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Bought the game for $3.99.  Think it was a sale.  Good first impressions for me.  I've never played a game quite like it.  I'll have more time to play it this weekend and more to say about it later in the week.

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    • By Andr
      Hello,
      I am currently drawing an FFT ocean into a texture including Dx, Dy and Dz. As i need the real height at a point for another algorithm, i am passing the points through a vertex shader as following:
      #version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec2 texCoords; // Displacement and normal map uniform sampler2D displacementMap; uniform mat4 MVPMatrix; uniform int N; uniform vec2 gridLowerLeftCorner; out float displacedHeight; void main() { // Displace the original position by the amount in the texture vec3 displacedVertex = texture(displacementMap, texCoords).xyz + position; // Scale vertex to the 0 -> 1 range vec2 waterCellIndices = vec2((displacedVertex.x - gridLowerLeftCorner.x)/N, (displacedVertex.z - gridLowerLeftCorner.y)/N); // scale it to -1 -> 1 waterCellIndices = (waterCellIndices * 2.0) - 1.0; displacedHeight = displacedVertex.y; gl_Position = vec4(waterCellIndices, 0, 1); } This works correctly (it writes the correct height at a given point). The issue is that some points due to the Dx and Dz displacement will get outside the clip space. This points should instead wrap around as the ocean is a collection of tiles.
      As you can see in the attached file the edges fit together perfectly inside white square if they would wrap around (this is the clip space dimensions from RenderDoc).
      Is there any way i could wrap around this texture (in reality wrap around the clip space positions) so it stays all inside the viewport correctly?
      I tried to wrap around in the vertex shader by checking the boundaries and wrapping around but it doesnt work when a triangle has a least one vertice inside of the viewport and others outside.
       
      Many thanks,
      André
       

    • By McVouty
      Reallusion’s CC3 completes the 3D game character pipeline for game developers. Access a highly optimized game character base for mobile, AR and VR developers then integrate InstaLOD’s model and material optimization technologies to generate game-ready characters that are animatable on-the-fly with multiple LOD outputs. 
      CC3 is introducing a new Game Character Base with its topology optimized for Mobile, Game, AR/VR developers. The 10K polygon base also answers the call for displaying massive amount of NPCs or Citizens with true-to-life body and facial animation without serious performance drop in real-time render.
      Optimized Character for Game/AR/VR/Mobile
      ●    Game Base Characters can be derived from any Standard CC Character.
      ●    Retain visual quality after mesh simplification.
      ●    Compatible with CC Morphs, Skin Presets, and Outfit System.
      Simplified Bone Structure for Facial and Body Animation
      ●    CC bones optimized identically for game engine compatibility.
      ●    Fully-rigged 10K polygon characters with detailed facial and body performance.
      ●    Compatible with iClone character animation tools and mocap system.
      ●    Access to full set of Facial Morphs for lip sync and emotional expression.
      InstaLOD inside Character Creator 3 fulfills the complete game character pipeline on polygon reduction, material merge, texture baking, remeshing and LOD generation.  These necessary elements of game design are able to be completed for every character in one seamless process. After designing with character morphs, clothing, accessories and materials the InstaLOD embedded features finalize the gamification for each character and produce up to 5 levels of detail to load into Unity or Unreal game engines.
      Pricing and Availability:  
      Character Creator 3 Pipeline is available directly from Reallusion or authorized Resellers. It is available for Windows operating systems only. For more information about price and system requirements, please visit https://www.reallusion.com/store/

      View full story
    • By McVouty
      Reallusion’s CC3 completes the 3D game character pipeline for game developers. Access a highly optimized game character base for mobile, AR and VR developers then integrate InstaLOD’s model and material optimization technologies to generate game-ready characters that are animatable on-the-fly with multiple LOD outputs. 
      CC3 is introducing a new Game Character Base with its topology optimized for Mobile, Game, AR/VR developers. The 10K polygon base also answers the call for displaying massive amount of NPCs or Citizens with true-to-life body and facial animation without serious performance drop in real-time render.
      Optimized Character for Game/AR/VR/Mobile
      ●    Game Base Characters can be derived from any Standard CC Character.
      ●    Retain visual quality after mesh simplification.
      ●    Compatible with CC Morphs, Skin Presets, and Outfit System.
      Simplified Bone Structure for Facial and Body Animation
      ●    CC bones optimized identically for game engine compatibility.
      ●    Fully-rigged 10K polygon characters with detailed facial and body performance.
      ●    Compatible with iClone character animation tools and mocap system.
      ●    Access to full set of Facial Morphs for lip sync and emotional expression.
      InstaLOD inside Character Creator 3 fulfills the complete game character pipeline on polygon reduction, material merge, texture baking, remeshing and LOD generation.  These necessary elements of game design are able to be completed for every character in one seamless process. After designing with character morphs, clothing, accessories and materials the InstaLOD embedded features finalize the gamification for each character and produce up to 5 levels of detail to load into Unity or Unreal game engines.
      Pricing and Availability:  
      Character Creator 3 Pipeline is available directly from Reallusion or authorized Resellers. It is available for Windows operating systems only. For more information about price and system requirements, please visit https://www.reallusion.com/store/
    • By GeneralJist
      This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative & Art director were recruited with some version of what you are about to see.
      Project Info
       
      Team name:
      Honor Games LLC
      Project Name:
      Tiberium Secrets
      Target Aim:
      RTS communities
      Compensation Plan:
      Since this is classed as a modification, no direct monetary compensation is possible.
      Technology:
      -Command& Conquer 3: Tiberium wars- Sage Engine (XML code)
      Team Structure:
      15+ members
      -myself: Project Coordinator/ Producer, PR Lead, Lead Writer
      -Creative & Art Director
      -2nd lead writer
      -Lead Coder
      -Lead Audio composer
      -Lead Animator
      -QA Lead
      -2 more 3D Artist
      -1 more Audio SFX Artist
      -1 more promotional Artist
      (a few other semi active/inactive contributors)
      Talent Needed
      In order of demand:
      -Lead Artist:
      https://www.moddb.com/company/secret-reality/jobs/unpaid-lead-artist-wanted-for-scifi-rts-mod
      PR manager:
      https://www.moddb.com/company/secret-reality/jobs/unpaid-pr-manager-wanted-for-sifi-rts-command-conquer-3-modification
      -3D Artist:
      https://www.moddb.com/company/secret-reality/jobs/unpaid-3d-artists-wanted-for-scifi-rts-mod
      -Writers:
      https://www.moddb.com/company/secret-reality/jobs/unpaid-writers-wanted-for-scifi-rts-mod1
      -XML Scriprwes/ Programmers:
      https://www.moddb.com/company/secret-reality/jobs/unpaid-xml-scripters-wanted-for-scifi-rts-mod
      Homepage:
      http://www.moddb.com/mods/tiberium-secrets
      Contact Method
      secretreality7@gmail.com
      (include:  time zone, educations/ experience, site/ portfolio/ samples)

      Skype:
      Eric Chou(Jist)/ eric.chou27
      Additional Info
      -US Time zones bonus

      -Microphone Required

      -Use of Skype, Google Drive
      -Contract Signature

      -English verbal & written fluency
      -Grit
      -Initiative

      -8 to 10 hours a week minimum commitment (depending on position)
      Feedback
      Any
       
       
      Mission statement
       
      This project's aim is to create an aesthetically pleasing, diverse and intriguing play-style for each faction, drawing inspiration from many other works and real-world subjects (including the  Tiberium-related canceled projects of Westwood & EA).
      Beyond the additions that we will be making, we have a desire to further diversify the three vanilla factions of the Tiberium universe. We wish to present them as they might appear following the events of C&C3 within the bounds of the parallel universe that we are creating.
      Greetings,
      We're working on a released project for Command & Conquer 3: Tiberium Wars.
      As an established team that has been developing this mod since 2011, our content, documentation, and accomplishments extend beyond conventional modding. For example, we were awarded two sponsored passes for the 2017 Game Developers Conference (GDC 2017), valued at approximately $2K each, for leadership. As well as 1 pass for GDC 2018. From the chief admin Khawkins,here at gamedev.net
      We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey with us. 
      We've recently released, and are growing our team to expand and support our efforts
      (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus." 
      Due to the flexibility build into our GDD to As we prefer for each team member to put their own unique spin on things
      Project overview
       
      Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Comparatively minor, but fundamental changes will also be made to the original factions.
      New factions
      Artificial Systematic Intelligence (ASI)
      Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intell
       
       
       
       
      The Colony
      The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology.
       
       
       
       
       
      The Dream Army (D51)
      The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel).
       
           
      Thank you for your time & consideration,
      -Eric
      (Project Coordinator/ Producer, PR Lead, Lead writer)
    • By NostalgiaForge
      Hello, I recently release Idle Portal Defense to open beta and am looking for feedback and suggestions before I move toward completing and releasing it.

      Idle Portal Defense is an idle clicker game where the objective is to stop enemies from entering the portal. Purchase upgrades with gold dropped from enemies, gambled, or passive income while offline. Prestige to unlock permanent upgrades. Artifacts can be gambled, mined, rewarded for achievements or acquired by other means and give permanent upgrades as well.
       
       
      android beta opt in url:
      https://play.google.com/apps/testing/com.binaryblade

      or if you would rather try the desktop version (it might be a bit buggier and lacking certain features so I suggest the android one above):
      https://drive.google.com/file/d/18KHRZg6ujKWEDkMW8WiVPVWXV-iv8gB6/view
      Warning, progress will probably be cleared when it is released.
       
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