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    • By nxrighthere
      BenchmarkNet is a console application for testing the reliable UDP networking solutions.
      Features:
      Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries:
      ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub.
      You can find the latest benchmark results on the wiki page.
       
    • By ggenije
      Important: I am trying to realize in scrtach which is performance very low due to it's "virutal level" scrtach->flashplayer->java...
      Also i'm new to this forum so i'm sorry if I missed group (like last time)
      Like a title is saying:
      I have project ,and I get negative feedback on it because some people need 30 min to complete it (what is the planned time)
      but problem is that some people need EVEN 5 hours…(game is incremental/idle/upgrade type so it's important to keep same time ...)
      ———————————————————————————————————————-
      Of course people with slower computer will have less fps so game will be slower for them,
      so I have created TimeDelta system for each frame to calculate something to do per second
      for example
        Update(){move(TimeDelta*speed)}  so that mean it will be moving speed number of pixels(or units) per second so it will be same for almost each user.

      But problem is next:
      I have to change ySpeed by jumpPower (#PlayerJump in my project)
      when any jump button is pressed
      then in each frame decrease ySpeed by gravity it is(-10 * TimeDelta)
      but when someone have lower fps it will have higher TimeDelta and will fall faster but with same jump it turns out to jump significantly lower that changes core of game
      BUT even worse if fps suddenly in moment of jump then timeDelta would be 1 so player will jump much much MUCH higher , then fall much slower because timeDelta changed in meanwhile…(and the point of my game is about upgrading jump not complete game in first fps drop)


      —————————————————————————————————————————————————————

      Then I got an idea to fix TimeDelta (like in unity for rigibody) so it will be rounded like
      if calculated TimeDelta is 0.01834 it will be 0.02 fixed
      if weaker computer is using it the TImeDelta will be 0.143 so runded to 0.14 and so on…

      I did not manage to realize it… i tried to calculate it before main initialization of game objects
      but I'm afraid to fps will drop in moment that is calculating so it will be much diffirent…
      I was trying with empty loop(400)(in scrtach even this is taking time) to calculate it but i'm not sure is it right

      So is there good way to realize this fixed TimeDelta
      I only have timer function to use and time difference between frames
       
      This_is_the_link_for_the_game
    • 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/
       

       


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