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    2. orange451

      Anarchy Engine

      Java, Lwjgl3, and Lua game engine. What could go wrong?
    3. How to calculate angle between two points from a third point with the help of D3DXMATH library?
    4. Well, then I hope my explanation has helped. If you get stuck with something more specific in regards to this, just post it up, I'm working on code like this(in Unity in fact) and many of the others here are too. So, when it comes to more specific questions, we can be a little more helpful. If there are any parts of this concept I didn't explain well enough(there are plenty I'm sure), feel free to hit me back right here. I can try to explain it in more detail if you're still having trouble. There are a few different ways to do a server system too, look up "Authoritative Game Servers" on google, that will take you to lots of general information about how game servers are usually designed and it may cover some of the basic concepts you might need to learn. In MY Unity online multiplayer system: Player Character = Unity Prefab + character controller script that takes user input, moves the players character, and sends the new position/etc. to the server. Network Player Character = Unity Prefab + character controller script that only takes input from the server. My system is a little different than some though, so do the google search above and read some of the articles it brings up to get a better understanding of how this is normally done. Best of Luck!
    5. From what I know this is in order to enable alpha blending. So, if I'm not wrong, if you need it, set it, otherwise you should not care about it. More information here and probably here. But since nowadays the main window is just made in order to have a window, and usual drawings happen in FBOs, this looks outdated to me.
    6. This is a major misconception.... Just because a game has been given the title "abandonware" by the public doesn't open up usage rights unless they've stated otherwise. Siege of Avalon was developed by Digital Tome and published by Take 2, Globalstar, and Black Star. You still have to obtain consent from those parties to use their IP. Just because a party would be unlikely to pursue you legally for the infringement doesn't make it legal or even morally right. If the prior IP owners are no longer in existence (companies shut down) and the IP hasn't been transferred then of course the likely hood of getting sued is slim to none because no valid party exists, but again it doesn't make it right to do so because you can. You really should sit down with a lawyer about this, otherwise accept the risks once you cross that line.
    7. Let me outline the criteria that will help you on the way of choosing a suitable company:1) Location. It determines the English level, the pool of tech specialists, time zone, work ethic, mentality, costs, quality of the work delivered, development rates etc. Discover the location properly in order to ensure all the criteria are satisfying. 2) Previous experience. Ask, whether the company has previous experience in outsourcing. If they have, address their customers to get a feedback. 3) Business Overview and Credibility. Make sure your offshore software development company is able to provide your team with convenient work conditions(e.g equipment, office). 4) Project Management and Communication Tools. Communication is important. Learn what communication and management tools your potential vendor uses and whether they suit your business. Good luck!
    8. Out of curiosity, is the game pre-rendered 2D or full 3D?
    9. I would suggest GameMaker Studio too :)
    10. I would download a couple of 'standard' open source OGL libs and see how they do it.
    11. Today
    12. GWDev

      Help to simulate RE7 door system

      Hi Sylon87 Fair warning: I didn't watch the video tutorial and didn't really play the game. So this is all from the first few seconds of the linked video. But maybe it get's you started. First of all, you do not neet to raycast all the time from the player out. If you know all the doors in the room (and their position) and the player postion you could just check the distance to the doors and see if you have line of sight to them and if the distance is smaller than X. If you have a lot of doors this could be further optimized. The player has to move at least the distance to the currently closest door before you need to check again. But if you have a working system, keep it for now. The doors have three states. Closed: not much to do here. Allowed transition to partially opend Partially opend: The door can move further towards closed state or open state. Do this by animating door with Unity (https://unity3d.com/de/learn/tutorials/s/animation) or you could use physics to make it more realistic Open: not much to do here. Allowed transitioin to partially opend (if needed at all). Every door that isn't in state "Partially opend" doesn't need any animation playing or any physics calculated. Every door that is in state "Partially opend" AND right next to the player (or one player) needs to "move with the player". If the player moved towards the door, the door opens a bit more till it reaches the state "Open". If the player moves away from the door, the door closes a bit more till it reaches the state "Closed".
    13. std::vector memory is guaranteed to be contiguous and accessing it in order is the best possible thing. It doesn't matter which allocator the memory came from, it will be contiguous. Accessing any memory in order is cache-friendly and the best possible thing to do. What @ryt is interested about, possibly, is that allocating and deallocating memory in random order, using any allocator, creates fragmentation. After some time, unless you take measures, you might be left with many 'holes' which add up to a lot of overall available space, but you won't be able to put your big contiguous array (vector) there at all. I wanna add that Gnollrunner is right. BUT. You really, really shouldn't go into optimising your structures and allocators, unless you first MEASURE that you suffer from their performance. That goes for any premature optimisation :)
    14. Hello, So, I'm aware this may be a broad question with a vast variety in the anwser. However, I am a game design student that works professionally for a large engineering company conducting software configuration. Naturally, I'm curious about the path ahead and I'm desperately gathering information on the overall process of developement with Unity. Are there professional resources available that can outline the processes and functions of the engine, and what can be used to interact with it? I'm looking for options other than the official documentation. I have already jumped into that. Thanks!
    15. Questionnaire: So far, the data from the questionnaires the player fills out at the end of each level is sent to a new CSV file. In the future, more data will be sent to the CSV file such as the current time so we will know how long the player spent playing the previous level. This information will give us insight on the player's sense of ownership and/or agency. For example, if they take a long time to complete a level with many dangerous elements, it's likely they have a sense of ownership over their avatar. The script entitled SliderValue updates a text component for each questionnaire question to display its associated slider value. Those text components are what the script "SubmitButton" is sending to the CSV file. Elevator: Currently, the initial two elevators have a script titled "elevator" attached to them that will play an "up" or "down" animation if the player presses a button (or if the space key is pressed for testing on a PC). However, the elevator at the end of the main hallways goes to more than two floors in an unplanned order. Therefore, there are too many possible combinations for animations to be used and another script will be made involving the elevator model increasing its Y position to various heights as specific buttons are pressed. Key Cards The script titled "KeyCard" is attached to the escape pod. When a key card asset collides with the escape pod's collider, the key card will disappear and the questionnaires set as active. - Kristen
    16. DATT3701Group

      Escape Pod Model

      Below are images of the escape pod. This is where the player will play the tutorial level and come back to overtime they find a key card.
    17. Wolfebytes

      Aspiring Character Artist looking for advice

      That is exactly the type of advice I was looking for, thank you so much Mr. Sloper!
    18. First off there are no rules on how malloc() and free() have to be implemented. I've replaced them numerous times when I didn't like their performance for some piece of code I was working on. Beyond that, there is also the specific std::vector implementation to contend with, and also there is hardware caching and stuff like that. In general if you aren't growing a vector a lot, it's access time will probably be pretty consistent. But that again depends on how you are accessing the elements. If you run though them in order that will most likely be faster than jumping around randomly because of hardware caching. That doesn't really have much to do with allocation however. I don't really use std::vector myself except for trivial stuff because I like to have control over exactly what's going on. I rarely even use the standard malloc/new and free/delete anymore for the same reasons. If you know how you are going to use the heap, you can almost always beat the standard routines by replacing them. Depends on what you are writing though. It might not be worth it for a lot of applications.
    19. Hello. Is it possible to have global variables in OpenCL similar to __device__ variables in Cuda which can be assigned via cudaMemcpyToSymbol?
    20. LifeIsGood

      Age restrictions with companies

      Something that I would add to the other replies you’ve got so far: Don’t stop with your education at the degree level. Game dev can be a quickly moving industry. Try to keep up with good practices, engines/frameworks and programming/scripting languages that are being used or the industry is moving to. The cool thing about game dev is, that a lot of practices are being shared. Many good presentations are held regularly, so try to take something out of those.
    21. I recently started to explore how operator new and malloc() really work. If I understood correctly they get implemented using linked-list or forward-list when an array is used. This is probably because free (dynamic, heap) memory gets allocated all over (within its bounds) the memory and so something like std::vector isn't used, something that has continuous allocation. If this is true than accessing such memory (through []) would not have access time of O(1) but some other, more complex. Is this true or I misplaced something?
    22. In that case you should have a look at the rpg game dev humblebundle.
    23. ItamarReiner

      How can anyone draw with an Graphics Tablet ?

      Not in my experience. There are several issues: There's the thickness of the glass to consider, you paint on the surface, the pixels change under it. The screen is smooth, unlike traditional surfaces which have a tooth that offers more resistance and tactile feel. Finally, there is software lag. With experience you get used to these issues, and you get experience through practice, just like everything else. A few more things to consider for the inexperienced digital artist: -Size matters: a small tablet is cheaper and easier to transport, but it is harder to control your strokes when you have less surface area to digitize your movement, yes, even if you like to paint tiny. -Know your strengths: as a traditional artist I prefer charcoal to pencil, and large blocks of color to lineart, and I work the same way as a digital artist.
    24. #include <SDL.h> #include "pch.h" #include <iostream> using namespace std; int main() { SDL_Init(SDL_INIT_EVERYTHING); return 0; }
    25. I've tried implementing the PGS method in Erin Catto's paper to resolve collisions. Currently I have not implemented warmstarting. Stacking works well when friction is disabled. However, when I add friction, dropping a box from a height causes it to wobble significantly and fall over when hitting the ground. My algorithm currently adds all constraints for all contact points into a single jacobian (labelled j), and follows this order: j[0] = contactNormalConstraint [ contactPoint 0] j[1] = contactFrictionConstraint [ contactPoint 0] j[2] = contactNormalConstraint [ contactPoint 1] j[3] = contactFrictionConstraint [ contactPoint 1] I then feed j into the PGS solver (using the naive initial guess of lambda = 0 for all i). The PairWiseVel and PairWiseMass structs just contain linear and rotational velocities, and mass (inertia) respectively. void Constraints::solveConstraints(CStructs::PairWiseVel &returnVel, std::vector<CStructs::Constraint> &j, CStructs::PairWiseMass &pwm, std::vector<float> &lambda) { std::vector<float> d; for(int i=0; i<j.size(); ++i) { d.push_back(getDenom(j[i], pwm)); } for(int c=0; c<5; ++c) { for(int i=0; i<d.size(); ++i) { float dlambda = - (multiply(j[i], returnVel) + j[i].bias)/d[i]; float l0 = lambda[i]; lambda[i] = std::max(j[i].lambdaMin, std::min(l0 + dlambda, j[i].lambdaMax)); dlambda = lambda[i] - l0; returnVel.v1 = returnVel.v1 + dlambda * j[i].c1 / pwm.m1; returnVel.v2 = returnVel.v2 + dlambda * j[i].c2 / pwm.m2; returnVel.w1 = returnVel.w1 + dlambda * j[i].cw1 / pwm.i1; returnVel.w2 = returnVel.w2 + dlambda * j[i].cw2 / pwm.i2; } } } Is it likely that the lack of warmstarting causes this instability? At 50 iterations, a dropped box doesn't fall over when hitting the floor, but a stack of two or more falls immediately. I am just wondering if there's something I've done wrong before implement warmstarting.
    26. I found the answer to my particular question thanks to the answers here. And also by finding this particular link: http://us.blizzard.com/en-us/company/about/legal-faq.html I assume it should be the same for other games as well. However, I found out that you can pretty much use assets from opensourced abandonware such as Siege of Avalon. Which would've worked great for me, in Diablo 2's place. But I decided to get my own assets.
    27. I setup my OpenGL context using GLEW with no alpha bitplanes and it works fine - at least on my GPU is works fine. I notice that other people are using 8-bits: const int pixelAttribs[] = { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, WGL_SUPPORT_OPENGL_ARB, GL_TRUE, WGL_DOUBLE_BUFFER_ARB, GL_TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_COLOR_BITS_ARB, 32, WGL_ALPHA_BITS_ARB, 8, WGL_DEPTH_BITS_ARB, 24, WGL_SAMPLE_BUFFERS_ARB, GL_TRUE, WGL_SAMPLES_ARB, 4, 0 }; (example from here: https://mariuszbartosik.com/opengl-4-x-initialization-in-windows-without-a-framework/) I wonder what is the correct way to do this?
    28. Why do you even need those different facilities types if the player doesnt deal with them anyway? Is it just for flavor? A planet could just show the output (like +5 food, +2 prod) no need to list all the factories, farms etc. This would be calculated from the planet type, governor focus and some "development level". You can maybe set how much resources are alotted to the planet in terms of food (population growth) and production (increases development level over time). These are drained from your empire income and spent by the planet. The risk is otherwise that you build a lot of gameplay system (buildings, supply/demand system etc) that seem cool but doesnt tie into the actual gameplay/interaction with the player. And that the parts of the game that DO involve the players direct control suffers (such as overall management, decisions regarding war/diplomacy, research whatever) suffer as a result. If you have limitless resources i'd say you can add many details for the sake of flavor, otherwise focus on what's important first, and if you have time over add (mechanically not very important) bells and whistles then.
    29. yep, i know i need to create all the code by myself, i just want to learn the concept, it's really hard to find a explanation of this type of script in internet Thanks Buddy!
    30. Hi Jaret, the company in question (assuming you really use Diablo2 assets) has rules for using their stuff in fan art, machinimas (even interactive ones and even ones that make (price) money) or other stuff. I would suggest, that you read them carefully and if you have any questions left, send them an email or ask on their forums. No one here is in any position to make a final and legally binding call on that case.
    31. CyberFlash

      3NDL3ZZ: Base Defense

      Album for 3NDL3ZZ: Base Defense
    32. There is only one condition under which you can use someone else's assets: if they allow you to use them. They can give you the right to use them, they can sell you the right to use them, they can make some other arrangement with you, but in any case the owner of the intellectual property (IP) needs to allow you to use it. If they do, you can use the assets. If they don't, you can't use the assets. Everything else doesn't matter. Fan game or not? Doesn't matter. Open or closed source? Doesn't matter. Commercial or free? Doesn't matter. Nobody ever plays the game you make? Still doesn't matter. The only thing that matters is "did the IP owner allow you to use that IP?"
    33. Website (game currently down – get in touch for a working demo): http://sophiesgames.com/QuestIon/ The game has you play as a young child in an oasis within a large desert. As you explore you will come across a brutal event and be forced to make a decision. It is a short 20 minutes worth of game play where we are aiming for high calibre work to show of something we can be proud of. We have two characters left to animate. Fully rigged and skinned Child – walk, kick, knock down, downwards stab Father – Father attack, father die. Get in touch if you think you can help with either model. I am a developer of 8 years who teaches Unity at college and has experience in the games and commercial sector as a programmer. Most of the programming for the game is done, now we are just pulling it all together with some beautiful art!
    34. I'm so sorry... glad it's settled. Back on topic. What I've noticed that makes me draw better with a tablet: - If you're new to the hardware, don't try to draw anything objective with it yet. You need to do exercises to get used to it. Draw the three types of strokes you're ever going to use: serpentine, loops and cusp type strokes. Practice changing pen pressure along them as well. Draw the three types of edges you're ever going to use: hard edges, soft edges, and hard-to-soft edges. Use a round brush with pressure linked to opacity to do them, and try once using the smudge tool to make the soft edge, and try another time using brush opacity to do it, just so you're aware that there's these two ways to make soft edges. Anything you're going to come across is a variation of those. - Warm up before any serious drawing, no matter how experient you are. This can be with sketching those stroke types as well as sketching a bunch of solids (cubes, circles, cones etc.), until you feel you've warmed up enough. - If you're not using a screen-tablet (Cintiq etc.), and you need to make line art, try to use software that has "stroke stabilization". It filters your pen movements to produce clean lines. There's Krita, Photoshop (the latest CC version), and other programs that offer this. But the coolest software for line art are either Clip Studio Paint or Paint Tool SAI: they have what's called "vector lines", which are varying-thickness paths that you can draw with the pen and later adjust the knots on the curves (as well as the pressure on each point of the curve) so they have the perfect shape you want: - Use navigation in your favor: pan, flip and rotate the canvas to your heart's content if it makes it easier to draw a specific part. If you're doing this with navigation tools (and not manipulating the image pixels) then it won't affect the quality of your image. If you memorize the hotkeys for it, you'll do it automatically. All of the above is about using the hardware and not about artistic training, which you should also pursue.
    35. pcmaster

      Age restrictions with companies

      On my console/platform engineering team there are people between 22 and 40-something. The average is around 30. Although we don't have many developers over 45 in the whole company, it isn't because we wouldn't like to, it's because they've moved to some other fields or industries altogether. Don't be too afraid, merit and not being a dick is what matters, not details like age, sex and such, especially in games and tech firms. I like to be positive about our industry I hope people and companies don't discriminate more in the US than in Central Europe :) Also, your projects and the enthusiasm shown will be more important than your education.
    36. pcmaster

      1943 Plane Game

      Pics or didn't happen! :D
    37. Yes, that's how it usually works. The floating arms are never part of the network(online) game. They are only loaded and rendered for the player themselves. The network(online) characters are usually all full body characters. There aren't any real tricks to this setup. One is a first person camera with some animated arms attached to it so they render just in view, the other is a third person camera with a view of a full character. Generally speaking they are entirely separate things and not really physically tied to the same code. The full body that other players are seeing is an entirely different object that isn't tied to the floating arms object at all. You have to think of them as separate game objects that have different control systems. One is controlled by the player, the other is controlled by the server mimicking the player's movements. Totally different objects, totally different code responsible for them. Generally speaking, if you aren't using a pre-built network multi-player system, then you have to come up with ALL of this code yourself, to fit your game. It's not a matter of finding a good code snippet and copy/paste/done. Best of luck!
    38. If the code you're trying to figure out is working, don't rewrite it simply because it doesn't follow your logic. If the code is poorly documented, figure out how it works (because it obviously does) and add your own comments as to how it accomplishes the task for future reference (and your sanity). All you should be concerned with is that your own coding contributions are clearly, concisely and consistently documented for the next person after you. A coworker might be impressed by how you reduced the lines of code in a function, you might be impressed by how you rewrote a bunch code to fit your programming conventions, but neither of those things will impress your boss. In fact, they'd probably think that was a waste of company time and money. You might be a bit of a perfectionist (I know I am), but you have to pick your battles wisely. Be a perfectionist at documenting and testing your own code. And always remember that there is no right or wrong way to code. Well documented code is good code.
    39. Benjamin Siau

      Introduction to Octrees

      Can someone provide a link to the source code for this please?
    40. This sounds like trademark infringement (for the name "Diablo"), in addition to copyright infringement for game assets: a sure recipe for being sued, since trademark holders need to defend their trademark to show that they care about it (while "harmless" copyright infringement could be ignored until someone decides you are a profitable opportunity).
    41. Guy Fleegman

      How To Make Games Without Programming

      Very nice article. Solid recommendations in there. For those looking to get their feet wet with some very simple coding, I'd recommend Twine. (http://twinery.org/) I always talk about the two different ways of building games as authoring (drag and drop) and programming (coding). I suppose it's "tomayto, tomahto" though. 😉
    42. Let me explain: - I'll create 2 sets of animation ("full body animation set" and "floating arms animation set") So... how it'll works (let's suppose you are playing my game): you are in third person mode in online, you can see your body, other players can see your body. but when you are in first-person mode in online, you can't see your body, you see "floating arms", but other players still seeing your body, not the "floating arms". (i like bold formatting for important quotes)
    43. Tenebris Equum

      GameMaker now or never.

      i'm game designer without coding skills. i came here looking for Companions with Compassion; i must Retrieve mobile gaming industry overview. no matter where you live in this World; please step out it's about time. language barrier won't be problem between us. express your passion, and join me on this journey i'll talk to you about this Phenomenal project, add me on discord. startup is interesting, but im good. if this thread inappropriate please shut down the topic thanks.
    44. Spidi

      I Am Overburdened, saving my soul

      Thanks for the warm welcome , it feels good to be back ! I hope I'll be able to create some interesting blogs/vlogs in the upcoming months
    45. Jordan Hoffman

      Free art assets

      itch.io is a great site for both free and paid. Here's a link for free: https://itch.io/game-assets/free
    46. Hello everyone! We are a small dev team from Montreal working on our first VR game, AWAY, and we wanted to share with you the first images of our progress. At this stage of the production, we don't have a lot to show, however we are hard at work on some cool gameplay like hunting, puzzles or races which will be inspired by survival games. While exploring for the first time the VR medium, we are also aiming to produce a very immersive experience with a simulator twist where you will be able to play through the eyes and body of different animals. Check-out our teasers, and if ever you like what you see and like to see more, we’d love to have your support to Greenlight AWAY on Steam. We are planning to release our first playable teaser on March 17th 2017, and the first episode of the series at the end of 2017. Your feedback would be awesome! And any help spreading the word would be more than appreaciated.
    47. A 4X game in space with many, many planets. I don't want the player to deal with economy of an individual planet (building farms and factories) due to micromanagement but I want the player to be able to affect the economy in some indirect way (taxes, decrees, industrial focuses). Also immersion is a factor here (private sector handling these boring things is cool to me and makes me feel like a real Emperor :)). What I have now: The AI (planetary governor) builds infrastructure automaticly, how much it can build depends on taxes (low taxes = a lot of new planetary infrastructure). It can build cities (houses population), farms (produces food - not possible on all planets) and factories (produces goods/ships/etc). What to build is decided a random factor (quite high), planet type (fertile planets tend to have more farms), Empire wide food availability (if there is a food shortage the "food price" goes up and more people/investors find farming profitable), overcrowding (more people means more cities are needed). So, it's quite simplistic and fully automated. I wonder how to proceed from here... Like, in what other ways the player can affect these (without dealing with individual planets - globally instead), if it should be more complex (like light & heavy factories, powerplants), if there should be a more complex supply & demand system (different food types that population eats, consumer goods, machinery production to boost factories output).
    48. Can you picture it...? Yotes Games, out there among the other young hopefuls, trying to convince anybody walking by to give this little pony RPG a shot. By all means, it outta do as great as it did at Orlando Overdrive but with a much bigger crowd over the span of 3 days instead of 1. Serious planning has begun, so far it's only been preemptive measures and bookmarking things to come back to later. Now I'm getting down the fine details of everything I need to know, do, study, and purchase in order to make the most out of this Magfest trip.More on yotesgames.com
    49. Rutin

      Frogger GameDev Challenge - Part 4 - Frog Jump

      Thanks! I'm hoping to get a demo level done within a few days.
    50. jbadams

      1943 Plane Game

      Well done Phil.
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