Jump to content
  • Advertisement
  • entries
    20
  • comments
    11
  • views
    5651

The Whaler @ Gamescom

Sign in to follow this  
Trym Studios

908 views

Hey guys!

From the 22nd - 26th of august, The Whaler will have its own booth at gamescom in cologne, Germany.

I (Tommy) will be there presenting the game and ready to answer any questions you might have, so if you have any plans of going there, please come by and say hi!

20525384 10159126988255297 83515

 

We also have the brochure ready for Gamescom as well, if you do not get to go, you can have a look at the brochure here! If you want a better resolution uploaded, let me know and I will take care of it.

unknown

 

The webpage has also been launched, this is how it looks now until we have a full launch of the page sometime next year, but for now you can go to www.thewhalergame.com and sign up for the newsletter, closed beta and some radical giveaways!

Untitled1

 

Other then that, development is going ahead at full whale and pretty soon I will show you guys were we are at.

Hope you had a great weekend, talk soon!

 

http://www.indiedb.com/games/the-whaler-working-title

www.thewhalergame.com

 

 

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Gnollrunner
      I was tying to figure out what to do with my procedural planets and for an initial step and I wanted to fly a spacecraft in and establish a low orbit around my world starting from some distant point and initial velocity.  I know how to set up the gravity and I think I can pretty much do manual controls that will simulate Newtonian physics. However what I'm looking for is some software or algorithms that let me establish the orbit by controlling thrust in the right direction at the appropriate points in a trip towards the planet.
      So I guess the software would accept something like starting position, starting velocity, desired orbit height (I'm assuming circular for now) , and desired orbit plane.  From there it would give me firing points, duration and trust vectors needed to for the orbit.  To make things simpler I'm assuming infinite fuel. I figure NASA must do stuff like this all the time but I haven't been able to find something solid on how it's done.  Perhaps it's too complex, I'm not really sure, but I thought I throw the question out there anyway.
    • By Ricardo3Ddev
      Hi guys! Our first game (Dongo Adventure) has just been released on Steam! I hope you have fun with the game! O/
      The game was produced by me and my brother for 11 months. We did everything with free and open source software (Blender 3D and Gimp).
      About the game: The game is 3D Platform style, inspired by the classic platform games (mainly 'Donkey Kong Country 2'), bringing all those challenges and fun of the genre. Thank you all for the support! 
      Steam Game Page: http://store.steampowered.com/app/811450/Dongo_Adventure/
      Official Trailer: 
       

    • By isu diss
      This post is about continuation of https://www.gamedev.net/forums/topic/699032-3d-rigidbody-simulation/. I have setup the Collision Detection and Collision Response for the cricket ball. But the ball doesn't bounce off the ground. After a bit of debugging, I've found that the impulse, generated when the ball bounces off the ground is very small. What should I do to make this right(right impulse)?
      Rigidbody.cpp XMVECTOR RigidBody::GetVelocityAtPoint(XMVECTOR p) { return (v + XMVector3Cross(Omega, (p - x))); } XMMATRIX RigidBody::GetIInverse() { return IInverse; } ...... CollisionResponse.cpp enum CollidingType { None = -1, MoveAway = 0, Resting = 1, Collide = 2 }; struct Contact { RigidBody *a, *b; XMVECTOR p, n; }; CollidingType VerifyTypeOfColliding(Contact *c) { XMVECTOR padot = c->a->GetVelocityAtPoint(c->p); XMVECTOR pbdot = c->b->GetVelocityAtPoint(c->p); XMVECTOR vrel = XMVector3Dot(c->n, (padot - pbdot)); if (vrel.m128_f32[0] > 0) return MoveAway; else if (vrel.m128_f32[0] == 0) return Resting; else if (vrel.m128_f32[0] < 0) return Collide; return None; } void CollisionResponse(Contact *c, float epsilon) { XMVECTOR padot = c->a->GetVelocityAtPoint(c->p); XMVECTOR pbdot = c->b->GetVelocityAtPoint(c->p); XMVECTOR n = c->n; XMVECTOR ra = (c->p - c->a->GetPosition()); XMVECTOR rb = (c->p - c->b->GetPosition()); XMVECTOR vrel = XMVector3Dot(c->n, (padot - pbdot)); float numerator = (-(1 + epsilon)*vrel.m128_f32[0]); float term1 = (1 / c->a->GetMass()); float term2 = (1 / c->b->GetMass()); XMVECTOR term3 = XMVector3Dot(c->n, XMVector3Cross(XMVector4Transform(XMVector3Cross(ra, n), c->a->GetIInverse()), ra)); XMVECTOR term4 = XMVector3Dot(c->n, XMVector3Cross(XMVector4Transform(XMVector3Cross(rb, n), c->b->GetIInverse()), rb)); float j = (numerator / (term1 + term2 + term3.m128_f32[0] + term4.m128_f32[0])); XMVECTOR f = (j*n); c->a->AddForce(f); c->b->AddForce(-f); c->a->AddTorque(XMVector3Cross(ra, f)); c->b->AddTorque(-XMVector3Cross(rb, f)); } ..... Collision Detection // BS - BoundingSphere class & Plane- Normal Plane class bool SpherePlaneIntersection(BS *CricketBall, Plane *CricketGround, Contact *c) { float dist = XMVector3Dot(XMLoadFloat3(&CricketBall->GetCenter()), XMLoadFloat3(&CricketGround->GetNormal())).m128_f32[0] - CricketGround->GetOffset(); c->a = rbBall; c->b = rbGround; if ((dist) <= CricketBall->GetRadius()) { c->n = XMLoadFloat3(&CricketGround->GetNormal()); c->p = XMLoadFloat3(&CricketBall->GetCenter()) - dist * XMLoadFloat3(&CricketGround->GetNormal()); return true; } else return false; return false; } ..... In the Rendering loop code Contact CBwithCG; if (SpherePlaneIntersection(cdBall, cdGround, &CBwithCG)) { if (VerifyTypeOfColliding(&CBwithCG) == Resting) { rbBall->AddForce(XMVectorSet(0, CB_Mass*g, 0, 0)); } else if (VerifyTypeOfColliding(&CBwithCG) == Collide) { CollisionResponse(&CBwithCG, .5f); } } else rbBall->AddForce(XMVectorSet(0, -CB_Mass*g, 0, 0));  
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!