there.
    6. Septopus

      GameDev - Dungeon Crawler Challenge - Part 1

      Very cool! I would not want to run into these critters while spelunking.. Actually, I'm not sure I would want to run into anything while spelunking...
    7. Yesterday
    8. Anri

      Question on which engine should I use

      I'd second Godot for a classic 2D game. Slim and easy to learn, although my interest was in making an Android game and it sadly didn't work out( VR was also a requirement ). That said, Godot would be fun to use on a 2D Desktop pet-project...
    9. Hello, as far as i can understand , a directional light is considered at an infinite distance, so , basically it lights up the entire scene, not only waht the viewer is actually seeing.Since this could impact performance i was wondering if there is a best practice for rendering a scene using a directional light, is it possibile to cull objects which do not contribute to casting shadows ? how is it acutally implemented in games ? thanks
    10. petya-kurochkin

      CMake can not find 'printf' function

      Nor clean, not rebuild didn't work. Though, Build -> Clear CMake Configuration works well in this case. It seems, it was some kind of a cache error. Horrey!
    11. Is there an easy way to draw to just update the stencil buffer, but not actually draw the object? I was thinking I could make a blend state that allows transparency and pass the object through a pixel shader that returns pixels with alphas of 0, but I was wondering if there was a better/more efficient approach. For reference, I'm trying to make a silhouette effect where i'll draw the shaded smaller area first, and then the larger visible area after and using the stencil buffer to clip out all of the pixels inside the silhouette. Thanks
    12. Well, I'm late as always to the show, but I sat down today for a few hours and created my concept for the entry along with the base mesh. For this challenge my intent is to have the player play as a goblin looking creature with the object of escaping the goblin den. There will be other goblins that the player will fight, and I'm planning on using a Diablo style for this entry. The basic level layouts will be rooms connected by hallways, and these will be random per 'level'. Levels will happen once you beat the boss for each floor and you will be presented with a door to enter to go to the next stage. There will also be rooms with chests that have higher loot values, but cannot be opened until you kill the key holder in that room. All goblins will drop loot as well, and potions to heal. At the start of each spawn point there will be a shopkeeper to gamble gold for new items, and to buy potions. The player will level up with EXP, and can apply to STR, DEX, and HP. STR allows you to do more DMG plus meets equipment requirements. DEX allows you to hit more accurately, and also impacts equipment requirements. HP will just increase the player's health pool. Equips in the game will consists of helms with a variable of abilities, chest armor, shields, and swords that can do elemental damage, and cause poison damage on top of physical damage. I only had a few hours to make the base mesh for all the spawns, and the player. I started with primitive shapes to help sculpt my forms then added in more detail as I went. I still need to fix up some things, but for the most part it will be okay as the camera isn't close enough for extreme levels of detail. Low Poly: High Poly: Test bake, and quick paint job: NOTE: I haven't added in eyes or eye lids yet. Game Concept camera positions: I will need to fix up a few issues with the model, add in the eye lids, and eyes, then detail in the skin, and make a generic paint job for the base. Then I'll create variations using texturing for all the enemies, and bosses. In my next update I will show case the armor equipment, shields, swords, and helms along side the completed goblin mesh. 'This blog entry is for the GameDev.net Challenge'
    13. We're working remote (and will continue to work remote after funding). I'm based in Los Angeles. Most of the team is in the US, and we have a couple in EU and Canada.
    14. What is your address please?
    15. Doctor Binary

      Programming game using Python

      There are a few options, depending on what you are looking to do. -pygame works for 2d games, but it is a pretty rudimentary library. -blender game engine is great, but it is no longer actively developed. A fork of it, Upbge exists and is being maintained by users. This is my usual tool and can do almost anything you put the time into figuring out. -pyglet is a great graphics library if you are willing to write the game loop yourself, but not a great spot for a beginner. -I've heard good things about Panda3D but haven't used it myself. All of these work on a Mac. Tutorials walking you through sample projects are going to be your best friend at this point.
    16. Pinging this to the top. Still looking for one unity gameplay engineer. We're estimating roughly 1 month of full-time work (or 2-3 months of part-time, after hours) to finish our demo.
    17. Yes, if xor is fine then that's a great and simple idea actually, just wrap around whatever reading from file function you use to add xoring read buffer with your key to it. Set key to all 0s to disable it when developing the game (so you can use and edit plain files).
    18. ScraB

      Rendering Arts

      For rendering i use Keyshot, i really not thing about god rays, for me it just sunshines)
    19. fleabay

      Rendering Arts

      Looks good. What renderer do you use and how long did it take to render the toon street? One critique, the god rays don't look like they belong.
    20. Hello, everyone. I have begun using quaternions in my game code, as my game logic occurs in 3D space. My rendering, however, is done with sprites. So I use swing-twist decomposition to get the component of the quaternion in the Z-Axis, and the sprite rotates appropriately. So far, so good. However, when I have a parented transform, it appears the quaternions act a bit strangely. I was under the impression that I could, from the accumulated world rotation, perform the swing-twist decomposition as normal, and apply the relative rotation to set my world rotation to this value for rendering. This did not work as planned. So I investigated, and found something that seems to be rather distressing. As a test, I set my child quaternion to the conjugate of the parent (all quaternions are unit length). You would expect that this would result in no rotation at all. It does not. In fact, as far as I could tell, there seemed to be little change at all. I checked the quaternion multiplication; I get the identity quaternion, so that checks out. It appears that when I apply it to the world transformation calculation something is lost, but I don't know what. The calculation of the matrix is as follows (using the conjugate as the child rotation): glm::mat4 childTransform = glm::translate(parentPosition) * glm::mat4_cast(parentRotation) * glm::scale(parentScale) * glm::translate(childPosition) * glm::mat4_cast(glm::conjugate(parentPosition)) * glm::scale(childScale) * glm::translate(glm::vec3(-.5f, -.5f, 0)); Nothing seems wrong here in terms of matrix multiplication order. The position and scale are correct, but its not cancelling out the rotation as planned. So I guess the questions are as follows: Why does inverting the parent quaternion in the child not cancel out the rotation? Is this actually the best means of accomplishing my goal of extracting the rotation on the Z-axis? Perhaps I am missing a more obvious solution to this issue. Thank you very much for your help.
    21. The easiest way to have your own pseudo-encryption is to have the output from whatever packaging library you use to go through your own decryption process before its delivered to the actual data using-code. Effectively what you have is on build the files being encrypted and then added to a package (which can be an absolutelly standard format, such as ZIP, 7z or TAR). On the runtime side, the encrypted files are read from the package and then decrypted before being passed to whatever will use those assets. Since you're not looking to be protected from proper hackers/crackers (a much bigger can of worms), your encryption and decryption can simply be a bitwise-XOR of the bytes of the input stream (encrypted or decrypted, it works the same both ways) with the bytes of a key. The key will of course have to be part of the application runtime either compiled in or as non-encrypted data (which is why this kind of encryption would not resist a proper hacker/cracker).
    22. vinterberg

      Weird depth buffer values

      What is your near/far Z values?
    23. ajmiles

      Weird depth buffer values

      Maybe you could share a RenderDoc capture?
    24. jakovo

      Weird depth buffer values

      thanks ajmiles, Yes, the depth buffer is consistent across NVidia NSight, Intel GPA and RenderDoc... and needless to say, the application renders the terrain generating holes randomly everywhere while moving the camera (i.e. they're not fixed for a different point of view).
    25. RidiculousName

      Question on which engine should I use

      Since 2D games are being asked about here, I have to mention Game Maker Studio or Game Maker Studio 2 are also both good options. I would check out Godot first though since it's free, and it seems simpler to use to me. Right now I have to use Godot, because Unity and Game Maker aren't made to run on linux.
    26. ScraB

      Rendering Arts

    27. PhysFS is just a library for reading archives, it doesn't create them. It doesn't care about file extensions but anyone who looks at your file in a hexeditor or right click open it with 7zip will instantly know if it's zip, 7z, iso, etc. It also only (AFAIK) handles passwords for zips with "Traditional PKWARE Encryption" but you need to put "$your_password" at the end of the path you give to PHYSFS_openRead which is annoying to do and documentation doesn't even mention that. The last version of PhysFS is also badly busted on Windows 10 (fails to initialize and doesn't set any PHYSFS error code) so you need to take code from their Mercurial when building it, not the latest stable release from 2017: http://icculus.org/pipermail/physfs/2018-October/thread.html You could also write own custom file format and code to work with that or implement/use one of: PHYSFS_Archiver, PHYSFS_Io, PHYSFS_mountHandle with encrypted zip storing the actual archive (I'm not sure how well it'll perform), PHYSFS_mountMemory (for small files). But in any case a determined hacker would still find out how you store and/or decrypt it and dig your key out of your exe. Even real commercial DRM gets cracked all the time and extractors or at least format descriptions exist for most any semi-common bundle format. Security through obscurity is most that you can get. Edit: I'd honestly say to just use a zip or 7z with reasonable settings (non-solid archive with reasonable compression level), rename it to hide its extension from total casual observer who doesn't know what a hex editor is and don't worry about it that much. For when you develop your game you can use a loose folder for convenience and only pack it all up for distribution or when making content patches (that's the point of PhysFS).
    28. Keltio

      Dojo Dash

      Welcome to the dojo, ninja. ⚔️ Dojo Dash is a fast-paced action game! Play as a ninja, fight hordes of fearless samurai and become stronger by overcoming them. The game features interesting enemies, an upgrade system and an unique boss. 👹 • Free to play, play it anywhere anytime • Release your inner dragon by using strong pickups 🐲 • Super addictive intuitive touch screen gameplay!: tap to dash, hold to run • Offline, combat hordes of samurai in more than 20 waves • Intuitive upgrade system 👶▶️ 👺 What are you waiting for? Play Dojo Dash now! 🥋 Made by Niwatori Games 🐔
    29. ScraB

      3D Characters

      Thanks! but its not for sale, i made this for game (Gray Story)
    30. Hello everyone! I was following the official CMake tutorial. The forth section says: So I'm trying to check, whether there's printf function or not. I do it exactly in the same manner, like in the tutorial, but it can't find the function when I run the project from the Qt Creator. Though it finds it, if I just run: cmake -G "Unix Makefiles" -D USE_MYMATH=ON .. My generated Config.h in my build directory looks this way: #pragma once #define Arena_VERSION_MAJOR 0 #define Arena_VERSION_MINOR 0 #define HAVE_LOG #define USE_MYMATH But in the Qt Creator generated folder build-client-Desktop_Qt_5_10_1_GCC_64bit-Debug it looks differently: #pragma once #define Arena_VERSION_MAJOR 0 #define Arena_VERSION_MINOR 0 /* #undef HAVE_LOG */ #define USE_MYMATH Though, obviously, the system is the same and printf has to be found in both cases. Just in case, I also attach this tiny project. Thanks a lot for your attention. client.zip
    31. khawk

      Develop:Star Awards

      Taking place on the evening of Wednesday 10 July, The new Develop:Star Awards will recognise the very best games and talent within the industry with categories that will enable studios of every size to shine. The awards will be split into 15 different categories, focusing on the achievements of development teams and the success of great games over the previous 12 months. Within the 15 categories, one ultimate ‘Develop Star’ will be awarded to honour an extraordinary game developer for outstanding achievement and contribution to the industry. Nominations open in February, they'll be free to enter for all categories and will be shortlisted down by a panel of industry experts. The final voting will then be opened up to the game development community to select their winners. We think awards ceremonies should seek to inspire an industry and to bring communities together to network, celebrate achievements and share ideas.They should also be about having fun! Which is why the Develop:Star Awards ceremony will have a very different feel to what you may have been used to... More info coming soon!
    32. But using PhysicsFS I could create a zip, but with another extension (my_file.xyz) preventing it from being opened by winzip for example, or that the user would change to the original name (my_file.zip) and open it?
    33. khawk

      Develop:Brighton 2019

      until
      Develop:Brighton is a conference, expo and networking event for absolutely everyone involved in developing games. However big or small you are - 25% of our audience last year were people working alone, 25% had over 100 employees and the rest were in-between! Whatever your job function - whether you're a programmer, an artist, a designer or the boss there is a track in the conference focussing on your specific needs or interests. View conference tracks Wherever you come from - we're based in the UK but we have game devs attending and speaking from all over the world. Whatever your organisation does in games - you don't have to develop games to benefit from attending, if you want to meet developers then this is the place to come!
    34. Speaker submissions are now open for Develop:Brighton 2019, with organisers Tandem Events issuing a call for a diverse range of speakers to submit proposals for the event taking place at the Hilton Brighton Metropole from Tuesday 9 to Thursday 11 July, 2019. “Each year we strive to deliver a programme that is relevant to today’s game development community and offers valuable insights and practical advice for all attendees whatever the size of their studio or their area of interest,” said Andy Lane, managing director, Tandem Events. “As ever, our goal is to bring the industry together with a programme of talks covering a wide range of topics our delegates are passionate about. “My advice for those thinking about submitting a session is to be clear on who your talk is aimed at and the take-away an attendee would get from listening to you. Good luck everyone!” Applicants have until 13 February 2019 to submit proposals at: www.developconference.com/call-for-speakers, where you can also find more information about the session tracks, tips on what makes a good submission and ideas for talks. Last year delegates were able to hear from more than 120 speakers across 107 sessions, including keynotes from Shuhei Yoshida, Jade Raymond and Chet Faliszek. Thanks to the expanded three-day format Develop:Brighton hosted more sessions than ever before at a single event. Develop:Brighton 2019 will consist of eight tracks, including Design; Art; Audio; Business; Coding; Evolve and Indie. Discoverability, which is dedicated to helping developers get noticed their games noticed, also returns in 2019. The 2018 conference and expo was attended by a record number of professionals from the video game community, with 2,369 attendees in total across the three days. For the latest information and to find out when registration goes live visit: www.developconference.com.
    35. Speaker submissions are now open for Develop:Brighton 2019, with organisers Tandem Events issuing a call for a diverse range of speakers to submit proposals for the event taking place at the Hilton Brighton Metropole from Tuesday 9 to Thursday 11 July, 2019. “Each year we strive to deliver a programme that is relevant to today’s game development community and offers valuable insights and practical advice for all attendees whatever the size of their studio or their area of interest,” said Andy Lane, managing director, Tandem Events. “As ever, our goal is to bring the industry together with a programme of talks covering a wide range of topics our delegates are passionate about. “My advice for those thinking about submitting a session is to be clear on who your talk is aimed at and the take-away an attendee would get from listening to you. Good luck everyone!” Applicants have until 13 February 2019 to submit proposals at: www.developconference.com/call-for-speakers, where you can also find more information about the session tracks, tips on what makes a good submission and ideas for talks. Last year delegates were able to hear from more than 120 speakers across 107 sessions, including keynotes from Shuhei Yoshida, Jade Raymond and Chet Faliszek. Thanks to the expanded three-day format Develop:Brighton hosted more sessions than ever before at a single event. Develop:Brighton 2019 will consist of eight tracks, including Design; Art; Audio; Business; Coding; Evolve and Indie. Discoverability, which is dedicated to helping developers get noticed their games noticed, also returns in 2019. The 2018 conference and expo was attended by a record number of professionals from the video game community, with 2,369 attendees in total across the three days. For the latest information and to find out when registration goes live visit: www.developconference.com. View full story
    36. The absolute easiest thing to do is to use an archive library like PhysFS to read files like those, maybe with password protection enabled, although it's limited to some common formats that people will generally know how to work with. You could go in and make a modified version of one of the formats that is similar but different enough to require different parsing, though now you'll need to make a tool to output that too. Another option would be to layer some encryption into the files inside the package, and that can range from simple to complex.
    37. I'm developing an engine for a 2D game in C ++ and for some days I've been looking for a way to protect the images and audio of my future game. I know there is no 100% protection and that someone would be able to open these files, but I mean the regular user who just installed the game, prevent it from modifying the sprites, change the sound, overwrite the xml files with game map data. I downloaded some games made in Unity and noticed that a .assets extension is used, in Diablo 2 it is used .ma0, .mpq, .data, in FEZ .pak, in Super Meat Boy only a .tp file. In other words, you can not open and edit any of these files in a text editor or unzip with winrar, they offer a minimum level of protection. How is this done? Do I have to create my own binary file format or is there any program that makes it easier to work?
    38. I think I understand now.. the solution posted in the thread post is indeed correct. Thank you @lawnjelly and @l0calh05t for your explanations
    39. Keltio

      Dojo Dash

      Album for Dojo Dash
    40. RenegadesEdge

      Age restrictions with companies

      Ireef, Coming from a similar background, the advice I can give is to keep up with the small projects. By and large, your age shouldn't be a discriminating factor. What will be the discriminating factor is the lack of industry experience (which the small projects should help prove that you have some experience). That was my issue when I transitioned from the army to the game industry. I applied to a lot of studios but rarely would hear back. I managed to become friends with a hiring manager at a medium-sized studio whom I met at a conference and he gave me that feedback. I eventually managed to get my foot in the door at an indie company. What is not immediately transparent is that big studios are looking for the "quick fix" solution most of the time. If they need a programmer with x-number of years, they get a programmer with x-number of years. Most companies do not have a set career progression scheme or care much about deviating from the criteria of what they are looking for, so what that means for us that transition careers is that we are likely going for entry-level positions which are very tough because plenty of people apply. I can say, once you work there for a bit, you stand a good chance of getting a leadership position because of the military experience. At least, that's what happened to me. I hope this helps
    41. fleabay

      3D Characters

      Do these have rigs? I really like Gnom.
    42. fleabay

      2D

      I like these, they have a 60's/70's vibe to them.
    43. Bolt-Action Gaming

      This Week in Game-Guru - 1/14/2018

      This week's update will be a bit shorter than usual as I am in crunch mode for my book (which goes to the publisher in Feb). So just a quick pass on the GameGuru stuff from this last week: Official GameGuru News Nothing official but it seems the issues list on Github is climbing ever higher. Maybe we'll see some of those get knocked off soon? What's Good in the StoreLots of good things out there this week, notably the RPG pack by moshroom and the music packs shown below. However, it seems Dvader dropped a pretty unique 'lockpicking' script that brings to mind a certain game set in post apocalyptia. I'd love a video of this, but for now, this still will have to suffice! Free StuffA free top-down low poly character: https://forum.game-guru.com/thread/220434 Tarkus1971 put out a new track called 'the realization' - https://forum.game-guru.com/thread/213190?page=5#msg2610573 Piratemyke is continuing to provide interesting free models (in a sense) made with the EBE: https://forum.game-guru.com/thread/220414 Third Party Tools and TutorialsNothing new this week. Random Acts of Creativity (WIPs)Karmacomposer posted a sneakpeak of his current work: Not bad! Though with these entities I'm sure the optimization phase will be an absolute bear. Good luck on your project, Karma. Details available here: https://forum.game-guru.com/thread/220427 Maha25 posted an interesting screenshot of a Jungle-based project called N.D.A. - You can get more details here: https://forum.game-guru.com/thread/220404 Ramiro has a new project (Psalm of Salem)on their way: For more details, click here: https://forum.game-guru.com/thread/220435. In My Own Works My 3 proofers have basically been working at getting their updates done, which I have to incorporate into the book while simultaneously doing a first draft edit. Initial feedback is very positive. I also have my editor looking at it so he can make appropriate changes to help cram this in as quick as possible. Next week will be me making pictures and formatting changes. Then I *crosses fingers* will be done. View the full article
    44. Hi all, The main project for this weekend was to get powerups tied to an actual level in the game, which i have now got working as in the video below: With this out of the way I have decided to progress onto the next feature of the game which requires development. This is the level select page, which you are presented with if you have previously unlocked any levels in the game, letting you revisit and replay them to get better scores and collect extra powerups. Within the menu, each level should have a preview image, or thumbnail, showing its appearance to allow for visual memory of which level is which. This was previously implemented on the .NET version of Firework Factory, as can be seen below: In the newer unreal engine version this must be re-implemented. In the previous version, screenshots were taken by spawning the entire level, taking a screen capture of the level and storing that in a texture. I decided to do something similar in UE4, only to find that doing so would be overkill, as instantiating a level is quite expensive, and would have to be done dozens of times on startup just to capture screenshots to render targets, which could then be turned into materials, and displayed in the menu. Instead, i chose to make a 'photo studio', and get the levels 'photographed'. Yes, you heard right, a photo studio. The solution for the problem is to first create a separate map. Within this separate map create a couple of strong directional lights to ensure that there isn't too much shadow in the images. Secondly, create a floor made of a non-emissive completely black material with no reflectiveness. Essentially, this floor is impossibly black, much like it has been painted with vantablack. Next, I set up a blueprint to incrementally load each level in a loop, wait 1 second for the postprocessing effects to settle, and issue the console command: HighResSnapshot 3.0 The code for this can be seen in the blueprint below: This causes the game to save a screenshot of the current level to the folder Saved\Screenshots\Windows, where it can be loaded into GIMP and autocropped, giving me an image like the one below, which is the one for level 4: These can then be associated with the levels as a Texture2D by importing them into the content folder, so that a thumbnail can be displayed. As i add new levels, i just re-run the process to generate the snapshots, pick the new levels images, autocrop them and drop them into content, which takes all of 30 seconds. This means i can ensure that all the images are taken from the same angle, with the same lighting, the same postprocessing effects, and have an image of exactly the same dimensions. Next on the list: Use these thumbnails for an actual level select menu! Feedback as always is more than welcome, stay tuned for further updates!
    45. nicolacarrera42

      As a freshman of game designer,I need some advices

      this thread makes me optimistic xd
    46. fatamorgana-999

      2D

    47. Kuxy

      SAT OBB-OBB - collision normal

      Yes i've already read your blog and it was very informative in many ways. This time I also checked the Dirk Gregorius GDC talk and i guess the conclusion is: Sutherland-Hodgman clipping. Even though that subject is barely touched (as far as i could see) on the D. Gregorious slides (that were otherwise very thorough and insightful) your finished implementation definitely helps a lot. Thanks
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