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    1. Past hour
    2. G-Dot

      Enemy comunication

      I've decided to go with the first one and find it quite a nice solution. Although enemies are look a little bit stupid running from one point to another, without any coordination in their actions. Not the best solution, but it suit all my needs: it's simple, very fast to set up and it works. I get the result that I want: enemies are more spread out on arena. I think that I should continue working on it and add this system to all types of long-ranged enemies, changing density of points and time, enemies stand on point.
    3. DjIceCuddi

      Blender modifiers disabled

      Can you describe this step by step to me without screenshots or provide a reference on how to do this?
    4. Today
    5. Rutin

      Blender modifiers disabled

      You didn't follow my post and my screen shots which clearly show how to do this. It's extremely simple.... Your Object field is still blank... Make it your lattice object.
    6. DjIceCuddi

      Blender modifiers disabled

      it says the same error didn't think i'd need a screenshot
    7. Rutin

      Blender modifiers disabled

      Screen shots???
    8. DjIceCuddi

      Blender modifiers disabled

      Oh ok that's perfect thank you I'll try it out tried it still got the same error
    9. Rutin

      Blender modifiers disabled

      You're not using the modifier correctly. ERROR: CORRECT WAY: 1. Add in a lattice object: Then setup your Lattice, and then under your Cube add in the modifier: Now it works.... I just made it less to show the pulling better:
    10. DjIceCuddi

      Blender modifiers disabled

      Here is the error
    11. Hi, is there any solid solution to get correct texture sampling with mipmaps when projecting a texture deferred? I always get artefacts on the edges when objects are in front of the projections. I think there must be a common way, as other engines also support deferred decals and stuff.. so this also needs to filtered correctly.
    12. Graphic libraries usually provide methods to draw text on the screen. These handy methods are often quite slow to run because they recompute many parameters at each call. To save computational time, the flyweight pattern can be used to provide text parameters with low memory and cpu usage. Facade design As usual, I start by adding new methods to the GUI Facade. There are many possibilities, here is an example that allows the drawing of messages of any size and color (NB: I only show new methods, I assume that the ones from the previous posts are still there): The setColor() method sets the text color. It uses java.awt.Color to defines the colors. I could create my own Color class, but it won’t lead to significant changes, and java.awt.Color is always in the Java standard library; The setTextSize() method sets the text height in pixels; The getTextMetrics() method computes the bounding box of a text to print. It also uses a class from AWT, namely java.awt.Dimension; The drawText() method draws text at coordinates (x,y). It also clip the text if it is too large. The clipping rectangle is defined by (x,y) and (width,height). AWT Implementation Implementing this facade with AWT is easy for setColor(), getTextMetrics() and drawText(). This is only a wrapping of existing methods: @Override public void setColor(Color color) { if (graphics == null) return; graphics.setColor(color); } @Override public Dimension getTextMetrics(String text) { if (graphics == null) return new Dimension(0,0); FontMetrics fm = graphics.getFontMetrics(); int textWidth = fm.stringWidth(text); int textHeight = fm.getHeight(); return new Dimension(textWidth,textHeight); } @Override public void drawText(String text, int x, int y, int width, int height) { if (graphics == null) return; FontMetrics fm = graphics.getFontMetrics(); graphics.clipRect(x, y, width, height); graphics.drawString(text, x, y+fm.getAscent()); graphics.setClip(null); } For the setTextSize() method, there is no existing method in AWT. A solution is to search for the font that has the required text height in pixels: public void setTextSize(int size) { if (graphics == null) return; for (int i=2*size;i>=4;i--) { Font font = new Font("Arial",Font.PLAIN,i); graphics.setFont(font); FontMetrics fm = graphics.getFontMetrics(); if (fm.getHeight() < size) { break; } } } This method is time-consuming and can be called many times at each frame rendering. Multiplied by the number of frames per second (usually 60), this can lead to a lot of unuseful computations since most of these calls will return the same values! A first approach consists of manually caching the parameters (in this example the AWT font instance). This saves computation time but requires additional work for the user and the implementer of the facade. A more efficient approach is based on the Flyweight pattern. Flyweight Pattern The Flyweight pattern... Continue reading on https://learngameprog.com ...
    13. Just find an intersection with flat ground, any algorithm (distance functions, maxmip pyramid, csm) is valid, but transform (rotate) the bound box before finding ray-box intersection (vertex shader), then transform your ray into local bbox coordinates and voila, you get it! This is an example of my 3 years old raycasting work made during my PhD)) https://www.youtube.com/playlist?list=PLipolsnVA6o00WdwVmk8wlQz6FuAa-btI As you can see the method is robust butit need to be heavy optimized to use in real time engines
    14. Well I think we figured that it is highly unlikely that the hardware lose packets. The packet loss we have seen in UDP is just "software packet loss". It means the receiving end is unable to read the packets fast enough. This is more apparent because if your server sends packets to the other computer, he doesn't even care if there is a receving client reading those packets. He sends them anyway, and windows will show that there is bandwidth on the NIC eventhough you already closed your client because the server just keeps on sending. On the other hand, since TCP is blocking on send, the block itself might affect the bandwidth you see on task manager. TCP is a lot less stable bandwidth wise on task manager than the UDP server that always sends and doesn't care if anyone reads it on the other end. So why would TCP block the send if it queues the data into a buffer and send it with a latency later on? You would think a buffer would smooth out the bandwidth. We are now focusing on UDP, as we don't know why TCP is so unstable and non uniform. Maybe it's by design. However, even in UDP we have issues. My latest theory is that... a single core cannot handle 3Gbs of bandwidth too well. A CPU core operates on about 3Giga cycles per second? So you have 3Ghz/(3Gbs/(8*9000Kb)) that leaves you with 72K cycles per packet on average. That might be not enough for a a single core. So I think that I need more than one thread to read from a single socket, or to limit the bandwidth per thread. What is the scale of dealing with 14k packets per second?(for 1Gbs)
    15. phil67rpg

      OpenGL tic tac toe

      I am working on the AI for this game, I just have to get the computer O's to not draw over the themselves. here is my code so far. #include <freeglut.h> #include <iostream> using namespace std; char board[9]; int index; void drawBoard() { glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, 6.25f, 0.0f); glVertex3f(18.75f, 6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, -6.25f, 0.0f); glVertex3f(18.75f, -6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-6.25f, 18.75f, 0.0f); glVertex3f(-6.25f, -18.75f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(6.25f, 18.75f, 0.0f); glVertex3f(6.25f, -18.75f, 0.0f); glEnd(); } void drawText() { glColor3f(0.0f, 1.0f, 1.0f); for (int i = 0; i < 9; i++) { float x = -15 + (i % 3) * 13; float y = -15 + (i / 3) * 13; glRasterPos2f(x, y); glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, board[i]); } } void renderScene() { glClear(GL_COLOR_BUFFER_BIT); drawBoard(); drawText(); glutSwapBuffers(); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if (h == 0) h = 1; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w / (GLfloat)h; if (w <= h) glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouseClicks(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { if (x >= 340 && x <= 380 && y >= 240 && y <= 280) { index = 6; } if (x >= 380 && x <= 420 && y >= 240 && y <= 280) { index = 7; } if (x >= 420 && x <= 460 && y >= 240 && y <= 280) { index = 8; } if (x >= 340 && x <= 380 && y >= 280 && y <= 320) { index = 3; } if (x >= 380 && x <= 420 && y >= 280 && y <= 320) { index = 4; } if (x >= 420 && x <= 460 && y >= 280 && y <= 320) { index = 5; } if (x >= 340 && x <= 380 && y >= 320 && y <= 360) { index = 0; } if (x >= 380 && x <= 420 && y >= 320 && y <= 360) { index = 1; } if (x >= 420 && x <= 460 && y >= 320 && y <= 360) { index = 2; } board[index] = 'X'; board[rand() % 9] = 'O'; glutPostRedisplay(); } } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GL_DEPTH); glutInitWindowPosition(600, 400); glutInitWindowSize(800, 600); glutCreateWindow("Tic Tac Toe"); glutDisplayFunc(renderScene); glutReshapeFunc(ChangeSize); glutMouseFunc(mouseClicks); glutMainLoop(); }
    16. Hi if you want code (my game engine made during PhD): https://github.com/g-amador/JOT/tree/master/engine/Core-Toolkit-Components/src/main/java/jot/math/geometry/bounding isCollide method in either bounding object.
    17. phil67rpg

      OpenGL tic tac toe

      well I am working on it sorry I am kind of slow. well I got the x's to be drawn now I have to get the computer to draw the o's thanks for all the help when I get this done I will repost my code.
    18. @Kylotan I'm going to follow your advice. The "expensive wrapper around 1 or 2 variables" is exactly how some sources will suggest you work - for example I've seen articles which say you should have a "Health" component, consisting of a max and current health value, for everything with a health pool. I thought it was kind of interesting.
    19. In general it is often best to prefer composition, but sometimes you find that an object doesn't break down into clean parts - such as your example where Armour and Shields both have 'armour' values but only one of them has a 'block' value. You could end up decomposing the object into smaller and smaller bits, and then you potentially end up with microcomponents where each one is an expensive wrapper around 1 or 2 variables - and that's not worthwhile. I would probably just try to make one generic Item object. If I spot parts of the data that are only relevant for certain subtypes, I can always factor that out later if absolutely necessary, and it doesn't even need to be a separate MonoBehaviour or anything like that.
    20. Thanks for your input and advice. I find myself procrastinating a lot on how to best approach problems like this. I'd actually started doing 1) but it got more messy than I'd like it to be. @Prototype's fourth option sounds the same as 2), unless I'm misunderstanding something? I think I was expecting to be told to pursue 2), but I might try 3) as suggested by @Kylotan. If you google this sort of problem, it returns a lot of articles saying you should try to favour composition over inheritance. Unity also seems to encourage an 'Entity-Component' system. I think maybe I have a tendency to overuse inheritance. I guess I'll try the other approaches and see how it goes.
    21. I don't think there can be a single best practice here. I've seen all three of your approaches in practice. You've correctly identified the tradeoffs involved in your choices, so the next thing to do is weigh up how much those tradeoffs apply to your game. For example, if there are only a handful of fields that are not needed for every item (e.g. durability not needed on consumables) then you are not wasting much, and that might be a good approach.
    22. Kryzon

      Blender modifiers disabled

      Explain more, post screenshots please.
    23. A fourth option would be to just maintain a list of properties which you can query at runtime. This is often more versatile than hardcoding all variations into your class system. It allows you for example to invent new properties and rules on-the-go or make new combinations in a level editor. There's many possibilities that you can't have with hardcoded classes. Not saying this is what you should use here, but consider the concept behind it.
    24. Tom Sloper

      Discarding Ideas

      That is essential! But simplicity can be even better!
    25. Hi, I am working as a unity 3d game developer. I already developed different games for Google playstore and Web as well. I notice that IO games are recently going very popular on web. I am trying to build a game something similar like this - BowRoyale.io. Can anyone guide me where to get the tutorial to develop such type of games? Thanks
    26. RoKabium Games

      Something Ate My Alien

      Steam Store: https://store.steampowered.com/app/1047870 You are the AI of a very skilled mining ship called Antalasia, currently cruising the remote solar system Bitiax looking for mining opportunities. While peacefully scanning for elements on the nearest planet Metis, Antalasias systems are suddenly taken offline and the ship turns dark for a second before being booted up again with all computer screens flashing “Intrusion detected”. Under control of a pirate ship, you must send down your faithful aliens to the planets below and battle to find the loot that the pirate is demanding! More In-depth: A 2D digging, adventure puzzle game with some retro feel reminding us of the amazing first digger games such as BoulderDash that we knew when we were younger. That is the type of game me and my partner wanted to create as our very first joint project for our studio “RoKabium Games”. Both being avid gamers we hadn’t seen many games in that genre that focused more on the actual digging being the main element rather than being an action plat former or survival and crafting sandbox with the occasional digging part. So last year we started working and planning for our game “Something Ate My Alien”. We knew early on that for a 2-person team to pull of creating a whole video game we had to have a planning structure for a game that wasn’t too large or complicated. So early ideas of making a full blown 3D, interactive, huge sandbox with multiplayer alternatives was just not gonna be a good starting point. We scaled down the idea of a huge concept and decided to rely more on our existing skill set in the game industry. We decided to focus on a more manageable core of that we ourselves would like to play and what we believed other people would also enjoy to play. A finite game story of about 10 hours game play from start to finish, something fun and charming with just the right amount of action/digging/puzzles ratio. We also knew that our game would show quality and engaging graphics being hand painted by myself and it would all be done in a style that would ooze retro, hand painted, uniform and a beautiful game with easy to navigate and clear game mechanics and graphics. We wanted it to be a lighthearted but a addictive little gem suitable for a both younger and a more adult audience. Our game would be exactly how we envisioned it since it would be the labor of our own vision, not working for anybody else. As a digital artist with several years experience in working for game studios and painting game assets, backgrounds, icons, characters etc and being part a team of other game developers, I did have some much needed experience in understanding just how much art is needed for a complete game. Even the smallest game contains more art pieces than you might think. For example, for every animation you do in 2D graphics you have to paint a new image and each animation can have anything from a very basic 5 frames up to 30-40 frames. So for each enemy you draw for example you need to also draw that enemy having an idle position, a walking cycle, a running cycle, an attack cycle, a dying cycle, a jumping cycle etc. So for one single enemy in a game you might have to produce up to around 100 images. Add to that, our game would have at least 10 different enemies for each level and we have designed our game to have a total of 4 levels. Each game level or planet as it is represented in SAMA is built up with a set of ground tiles that has seamless tiling for a smooth and more realistic look. For each tile-set I’m designing 6 variants so the illusion of random and unique ground that looks like it is not repeating. Each world has 4 unique tile types to add variation for the digging mechanics and giving the player more varied game play. On top of normal ground tiles we have variants of 20 unique decals and edges created to blend different types of ground together better and adding even more realism. Inside the ground tiles you can as a player find all kinds of loot. So far I’ve designed 25 unique minerals, 9 different type of gemstones, 8 different kind of gases (each with animation cycles), 28 types of artefacts, 12 different types of complete fossilized animals which consists of 62 separate type of bones to find. There are teleporters, oxygen stations, health hearts, energy boosts, lamps to light up the dark caves, secret doors with puzzle areas to solve to get rare loot or upgrades. There are icons for every item and enemy you can find. All of these visual elements are hand painted by myself and still this is just the bare base of each planet level. When designing the UI for the game we both wanted it very neat and tidy look, using our main colour scheme of blue-green-warm yellow that I first came up with during the conceptual art at the beginning of the project. I also wanted some elements to have somewhat of a computer screen/electronic look with glowing outlines to emphasize that you as the player are the actual AI of the ship and the UI you see is the computer interior. While continuing painting and designing the artwork for SAMA we are getting closer to a first Alpha of the game and we are hoping that with the help of feedback from gamers around us and people interested in our game we can develop a game that is incredibly fun and beautiful to play. See more over at our website: Somethingatemyalien.com or Steam page at https://store.steampowered.com/app/1047870
    27. My question is about OOP, and best practice writing in C# for Unity. Say I'm writing components for an item system. Consumables have quantity. Weapons have durability, damage, block and stats. Armour has durability, armour and stats. Shield has durability, block, armour and stats. In this situation, should I... write a Consumable component, Weapon component, Shield component and Armour component that each extend an Item class? write a Quantity component, Durability component, Damage component, Block component, Armour component and Stats component, then add as required? write an Item component with all the possible fields plus an enum that decides which ones go unused? I like 1) because it defines the items by what they do, but there's repetition of fields horizontally in the inheritance tree. I like 2) because there's no repetition, but it allows for the creation of items that don't make sense. There's no strict definition going on, just the existence or non-existence of components, and some might need to be mutually exclusive. I like 3) because it's the solution to the problem with 1), and the enum is kind of a solution to the problem with 2), but it seems wasteful to deal with a larger data structure than required for every item. Any thoughts?
    28. Polydone

      Treacherous Journeys

      Explore the paths of and join the never-ending fight against the many foes inhabiting it. Team up with other adventurers you meet or go solo to brave the deadly dungeons. Enjoy the sweet loot if you survive or trade the treasures you don't need. Train your skills and search the elusive masters to become one yourself. Embark on YOUR Treacherous Journey.
    29. Sound engineer was dissapeared. Still searching animators and sound designers.
    30. Lerp( a, b, t ) = value InvLerp( a, b, value ) = t lerp returns a blend between a and b, based on a fraction t inverse lerp returns a fraction t, based on a value between a and b Use case! 🔊 Say you want to control audio source volume based on distance at 10 meters, you want volume 1 at 20 meters, you want volume 0 Then the volume is then given by volume = InvLerp( 20, 10, distance ) If you've ever used photoshop's levels tool, then you've used both lerp and inverse lerp! 🎨 The input values use inverse lerp, the output values use lerp! When used with images, inverse lerp can be used to increase value contrast! for example, here's a selfie before and after an inverse lerp💖 Also, note that some Lerp/InvLerp functions also extrapolate (such as in shaders), while others clamp the values within your given range (such as Unity's Mathf.Lerp/InverseLerp functions) Make sure you clamp unless you want to extrapolate 📈 Here's an interesting use case! An inv lerp where a and b are colors and the value parameter is the depth of this water, you can achieve hue-shifting for a color elimination effect by depth🌊 water.mp4 Addendum - another useful function is Remap! Remap takes a value within a given input range into a given output range, which is basically a combined inverse lerp and lerp! Here's the code for all three! (Also, none of these are clamped - they can all extrapolate) Enjoyed this quick lesson? Check out Freya's work via the following social platforms: 💖 Patreon ❱ https://patreon.com/acegikmo 📺 Twitch ❱ https://twitch.tv/acegikmo 🎥 YouTube ❱ https://youtube.com/c/acegikmo 🐦 Twitter ❱ https://twitter.com/FreyaHolmer 💬 Discord ❱ https://discord.gg/v5VWuga 🌸 Instagram ❱ https://instagram.com/freya_holmer Want to read more about Lerp? Freya posted a thread here: Adapted from the original Twitter thread with kind permission of the original author. Further reading on GameDev.net: A Brief Introduction to Lerp, by Matt DesLauriers
    31. Webellion

      Five Nations

      Five Nations is a real-time sci-fi strategy game for PC platforms, Switch, and mobile. Encompassing tactical combat in space in real-time mixed with micromanagement of economy, construction, and production, it will play both in single player and multiplayer modes. The RTS mechanics being custom-made to deliver action-packed gameplay. Gameplay You are a commander of one of the five greatest galactic empires in the far future Develop your space facilities, mining stations, factories, power plants, and research centers. Produce a gigantic armada of spacecraft to confront and destroy your rivals by applying shrewd strategies to outmaneuver their fleets. All this in real-time, by micromanaging your spaceships and structures through conventional RTS mechanics tailored to modern action-packed gameplay. Story In the near future, countries of the Earth are clustered in an international organization to create co-operation between states and prevent future wars. Aligning mankind under a common flag helped the economic and technological progress that paved the way for space conquest. During the colonization of the solar system, a group of pioneers discovered a wormhole that led to an unknown corner of the galaxy. Although the first attempt to enter the wormhole was deemed a complete success, the second expedition never returned... Join our Discord server and get Super Early Access https://discord.gg/uSSzUKs Social Media Facebook fan page: https://www.facebook.com/fivenationsthegame Instagram: https://instagram.com/fivenationsthegame GameJolt: https://gamejolt.com/games/fivenations/389358 Itch.io: https://webellionlimited.itch.io/five-nations Twitter: https://twitter.com/webellion Five_Nations_-_First_Trailer.mp4
    32. 8Observer8

      OpenGL tic tac toe

      @phil67rpg do you know how to work with textures in OpenGL? You can draw images in Paint. I use GIMP. I created this texture atlas in GIMP: I use texture coordinated to draw selected item: GL.Begin(PrimitiveType.Triangles); { // Left top triangle GL.TexCoord2(0f, 0f); GL.Vertex2(0f, 0f); GL.TexCoord2(0f, 0.33f); GL.Vertex2(0f, 64f); GL.TexCoord2(0.33f, 0f); GL.Vertex2(64f, 0f); // Right bottom triangle GL.TexCoord2(0f, 0.33f); GL.Vertex2(0f, 64f); GL.TexCoord2(0.33f, 0.33f); GL.Vertex2(64f, 64f); GL.TexCoord2(0.33f, 0f); GL.Vertex2(64f, 0f); } GL.End(); Source code: https://github.com/8Observer8/TicTacToe_OpenTkOpenGL11CSharp
    33. It depends what you mean when you say ASCII art engine, i know some games just do it in the shader and use traditonal engines. you could program exclusivly in the console the way One Lone Coder does it: You could check out Real Time Collision Detection for learning some of the base collision algorithms: https://realtimecollisiondetection.net/ There is also this github from a different book that has some useful algorithms: https://github.com/gszauer/GamePhysicsCookbook For Basic Path Finding, check out the book programming game AI by example, the source code has been put on github here is the specific folder with algorithms relating to graphs: https://github.com/wangchen/Programming-Game-AI-by-Example-src/tree/master/Common/Graph
    34. My program can draw one item like this: GL.Begin(PrimitiveType.Triangles); { // Left top triangle GL.TexCoord2(0f, 0f); GL.Vertex2(0f, 0f); GL.TexCoord2(0f, 0.33f); GL.Vertex2(0f, 64f); GL.TexCoord2(0.33f, 0f); GL.Vertex2(64f, 0f); // Right bottom triangle GL.TexCoord2(0f, 0.33f); GL.Vertex2(0f, 64f); GL.TexCoord2(0.33f, 0.33f); GL.Vertex2(64f, 64f); GL.TexCoord2(0.33f, 0f); GL.Vertex2(64f, 0f); } GL.End();
    35. Here is a good resource on RawInput for when you get to that point: http://keithditch.powweb.com/Games/html/raw_input.html
    36. Basically the math is quite the same as you have to translate your characters/ pixels to the screen properly and do some z-buffer stuff. I saved a Console Rendering Engine some time ago on GitHub. It already implements some of the stuff you need and for the ASCII-Art, have a look at what these guy did on YouTube. I had a look at the source code and it seemed to be pretty easy to get it running. I don't know about youre desired rendering API, using the console for example lets you do 8 bit coloring straightforward, using something like OpenGL this will become a bit more tricky. Collision detection is kind of a physics system, however there is no real how-to for this. Anything else is related to your gameplay code
    37. Do you mean random movement with curly-q's, and then start following the target? Or random curly-q movement while following the target? I don't know how convenient this would be for you, but it could be helpful to see an image (drawing or whatever) showing what you have in mind exactly.
    38. Stragen

      I'm giving away a 1-year Unity Plus subscription!

      Yea, agreed, its also not mentioned explicitly until about half way through the book (at a quick scan) that examples will only be in Cg.
    39. BG109

      Discarding Ideas

      Well one thing that at least helped me, but is easier said than done, is to try to visualize features/designs from players perspective As a designer I feel it is easy to over-engineer features simply because you have expert knowledge. Knowing the ins and outs of your design can be quite a curse some times when it comes to player reception I know many times where I had to completely revise a feature because it was way to complex. Complexity can be good but if it takes 5 years of playing and a phd to understand and master you've gone done wrong. Plan -> Prototype -> Playtest -> Review -> Revise -> Repeat Time-consuming for sure but at least for me I have yet to find any golden rules that replaces this. Oh, and be humble! Even if you're the designer it doesnt mean that your first draft/ideas is really what your playerbase wants
    40. fleabay

      I'm giving away a 1-year Unity Plus subscription!

      Even though it's in very small print on the cover, I have no idea what shaders Unity uses so that is not helpful. He could name the book '2D Shaders for Unity' if that's what it's about.
    41. Please check out my new game which is level based infinite target shooter. For Android https://play.google.com/store/apps/details?id=com.KPGames.KillSwitchFor iOS https://apps.apple.com/in/app/kill-switch-2d/id1483464098Please let me know what you think about this. Also any suggestion feedback are most welcome.
    42. Stragen

      I'm giving away a 1-year Unity Plus subscription!

      For those wondering, its Cg, as it shows "with examples in Unity" isn't surprising.
    43. So I'm currently saving money to start a real-life, grown ass adult, proper, game studio. I'm working on some game concepts, and intend to do some grant writing for some funding. That said, I don't want to exclusively rely on government grants and my cash savings. How did you fund your company? I don't have much in terms of assets, and I have a boatload of student loans. Aside from that I'm gainfully employed and otherwise debt free. So, how did you fund your project?
    44. Does anyone have any thoughts on how to create paths for missiles that make random curly-q type patterns before homing in on a target?
    45. Davicus

      Just another space shooter

      Yeah this is quite nice. I messed with the game for a minute had no idea what was going on but it looks nice, and when I get more time I'll figure out what's going on. It looks quite nice though. If you put some feelers out I bet you could get someone to create some audio content for ya pretty quickly.
    46. Prototype

      [SOLVED]Pong Paddle Movement

      You can add the listener to the canvas element itself, there's no need to wrap it in a container. However, this requires the player to keep the mouse pointer within this area or your input will freeze. This quickly becomes annoying, especially when you hide the cursor. So generally it would be better to handle input on the document level. Alternatively you could capture the mouse, but I'm not sure how well supported that is nowadays.
    47. Prototype

      OpenGL tic tac toe

      I can't make it any easier for you than spelling it out, Phil. It's only a couple of lines. #include <freeglut.h> #include <iostream> using namespace std; char board[9]; void drawBoard() { // don't need push/popmatrix glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, 6.25f, 0.0f); glVertex3f(18.75f, 6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, -6.25f, 0.0f); glVertex3f(18.75f, -6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-6.25f, 18.75f, 0.0f); glVertex3f(-6.25f, -18.75f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(6.25f, 18.75f, 0.0f); glVertex3f(6.25f, -18.75f, 0.0f); glEnd(); } void drawText() { glColor3f(0.0f, 1.0f, 1.0f); for (int i=0; i<9; i++) { float x = -15 + (i%3) * 13; float y = -15 + (i/3) * 13; glRasterPos2f(x, y); glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, board[i]); } } void renderScene() { glClear(GL_COLOR_BUFFER_BIT); drawBoard(); drawText(); glutSwapBuffers(); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if (h == 0) h = 1; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w / (GLfloat)h; if (w <= h) glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouseClicks(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { board[rand()%9] = 'A'+rand()%26; glutPostRedisplay(); } } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE); glutInitWindowPosition(600, 400); glutInitWindowSize(800, 600); glutCreateWindow("Tic Tac Toe"); glutDisplayFunc(renderScene); glutReshapeFunc(ChangeSize); glutMouseFunc(mouseClicks); glutMainLoop(); }
    48. frgauthi

      Space Race

      Hello everyone I am getting close to wrapping up a small side project of mine called Space Race. It is an endless runner style game that is intended to be short yet complete. The point of the game is to simply get the highest score possible. I had very low expectations when I started this project but im proud enough of what I have made that I would like to share it. You can find the game on my profile on my project list and there is a download available there. Please check it out and let me know what you think!
    49. Hi all, im new and learning JS and trying to build pong. im following a tutorial but trying to change it. the line im stuck on is trying to move the paddle when the mouse moves document.body.addEventListener("mousemove", mouseMoveHandler); function mouseMoveHandler(event) { //console.log(event); player.setY(event.clientY - player.getHeight() /2); } This works with the assumption that my canvas takes up the entire screen the tutorial has the canvas full browser, mine is only 800 x 400 and is centered. how can i get this to only moe and register when im on the canvas? at the moment i can enter the browser and it starts moving even though my mouse is nowhere near it. ---------------------------------------------------------------------- Fixed it i have a div the same size as the canvas called holder so i did: holder.addEventListener("mousemove", mouseMoveHandler); function mouseMoveHandler(event) { //console.log(event); holder.style.cursor = "none"; player.setY(event.clientY - player.getHeight() *2 ); }
    50. frgauthi

      Space Race

      Space Race is the first game I have made using the unity engine. It is an endless runner type game based in space where you dodge asteroids at an ever increasing speed while trying to maintain your fuel supply by picking up fuel orbs. The point of the game is to get the highest score possible which is reflected on the local leaderboard. It should be noted that I did not create the art or music for this game. all art and music used was freely available. below is a list of credits for the art and sounds I used: Art SpaceShip - "E 45 Aircraft" - by 3dhaupt on free3d.com Asteroid - Asteroid - by printable_models on free3d.com Skybox - Space Skyboxes - StumpyStrust on opengameart.com Music / Sound https://opengameart.org/users/matthew-pablo - http://www.matthewpablo.com - level 3 and 4 music https://opengameart.org/users/haeldb Brandon Morris - menu music Deceased Superior Technician (DST) - railjet - level 2 music http://www.nosoapradio.us https://opengameart.org/users/manofsteel sPACE - level 1 music https://opengameart.org/users/dokashiteru - gas pickup sound http://wrathgames.com/blog - explosion sound David McKee (ViRiX) soundcloud.com/virix - Out of Fuel sound https://opengameart.org/users/wobbleboxx - wobbleboxx.com - Light power down sound
    51. DjIceCuddi

      Blender modifiers disabled

      I hope this is the rite place to post this but please forgive me if I'm wrong, I keep getting an error in blender saying that the modifier is disabled does anybody know how to solve this issue?
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