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    1. Past hour
    2. 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.
    3. I'd suggest you talk to Gabriella she should be able to assist you as well
    4. Yesterday
    5. Why don't you talk to a discrete black hat professional , GabriellaW can be of good help to you ... Mail her on gabywhitehacks atgmailcom
    6. 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?
    7. 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?
    8. 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.
    9. 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.
    10. 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.
    11. 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.
    12. Post what you want changed in this thread and I'll move it.
    13. 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:)
    14. 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.
    15. 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!
    16. 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 :
    17. 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.
    18. Thank you, I would prefer the first option if that's ok. 😅
    19. I could help with that, or you could just post a new message!
    20. 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.
    21. 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)
    22. @hplus0603 Any chance to update the first post, please? The edit button is locked.
    23. 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
    24. 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.
    25. romashka911

      Failing to draw faces in normal way

      Can anybody help me?
    26. 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
    27. Render farms are quite standard stuff in terms of servers. https://en.wikipedia.org/wiki/Render_farm
    28. 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
    29. Gnollrunner

      Planet-wide voxel terrain possible?

      That's exactly what I'm working on, so my answer would be yes.
    30. As @LorenzoGatti says, name it on function. I was thinking "ReadOnly<T>"
    31. 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
    32. 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!!
    33. 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.
    34. 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
    35. 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?
    36. The code attached was 2 years old. Will sure watch the video to refresh my memory. Thanks a lot!!
    37. 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.
    38. Try voxel terrain because it can form caves, mines, arches, etc. on landscape.
    39. BackToAshes Project

      Undead Prince Test

      More about project: Facebook: https://www.facebook.com/backtoashes/ Twitter: https://twitter.com/DarkAstray
    40. 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.
    41. Static meshes are unlikely to work in the same way as a skinned mesh. Try with a skinned mesh, to see whether it is in the rest pose when you do not apply transformation. Assuming it is local space at the moment means nothing to me, vertices are defined either in bone space, or relative to the origin of the whole skeleton / mesh (rest pose space, which I think assimp is referring to as local space, as the local space of the node), I'm not sure what else local space could be referring to. The way that you can rotate one joint by 10 degrees and the child joint moves by this and its own 10 degrees is hierarchical scene structure or scene graph. You should understand this completely before attempting skinning, skinning builds on this. All skeletal animation / blending depends on an understanding of how these hierarchies work. In short you have a series of nodes (could be bones, empties, anything) in a tree structure, and each has a local transform. When animating you would animate the local transform, then by concatenation you recurse from the root node down through the tree and calculate the world transform by multiplying the parent world transform and the child local transform (this is forward kinematics). Calculating the bone transforms and bones animation is almost a separate topic from skinning, you can animate objects without using skinning for instance, although they are often used for animals to get movement of the skin to match the underlying bone structure. The reason the inverse rest pose is used is to get the vertex into the bone space of the bone in question, so it can be rotated using the correct origin. It is quite difficult to explain in words, you really need to follow some more tutorials and pics and videos, and eventually you will 'get it'. I am getting the impression you have followed some tutorials but not understood completely what was going on under the hood. Here is wikipedia: https://en.wikipedia.org/wiki/Skeletal_animation And don't feel bad, my first attempt at getting skinning working was 20 years ago, I remember very well it went horribly wrong and took me another couple of years before I had anything properly working!! (Not so many good tutorials and software back then!)
    42. vinterberg

      Failing to draw faces in normal way

      Have you triangulated your model before exporting it?
    43. Let's look at your portfolio real quick: Metal Deer? What is this? I press a button and random objects move? Kevo? I can jump onto platforms with an underlying game engine that already supports physics and assets? These 'games' look like basic framework demos anyone can make in about 9 minutes. If you want to stand out, make something cool that you can talk about what you did. That is nothing impressive. It also says "We" so I don't know who worked on it or what. Your initial website navigation is confusing and not personal to you. Not even sure what that really is. Simplest way to get a job is to make a decent game demo and put up a video of it. Nobody will want to download and play games.
    44. Hi! I'm writing my first DX11 engine, and now i'm trying to load .obj file and draw it. Today i've already tried two classes from web, that should load .obj to vertices, indices etc... When i tried first loader, i saw an issue, see in picture. I thought that this .obj loader bad, and spent a half a day to implement other one, but the issue still existing. I use D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, and export from 3dsmax with triangle faces. Maybe somebody can tell me, why does it draw like this? Thanks. dx11 2018-09-20 18-16-10-30.bmp dx11 2018-09-20 18-28-33-77.bmp
    45. Lendrigan Games

      Use orbiting planets in 4x game?

      If you just inch the planets along in real-time (1 degree / minute for Earth's orbit), it will get accepted as flavor presentation. Moving them too quickly disrupts the players' flow over the course of hundreds of planet views, as when they want to select a planet, they generally prefer to simply remember where the planet is rather than have to find it again. Alternately, provide speed sliders, letting the players give themselves a static option.
    46. I have only video demos in YT. The demos are good enough as to prove i can xyz. I try to make even my videos as short as possible. Or at least put the WOW part in the very beginning of the video. When i imagine a recruiter reading my application i imagine somebody very lazy who is already deadly bored from reading resumes. It is faster to link to DeviantArt than make somebody read a large sentence explaining how much experience i have with drawing. I need to sell myself in the most short time possible. ( @mr_tawan , if i were a recruiter, i would make you read our code and explain it, instead me reading your code. One takes infinitely less effort than the other.) If somebody can show a game made by him, i think a github link is not needed at all. Although it is a problem if many developers sign under the game and it is not clear who programmed what, who only brought the coffee.... Some people recommend to put in a programming resume experience of working as a waitress....I disagree. I prefer to have few different resumes for different jobs. Anyways, it is pretty impossible for me to get a job, because i am weird. On my last interview, the manager told me that they use a given technology, he asked me: "can you use that technology?", me: "no, it is deprecated, that's why i never learned it. I have experience with the newer technology.".....not hired .. Anyways, i would not like to work in a company who is stuck in the past decade. I would not like to work in a company who uses Gimp and Blender instead of Photoshop and 3ds Max either.
    47. Will be submitted to apple today. Here are the notes: HUGE UPDATE: New Additions: Added GameCenter Compatibility!! Achievements have been added 13 achievements worth 725 points more to be added in following updates with new content Leaderboards have been added With the addition of Leaderboards all players stats of Max Number of Endless rooms reached has been reset to 0. First leaderboard is to see who can clear the most rooms in endless mode. Play against your friends and the world. There will be more leaderboards added in the future for new game modes. Can also Challenge friends To access Achievements and Leaderboards click on the Icon in the options menu Completely Overhauled the SOSopedia New Background Re-wrote some text for better clarity Added a TIPS & HINTS screen to the SOSopedia!! tips on playing straight from the developer. This will help you progress in the game. Created 2 new menu screens and Chapter 2 un-lockable to play anytime! Story Mode Now when you beat chapter 1 chapter 2 will be unlocked. You can select Chapter 2 and play that chapter without having to play through chapter 1 again. This will only unlock after beating chapter 1 post update. Beating chapter 2 now will unlock Chapter 3 when it’s released! Game Modes Endless mode is now located under here More Game Modes will be added next update!! if you have unlocked endless mode by beating game or paying 100 coins then all other game modes will be unlocked when released! These upcoming game modes will change the way you play the game! New Player Animation when you find a Special Item! Gameplay: Further balancing done on difficulty of beginning part of the game lowered the HP of NoGen, Patho, and Viral. Increased the chance of getting coins, half hearts and full hearts to drop from Germs when destroyed Boxes and Grass no longer drop hearts only coins and firecrackers. Lowered the speed of the fireballs from the Washing Machine, Firefly, and Chronic this will help you time you dodging skills and give a greater chance to get out of the way Adjusted the collision mask on the holes, so if you don’t accidentally fall in if walking to close. Radiation Power up now works on Chapter 1 boss and Chapter 2 boss, making this rare item even more powerful! Bug Fixes: Fixed info text for Heart Increase and Stamina Increase to reflect the new price changes Lighting effects were not being turned off in Endless mode if it was disabled in options, this is now fixed Fixed a bug where Endless mode was adding rooms to the max number of rooms cleared if you got game over and played endless mode again, this was fixed and all players have been reset to 0 for leaderboards. Re centered locked text for endless mode and added text Re centered text on no save file found for continue game visual improvements and optimizations made Next Update will Introduce New Gameplay Modes and hopefully iCloud backup!! View the full article
    48. Yes. Consider the next model made in Blender. This is how assimp imports it: Now if I render the scene without setting ModelMatrix to each node's toRoot matrix (setting it to the identity) both submeshes are drawn at (0,0,0). This was a static mesh but I'm pretty sure it works the same for animated meshes. Can you address the last thing I said in my last post?
    49. I do read them if it's available :). I'm not a recruiters, but I do interview occasionally. Github projects at least make me know a little bit of the background the candidate may have. It's not a decisive evidence of course, but it's a good discussion starter.
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