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    • By Estra
      Looking for level designer : RPG Fantasy simulation game
      (if you have experience make map with 3d rpg game like Rune Factory or Atelier series)
      Looking for Level designer
      Experience using Unity3d
      Have some experience with lighting design, particle effects and/or reflections
      Have a portfolio of levels
      Willing to learn or have some experience with Git
      Will work with exteriors and interiors
      Can change or fix texture for environments (from Different artist)
      and friendly easy working with others (not Drama person) willing to use discord for communication with team please E-mail me if you're interested we can talk more detail in
      Don't comment here Thank you so much for reading
      all about our game
      Ps.Please make sure that you have unity skill and experience with lighting design, particle effects and/or reflections

    • By sancyrus
      Hello people.
      Am a Computer science graduate student and planning to do the Game designing course in Canada and this is my personal statement for the college and it is the first draft ,hence no professional or fancy words used here.
      Please help me in the statement before i submit it and let me know if there is anything that has to be cancelled or shortened or edited.
      The essay is way over the specified word limit and i will work on trimming it so please help me on this. Essay attached as txt file.
      Any help would be appreciated.I have just two days left to submit so please reply as soon as possible.
      Thank you. 
    • By Grambuolys
      I'm trying to implement character movement so that my character would slide along the wall (plane) instead of getting stuck next to it.
      There is quite a lot of information regarding character sliding on the internet. However all that information seems to be covering only basic cases where character slides only on one plane at a time (collides with one plane at a time). I could not find any information about how to solve corner cases with multiple planes for example where character collides simultaneously with two walls and ground.
      My current implementation's general idea is to:
      1. calculate the movement velocity vector (intended position change) 
      2. try to move my character along that vector if vector length is bigger than some epsilon.
          2. a. If there is no collision I update the position and I'm done.
          2. b. If there is a collision, I move character to the TOI (time of impact),
      3. then for the remaining velocity vector I calculate new velocity vector depending on collision normal and repeat the process (go back to 2.)
      This seems to work in simple cases, when I'm dealing with one plane (ground for instance). It also seems to work if I simultaneously collide with two objects (ground and wall) if two collision normals are perpendicular. However if angle between two simultaneously collision normals are less than 90° (like "V" corners), my new velocity vector (3.) starts bouncing back and forward between these two surfaces and I need quite a few iterations to resolve the final position. The smaller the angle the more iterations I need. If it was 2d I probably could just stop the algorithm and bale out if I find out that I'm "bouncing" between two surfaces, but in 3D every time I "bounce" my velocity vector slowly changes direction away from current collision normals. But as I said it takes quite a few iterations to get the final result, and this causes freezes, I could limit the iteration count however this might cause my character to stick to a wall instead of sliding along it as I would never reach the correct length of sliding vector.
      Some engines like "DigitalRune" move character to the final position, then check for collisions and tries to resolve the final position, in that way you get the sliding effect. This could work in my case as well, however I'm using GJK for collision detection, so I could only solve shallow penetrations, not bigger than 2xMargin. Maybe after first collision and finding TOI I should move my character in smaller steps (not bigger than 2xMargin) for the remaining velocity. In that case I could resolve penetrations. This might work, however it seems that again I potentially can get a lot of iterations. Secondly, by resolving penetration my character might get stuck in another object.
      I found one quite fresh topic related to mine:
      Randy Gaul says that after finding TOI and collision normal "<..>calculating resolution terms is trivial". Sadly, I find it not that trivial 😞
      I know that all my rambling is confusing and hard to understand, but I hope you'll be able to give me some tips.
      Any help will be appreciated thank you.
    • By ducats-games
      Trivia Quiz: All about everything! - this is an exciting intellectual game that allows you to learn a lot about the world and improve your IQ.
      Especially useful quiz will be for students and pupils - it allows you to learn more than tell in the classroom, as well as help to test your knowledge!
      Choose your favorite theme and test yourself in different quiz modes! You can choose from one to four topics of questions or all at once!
      Play in Steam: Trivia Quiz in Steam
      To your taste, the game has a wide range of topics:
      - Geography - here you can test yourself on the knowledge of countries, capitals, flags, continents, volcanoes, mountains, lakes and other things.
      - IT - if you know all about computers and technology, then you here.
      - Amazing nearby - find out the most-the most on the planet: the biggest, the longest, the most unusual, the smallest and other amazing facts.
      - Biology - test yourself on the knowledge of biology from cells to animals and humans.
      - Space - all about the planets, their satellites, galaxies and the conquest of space!
      - Chemistry - is a topic for those who know chemical formulas not only of water and alcohol, but also understand the structure of elements)
      - Mathematics - answer questions on mathematical formulas, famous scientists-mathematicians and various definitions.
      - History - do you like to study dates and key events in the world history? Do you know who Alexander the great, Napoleon and Kutuzov are? Then you here!
      The game has several modes:
      1. Game on time (Classic, Until the last)
      2. Free play (Classic, Until the last)
      3. Try your luck
      4. Survival
      5. Survival for a time
      6. Campaign Mode
      For streamers, we have a special option that allows your channel's subscribers to vote online for one of the answer options during the game. If you use this option, you can contact us and we will provide you with everything you need. 
      This feature makes the stream much more interactive and fun!
      For you there are Achievements and a rating of Knowledge Leaders.
      With each update we will add questions on existing topics and create new topics!
      Soon we will add themes:
      - Physics

    • By Jerad Strange
      So I would like to learn unity but I don't know how to program I wanna learn programming but I need some help I need to some type of like online tutorial for beginners or a site to learn C++ coding

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