1. Past hour
2. unity development discord invite click now!

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3. unity development discord invite click now!

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4. unity development discord invite click now!

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5. unity development discord invite click now!

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7. unity development discord invite click now!

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9. 40 seconds to compile a .cpp file - is it totally normal?

This is what my statement is about, you can put anything into a unity file but this also means building your whole architecture every time you change just a single line of code. If you can modularize your project, setting up Log System, Resource Manager or whatever once and never touch it, why should you want to put it into your unity file too. Instead compile them once and use a clever tool like Visual Studio that is able to know when to recompile. No need to process things never touched. @lawnjelly's suggestion of using development time DLL/SO and release time static libraries is a good addition
10. Today
11. how to learn to make best architecture for my multiplayer game?

hi. as you know we have many style of games that need different multiplayer architecture and connection model. for example architecture for XO or chess game is different from clash royale and clash royale is differnt from clash of clans and them from call of duty. as im working on some new ideas, im just looking for standards or best practices. question is : is there any best practices or i just have go for R&D for my games? if there is best practice for turn based architecture, turn organization and .... can you give me references?
12. Capsule-Capsule Detection

Too late to edit my previous post, but that code seems to test for whether the capsules are just touching, whereas I'm guessing you want to know if they're intersecting at all. For that, you only need check that the distance is < or <= twice the radius (or you can do a squared distance check and save some math). It looks like the source you're using as reference already addresses numerical problems. If there's some other issue you're trying to address via an epsilon, maybe you could clarify what it is.
13. Needing some help with two problems, Would really appreciate the help.

I'm positive my code is correct with the exception of my implementation of multiplayer functionality with the tracker bots. I'm following this course closely, I can't say i understand the way controllers work in C++ just yet, but i have an understanding that the code which controls my character is located within the Character.cpp and header of that. I appreciate the help alot, So i have to learn how to make a controller class then? Would you be able to tell me why this is the case? why controllers in C++ have to be separated from the character? I will check this videos out thankyou, much appreciations

push
15. Capsule-Capsule Detection

Irrespective of whether the rest of the code is correct (it may or may not be), I'm not sure how this is supposed to work: diff = abs( close_d - (2*S_RADIUS) ) if(diff <= epsilon): return True else: return False If the distance is less than twice the radius, then 'close_d - (2*S_RADIUS)' will be some negative value, and 'abs( close_d - (2*S_RADIUS) )' will be some positive value that's likely > epsilon, therefore the function will (incorrectly) return false. Am I missing something there? (I may be.)
16. Looking For Constructive Criticism(My First Sprites)

Constructive criticism... You do now that this is Internet. Right? :P Jokes apart... That looks good. Although, I am not a graphics guy by a longshot.
17. plane game

I see your point but it's not the same thing. I should have sent him a pm about the proper use of a blog but I don't want to get flagged as using the pm's as harassing and end up with another unwarranted warning.
18. Looking For Constructive Criticism(My First Sprites)

Thank you for the advice! I totally see what you mean about it seeming "glued" in some areas, and I'll work on fixing it. I found the videos that you provided to be particularly helpful and will be coming back to reference them
19. Looking For Constructive Criticism(My First Sprites)

Wow! I wish my first sprites looked like this! Very good job. Some things to note: 1. When you're doing an idle stance look for parts that seem "glued" or stuck. It looks as if the sprite is doing shrugs. You should try to incorporate more motion if possible. Adding in some "sway" could breath more life into the animation. 2. The same thing with the running animation, the shoulders and upper body appear motionless in terms of vertical movement. I don't have too much time to find resources but look at the end of this video. Notice the full body movement?
20. Looking For Constructive Criticism(My First Sprites)

Hello everyone! I'm new to programming and pixel art, and I would greatly appreciate hearing some feedback on my Idle and Running animations. I'm looking for constructive criticism so that I can become better at making sprites in the future, so don't hold back!
21. Github and Viruses

That's not an open question, it's simply 'no'. It could however trigger a vulnerability in the software used to open it, as we've seen with the JPG decoder in GDI. That's why it's important to protect your software from buffer overruns and such. I think the major reason GitHub has this in place is to prevent liability claims, after all you could theoratically download an infected executable with their service. You'd still need to run it yourself in some way though. There is no magic in your file system that lets downloaded files do anything.
22. plane game

well let me explain my blog, I first have drawn two planes using sprites they start on opposite sides of the screen, then they can rotate left and right using either the left or right arrow keys, or the "a" or "d" keys. also the ships can move up and down using the up and down arrow keys or the "w" or "x" keys. furthermore the ships can shoot bullets using the space bar key or the "s" keys. however when a ship gets hit by a bullet I want to draw an animated collision sprite but it does not do this.
23. plane game

My irony sense is tingling.

25. Capsule-Capsule Detection

Hi, I used the 3D shortest distance between two line segments algorithm at this website: http://geomalgorithms.com/a07-_distance.html#dist3D_Segment_to_Segment This function in Python is checking if two capsules intersect. I checked the algorithm from the website and it seems to work. I tried implementing an epsilon to help with floating point error, but I don't think I did it correctly. Help would be much appreciated. def check_intersection(particle1,particle2): decimal.getcontext().prec = 100 epsilon = 2**-52 #implement epsilon small_num = 0.00000001 #number to check if they're closely parallel u = particle1.get_s() #s1 v = particle2.get_s() #s2 p0 = particle1.get_p1_position() #P0 q0 = particle2.get_p1_position() #Q0 w = np.array([p0[0]-q0[0], p0[1]-q0[1], p0[2]-q0[2]]) #distance from 2 particles from their p1's a = u[0]**2 + u[1]**2 + u[2]**2 #dot product of u*u. Always >=0 b = u[0]*v[0] + u[1]*v[1] + u[2]*v[2] #dot product of u*v. c = v[0]**2 + v[1]**2 + v[2]**2 #dot product of v*v. Always >=0 d = u[0]*w[0] + u[1]*w[1] + u[2]*w[2] #dot product of u*w e = v[0]*w[0] + v[1]*w[1] + v[2]*w[2] #dot product of v*w D = (a*c)-b**2 #always >=0 #Set all to defaults sc = sN = sD = D #sc = sN / sD, default sD = D >= 0 tc = tN = tD = D #tc = tN / tD, default tD = D >= 0 if D**2 < small_num: # checks if SCs are parallel sN = 0.0 # force using point P0 on segment S1 sD = 1.0 # to prevent possible division by 0.0 later tN = e tD = c else: # get the closest points on the infinite lines sN = (b * e) - (c * d) tN = (a * e) -(b * d) if sN < 0.0: sN = 0.0 tN = e tD = c elif sN > sD: # sc > 1 => the s=1 edge is visible sN = sD tN = (e + b) tD = c if tN < 0.0: # tc < 0 => the t=0 edge is visible tN = 0.0 # recompute sc for this edge if -d < 0.0: sN = 0.0 elif -d > a: sN = sD else: sN = -d sD = a elif tN > tD: # tc > 1 => the t=1 edge is visible tN = tD # recompute sc for this edge if (-d + b) < 0.0: sN = 0.0 elif (-d + b) > a: sN = sD else: sN = (-d + b) sD = a # division to get sc and tc if abs(sN) < small_num: sc = 0.0 else: sc = sN / sD if abs(tN) < small_num: tc = 0.0 else: tc = tN / tD # difference of 2 closest points dP = np.array( [w[0] + (sc * u[0]) - (tc * v[0]), w[1] + (sc * u[1]) - (tc * v[1]), w[2] + (sc * u[2]) - (tc * v[2])] ) # dP = w + np.multiply(sc,u) - np.multiply(tc,v) #S1(sc) - S2(tc) close_d = (math.sqrt(dP[0] ** 2 + dP[1] ** 2 + dP[2] ** 2) ) # closest distance b/w 2 lines # check if distance <= radius * 2, if so, INTERSECTION! diff = abs( close_d - (2*S_RADIUS) ) if(diff <= epsilon): return True else: return False
26. Needing some help with two problems, Would really appreciate the help.

I re-installed the Unreal Engine and this fixed the issue. I don't know what a DLL is or how to use tools updater script. I don't have a Controller set up in the unreal engine, I'm still very much learning, but i feel comfortable with most of the terms and how to operate in the unreal engine with c++. Tom Said that there might be an Override function that isn't calling it's Super::MyFunction, which i could not find. He said that the character is automatically server implemented. But i am using different movement code in my Character.cpp to him. The thing i am trying to get my head around is that i am adding Code to the AI "TrackerBot" but that is somehow effecting my Character which seems odd to me. I am going to try some different things and see what works best. I am trying to avoid my code from becoming messy, i also can't do damage to these tracker bots for some reason, but i think i can fix that. My character works fine on the client side of things. I appreciate the help hplus0603
27. 3D Artists wanted for released SCiFi RTS mod

here: https://www.moddb.com/company/honor/jobs/unpaid-3d-artist-wanted-for-released-sifi-rts-mod let me know if your interested.
28. [DirectX] Multiple Render Target sampling

I have an application that renders to two targets. struct PixelOut { float4 Colour: SV_Target0; unsigned int Pick: SV_Target1; }; The value I write to SV_Target1 is an ID that describes the geometry rendered. After rendering the frame, I read this texture back on the CPU for analysis. The above works fine when I have multisampling disabled, but when I enable it, I also have to set the second rendertarget to have sampling too. But this obviously doesn't work as I need the ID to be intact, not some resolved value that will produce a different value. Is there any way around this? I am using DirectX 11
29. Yesterday
30. plane game

Giving advice where none is asked for on a blog is bad form. You did the same thing to me on my blog.
31. TCP stream 300ms spikes due to nagle algorithm?

Yeah, Nagle doesn't impact anything with large packets. Instead, it's quite likely that you drop a packet now and then, and the TCP stream temporarily stalls. This is what TCP connections do. You need to add enough buffering / read-ahead that a few hundred milliseconds doesn't matter; you just run down to less data available in the buffer while that goes on. If the additional delay from a playout buffer is not acceptable for you, then you'll likely want to use UDP instead of TCP for streaming. That, of course, opens up other problems. You might want to look into a dedicated protocol on top of UDP, like RTP and RTCP.
32. Needing some help with two problems, Would really appreciate the help.

"unable to create child process" can be one of many things. Does it work if you run as admin? Does it work if you install more RAM? Is there a DLL dependency that changed? Have you re-run the Unreal Engine tools updater script? When it comes to Unreal networking, you will typically not give authority to a client; instead the client will send input messages to the controller for the character actor on the server, and those would be repeated out to all other clients. There are some reasonable YouTube tutorials about this that I've liked in the past. (I don't know if they changed the network system in the last few versions, it's been a while since I used this.)
33. OBB-OBB detected 'intersected' but It's not

Ok, in that case, the code you posted is incomplete. It'll return the correct results for some configurations, but will return false positives for others. (As I mentioned earlier those other configurations don't necessarily come up often in practice, so such an implementation can appear to work reliably even though it's incomplete.) It's also worth noting that while your code is a general-purpose solution for arbitrary convex polytopes, the test for oriented boxes can be implemented more efficiently by exploiting the regularity of the shape (the code the OP posted is an example of this).
34. 3D smooth voxel terrain LOD on GPU

Obviously I don't know if this is suitable for your setup Anyhow how I meant was just that sdf's are good for computing collisions. You know when you intersect with them and you can even know the vector (distance, direction) to closest point. So if you have an sdf in video memory you can do collisions efficiently & robust on the gpu. It's also possible to upload to cpu. You should do it triple buffered otherwise high chance of stalling btw
35. OBB-OBB detected 'intersected' but It's not

Its a 3d thing i just made screenshots of one projection, so one can see it, this stays true for 3d too. These shapes are actually 3d objects, however guy has too low EPSILON when comparing floats he should use 0.001 as epsilon
36. OBB-OBB detected 'intersected' but It's not

Yeah, I'm familiar with the algorithm (nice diagrams by the way!). And it works more or less as you describe for 2-d. The problem is that the OP is performing the test in 3-d, and in 3-d you have to test additional axes to cover all possible configurations. So although your test may be correct for 2-d, it doesn't (fully) address the specific problem under discussion.
37. OBB-OBB detected 'intersected' but It's not

Found one bug const float EPSILON = 1.0e-6f; Seems that you cant compare something that is less than 0.001 I'll try to explain twisted logic behind this, i've studied this few times always with the same result: consider all faces point outside of the shape, (Test A against B) Through A faces, check whenever all B shape vertices lie in front of this face if yes then theres no intersection at all (return false) if first test passes then you test B against A to see if all of A vertices lie in front of any B face, otherwise it overlaps.

39. Github and Viruses

*pullsheadoutofsand* I would assume that it is at least improbable. That Github performs checks to avoid being obviously contagious because a bad reputation might drive people off. But i doubt one can categorically exclude it. Can malware be transported and activated through textfiles or images ? I only know rumors, no idea ... *sticksheadbackintosand* :-)
40. [Rev Share] Looking for passionate artists for game development!

I'm looking to find concept artists, 3d modelers, riggers, and animators to collaborate on a project in Unity. The game we would like to create is an RPG. We are not set on any "one" idea as we would like this project to be a true reflection of the team. I'm creating this team for experience. However, a complete game is the goal. I only ask that participants be patient and willing to adapt to problems that arise in development. If you are an aspired game artists and interested in collaborating with others, reply below or friend me on discord @Zan#2630

42. TCP stream 300ms spikes due to nagle algorithm?

I wouldn't think that Nagle would affect high bandwidth streaming at all. I was under the impression that you'd only notice its effects if sending small pieces of data infrequently.

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