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    • By intenscia
      mod.io is an cross platform mod service created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the  REST API, C/C++ SDK or engine plugins (if available) Unity and Unreal Engine are ready to use with other engine plugins in development.
      Features include:
      Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated:
      Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you  
       
      Benefits of using mod.io:
      mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: 
      Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers:
      A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss.
      Find out more:
      Visit mod.io | About us | Add your game | Chat on Discord
      These screenshots are from our Unity plugin:




    • By rgaule
      Hello,
      As the title says, looking for a SMM / Promoter for my hobby project.
      Project is nearing completion, your job would be to start generating buzz & bringing in views via Twitter, Instagram, Facebook, Forums, etc. Lots of material for screenshots and screen-recordings.
      Twitter account currently has > 50 < 100 followers
      IG sitting over 1,500
      If interested, please DM and I will share project website more details.
      Looking for someone who can post minimum 4-7x week across main social platforms.
    • By acerskyline
      When ever another window gains focus (the most simple way is to press Alt + Tab) on the same monitor, the game window will be forced into windowed mode. I already called MakeWindowAssociation with DXGI_MWA_NO_WINDOW_CHANGES and DXGI_MWA_NO_ALT_ENTER. And it returned success. No Alt + Enter works as expected, the default handler is gone. But the forced fullscreen state change seems can't be turned off completely. Does anyone have any better idea about this issue?
    • By XenahE
      Hi there, 
      I am new to this forum and wanted to say hi first of all. 
      Secondly, I am in the process of creating a vertical 2d shooter using the assets I am creating on photoshop and illustrator. I want to put a scrolling parallax in the background to give the illusion that the player is moving forward (similar to Skyforce Anniversary) but I am not sure how best to create the graphics in terms of the document size etc. I have used a scrolling parallax before using a 3D game object in unity and wrapping a background to it. This works fine for a repeating background but I would like mine to change throughout the level. 
      Has anyone got any experience with doing something like this?
      Thanks in advance 
      Xe
    • By bandages
      So, in real life, incoming dot normal at the silhouette is always 0.  With smooth shaded meshes, it never is, not naturally, not outside of contrived situations.  (Not with flat shaded meshes either, I guess.)
      And incoming dot normal is one of the bedrocks of CG.  Probably the equal of 4x4 matrix multiplication.  Problems with silhouette normals show up in Fresnel, in diffuse lighting, in environment mapping....  everywhere.  But I can't really find anybody talking about it.  (Maybe I'm not Googling the right terms.)
      Obviously, the problem decreases as poly count goes up, eventually reaching a point where it's dwarfed by other silhouette problems (like translucency or micro-occlusion) that CG doesn't handle well either.  But, if I'm reasoning correctly, normal maps don't improve the problem-- they're as likely to exacerbate it as improve it, and the exacerbations are, aesthetically speaking, probably worse than the improvements are better.
      I've tried playing with crude fixes-- basically, rotating normals toward incoming by a percentage, or of course clamping incoming dot normal (like we all have to do) to prevent it from bending behind the mesh.  Nothing I've tried looks good.  I suppose the best option might be to rotate normals to perpendicular to incoming at the silhouette and then interpolate to the nearest inflection point  of something like screen space depth to preserve curvature, but the math for how to do that is beyond me, and I'm not sure it would look any better.  Or maybe, instead, somehow, adjust the drawn silhouette to match the silhouette defined by incoming dot normal?  Not even sure how that would work, not if the normal was pointing away from incoming.
      I don't know-- is this a solvable problem?  Has anyone tried other stuff and given up, pursued anything that was promising but too expensive, anything like that?  Are there any papers I'm missing?  It's really surprising to me that I can't find anyone else talking about this.
      (Apologies if I chose the wrong subforum for this.  I considered art forums, but I felt that people frequenting the programming forums would have more to say on the subject.)
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