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    • By trapazza
      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?
    • By FedGuard
      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.
    • By GameTop
      Dirt Bike Extreme - another game made with Unity. Took about 2 months to complete.
      Take part in extreme motorcycle races across the dangerous and challenging tracks. Dirt Bike Extreme is easy to pick up but hard to master. Race, jump and crash your way and other mad rivals through the amazing tracks as you master the skills and physics of motocross in this high-speed racing adventure. Conquer challenging routes on 23 different runs, discover new bikes and become the best of the best! Over 257K downloads already!
      Windows Version:
      https://www.gametop.com/download-free-games/dirt-bike-extreme/

      Mac Version:
      https://www.macstop.com/games/dirt-bike-extreme/
       

       


    • By Jordan Winslow
      Hey guys, my name is Jordan Winslow and I am a professional electronic music producer & composer who also happens to be a talented story writer and has a ton of experience with VNMaker, Tyrannobuilder, Renpy, and RPG Maker tools and I am looking for talented artists who want to make a horror game together!
      Last Horror Project I Composed Music For: 
       
      My last game I created: "The Watchers"  https://jordanwinslow.itch.io/the-watchers
      My Music: https://jordanwinslow.me/showcase
      I am open to plot ideas but, based on your artwork, I would like to create an original story that matches our music and art so we can play on both of our strengths. Up until now I have only been able to create visual novels with the use of stock photography and stock videos, but with the use of original art, we should be able to come up with a story that is far more specific to the art on screen.
      My favorite horror games (For reference)
      Saya no Uta (Horror Visual Novel Originally in Japanese)
      The Crooked Man 
      SOMA
      Corpse Party
       
      I have a few pretty awesome ideas for sci-fi or extra-dimensional horror games, I also know of a great real-life story about aliens we could make a game about and I could easily come up with something new if I am inspired by your art!
       
      So let's create something awesome together! Send me a message along with some examples of your art and we will either create a team of multiple people together or just the two of us if you are capable of coming up with a decent amount of original artwork! I've got the music, the story and the programming handled unless you want to do the programming and help with the story.
    • By Sergio Ronchetti
      Continuing to work on “Eldest Souls” (first article here!), I’ve begun familiarising myself with the workflow between Fmod and Unity, and the integration system. I know much of this will be pretty obvious to most, but I thought I’d share my thoughts as a complete beginner learning the ropes of sound designing. 
      The library of sounds that Fmod provides has been very useful, at least as reference points. I’ve still kept to my ethos of producing the sounds myself as much as possible. Having said that, Fmod gives you 50 free sounds with your download, and I’ve used a wooden crate smash, a drawbridge and electricity sound you can hear in the foley video below.
       
       
      The thing i found most useful was witnessing changes i made in Fmod being realised instantly in Unity. If a volume needed changing, or the timing of one of my effects was off, i can literally switch to Fmod and then back to Unity and immediately see the result of my alterations. It also seems apparent that using middleware such as this (or i've heard Wwise is also equally intuitive) grants the developer, and myself included, a great deal more flexibility and opportunity to edit sounds without going all the way back to a DAW, and bouncing down again. Needless to say, my workflow is so much faster because of it.
      I've also loved the randomised feature of Fmod, whereby any sound can be made to sound slightly different each time it is heard. Taking a footstep recording i made for example, I was able to add further authenticity of uneven footsteps by randomising the pitch and volume of each playback. 
       

       
      I used this technique when creating footsteps for the first major boss in the game called "The Guardian". A big, over-encumbered husk of a monster. I also had fun rummaging through the garage for old tools and metal components for the “Guardian” (the first boss) footsteps. See below!
       
       
      I also created a sword attack for our player, trying to sound different from the generic “woosh” I see in so many video games. I used a very “sharp” and abrasive sound to differentiate him from any enemies.
       
       
      On another note, I recently upgraded my microphone to a Rode NTG2 shotgun, which has been phenomenal. I haven’t had to worry about noise interfering with the clarity of my objects, whereas before with the sm58 I had to be clever with my EQ and noise reduction plugins.
      Important to note again that this still a “cheap” mic in comparison to most other products on the market, and all in all my entire setup is still very simple and affordable which I’m quite proud of. I’ve seen many musicians spend heaps of money on gear they don’t necessarily need. I much prefer being resourceful with less equipment, than to have more than I can understand or remember how to use.
      It’s forced me to understand every aspect and capability of my tools, which I believe is a principal that can be applied to any discipline.
       
      I have more fun little sound effect videos on my Instagram for those interested, where I post regular updates. Thanks for reading! (if you’ve made it this far)
       
      www.sergioronchetti.com
      INSTAGRAM
      fallenflagstudio.com
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