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  1. Past hour
  2. Hello everyone! Recently I was doing behavior trees for enemies in my game and I've stuck with one issue. One enemy type of enemies is called Shooters (working name). So they've got a simple behaviour: pick a point near player, go to it and perform some attacks. The issue is what then they are picking point to move it happens that often they took almost equal points and I often see heaps of them in one single place. I want them to spread across arena evenly, but don't know how to do this. I think that it can be done with more advanced work with blackboards and communications.
  3. phil67rpg

    OpenGL tic tac toe

    well I am working on a simpler game called tic tac toe, my question is how do I get the mouse click to draw an X on the board. when I click the mouse nothing happens. #include <freeglut.h> #include <iostream> using namespace std; void drawBoard() { glPushMatrix(); glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, 6.25f, 0.0f); glVertex3f(18.75f, 6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, -6.25f, 0.0f); glVertex3f(18.75f, -6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-6.25f, 18.75f, 0.0f); glVertex3f(-6.25f, -18.75f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(6.25f, 18.75f, 0.0f); glVertex3f(6.25f, -18.75f, 0.0f); glEnd(); glPopMatrix(); } void drawText() { glColor3f(0.0f, 1.0f, 1.0f); glRasterPos2f(10.0f, 10.0f); glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, 'X'); } void renderScene() { glClear(GL_COLOR_BUFFER_BIT); drawBoard(); glutSwapBuffers(); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if (h == 0) h = 1; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w / (GLfloat)h; if (w <= h) glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouseClicks(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drawText(); } } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE); glutInitWindowPosition(600, 400); glutInitWindowSize(800, 600); glutCreateWindow("Tic Tac Toe"); glutDisplayFunc(renderScene); glutReshapeFunc(ChangeSize); glutMouseFunc(mouseClicks); glutMainLoop(); }
  4. Tom Sloper

    Discarding Ideas

    1. I stop working on the discarded ones, and I focus on what seems the best one. 2. I suppose this must have happened to me, but I can't come up with a specific example. 3. No, I haven't. These questions skirt the issue you're having. If you get more specific about the problem that prompted them, maybe we can be more helpful.
  5. Today
  6. Hey there, we're game developers who have created their own project management tool, since we felt nothing out there was quite fitting for what we were looking for. The things that we used were either.. ..too complex (resulting in only parts of the team using it and/or information getting stale) ..too simple (not being powerful enough to stand up to a full production cycle) So we designed Codecks and have been happily using it for 3 years now internally for all kinds of projects. Here is why we're excited about: Inspired by Beautiful Trading Card Games Powerful yet simple workflow model designed by game devs who have been in the industry 10+ years Flexible item support which allows to manage simple tasks up to full game design docs Real-time no-loose-ends collaboration with clear resolution for discussions Great multi project support (since we often juggle multiple projects and freelancers) Metrics, Burndown charts, Sorting, Filtering, Attachments and all the rest of features that you would expect Built-in DISCORD community support thanks to our awesome Decky bot which will funnel feedback directly into your cards Many more integrations like Slack, Github, Bitbucket, Gitlab etc. Here's some stuff we're working on currently: Integrated time-tracking support Blueprints which allow you to handle repeating production tasks in one click (e.g. auto create 'create texture', 'create code', 'create concept', 'create writing', 'create testlevel' and assign it to the proper departments, efforts etc with just one click) Unity integration - let your users or devs create bug reports with associated game info with just one button press from within your game We're quite excited about this and think we've built something special over the last couple of years and we're eager to finally share it with more game developers. Looking forward to your thoughts.☺️ About me: I used to work in the AAA industry in Berlin and worked on titles like Spec Ops: The Line and Dead Island 2. In 2014 I co-founded my own indie studio and we created The Curious Expedition. We're now working on the sequel with around 15 people involved and various side projects. In 2019 we spun out Codecks as its own company.
  7. simoneprivate1998

    Looking for other beginers to create a game !

    Ehi ,i'm italian and i'm 21 ,i can contribute to your project for fun. My major is audio, but not music.Sound effects and things like those.
  8. Adjaar

    Discarding Ideas

    Sometimes I just ask myself, "will people have fun playing this?", and when the answer is no, I scrap it. It sounds obvious by sometimes i can go down a path for a long time and then realize that it is simply not fun enough to make it in. Hope that helps
  9. emanubit

    PulseHazard

  10. Hello, my name is Sean, and I and my friends are putting together a team to create an Open-World RPG. As of right, it's all volunteer work. As we are wanting in the future that it will turn into something that people will want and love. If so all the people who volunteered will see their fair share. Even if this volunteer work it's also a great chance to show your skills and learn from other volunteers who joined the project. It's a chance to increase your resume on what you learned and what you have improved. Concept:  The concept of the game is an RPG. I'm taking inspiration from games like Warcraft, Elder Scrolls, Destiny, and Fabled. While still creating something new and refreshing. We are creating the lore from beginning to end. This game will be story driven along with multiplayer components. There will be objectives to do every week to keep you coming back. I'm going for a rich narrative to have the players really get into the world that we are creating. There will be Dungeons, Raids, PvP, World Events, and Seasonal Events to have players always wanting more. What I have Concept Artists, 3D Modelers, Level Designers, SFX Artists, Composer, Writers, Programmers, and a Web Designer. Volunteering Needs - Programmers Looking for Programmers who have the ability to program graphics, gameplay, audio, clan systems, Professions, Missions, etc. Needs to know BP or C++. Prefer knowing both. Trying to reduce the load on the current programmers. 3D Modelers: Needing extra hands for 3D artists to reduce the load on the current modelers. Needing people who are able to model concept art and possibly create their own. I'm going for a more Fabled style graphics. If you are interested you can send me an email with your application including a sample of work at ssingl2583@my.sullivan.edu with ”RPG” as the Subject. Or you can message me on discord and my GT is D4ddy VeNom#3970. If anyone has any questions you can just message me below or the given email/discord. Here is some of our progress. https://drive.google.com/drive/folders/1-oO5YcTwJW-1XkrIDkDzokVWYmN7ocm_ https://drive.google.com/drive/folders/1-t-aJmvM6Rve_RRaJbsAaj-wmLbAZgWj
  11. malhotraprateek

    Bullet Bullet Debug Visualization

    Hi, I have created a basic debug viewer for Bullet while working on my game engine. It uses three.js to render debug lines, and communicates to the application (i.e. server) via web socket. Link: bullet-visualization Included in the repo is some reference code for creating the server (C++) using the net11 library (details on github). For now, it can only draw debug lines (no contact points or text). It might be useful for de-coupling in game rendering and debug draw. The project is MIT licensed and contributions are very welcome ☺️.
  12. At some level the 'thread-per-connection' argument becomes academic - your main logic is going to end up being handled in one thread anyway, so it's just a case of deciding where you cross that boundary. And if you have a language or library facility that lets you treat data from the network as events in your main thread, you've solved that problem, and only need to really worry about it if you have a performance issue - which, for 10 non-game connections, you almost certainly do not.
  13. Hi all! To celebrate the upcoming release of my third book on shaders (Nov 14th) I'm giving away a 1-year Unity Plus license. You can join the giveaway here: https://www.2dshaders.com/unity-giveaway/ enjoy!
  14. WitchLord

    uint8 -> uint8_t alias?

    Yes, you can use typedef in the script for this. Or if you prefer, you can register the typedef from the application.
  15. I suppose I hoping there was a good reference which has been updated for C# developers, just to have a good one-volume reference? That MS sample is one everyone throws around and I've seen it all over stack overflow, but I was never sure how good it was. The Async stuff seems a nice implementation but it doesn't seem to make clear how the threading is done under the scenes - how many threads, etc. For my purpose with a small number of clients I'm undecided if thread-per-client is actually a neater solution - most questions online are about how to get away from that model but if you had say max 10 clients, a dedicated thread handling connection logic is maybe neater? Or would you ALWAYS go the async route regardless?
  16. ProjectTaival

    Project Taival

    Hi all, I'm currently making assets for a new horror game (final name TBA), which is going to be HUGE! Okay, Trump jokes aside, please visit my project sites and let me know what you think - what could be done better regarding marketing or if you know anywhere where I could find people interested in helping out on some of the asset creation for the non-generic stuff and possibly textures and website graphics, or especially - Marketing! If I could find people to handle marketing with me, I would have more time to spend on the assets of this project and complete this project on a faster timetable. The 3 Years is a prediction based on IF I need to do this game alone. Then it might take 3 - 5 years from start to finish. The game is going to have a deep backstory, with mythological elements from a life philosophy of the Finnic peoples of ancient times, which have slight similarities with the Japans Shintoism in that every living thing has it's own kind of spirit. The horror comes from carefully thought out placement of dark, spooky and outright scary elements. My aim is to NOT go over the top with jump scares - only where it really adds to the horror and keeps them unpredictable as much as possible. As an example, imagine this - you come home at late evening, it's cold and dark winter and everything seems normal and you are happy to have arrived at your home. But when you put your key to the lock of your front door, suddenly you hear a slight, cold breath on your year. You are a little startled, but brush it of thinking it was probably just a draft. You get ready to bed, brush your teeth, a slightly spooky calm music playing in the background and you as a player anticipate something to happen when he closes the mirror cabinets door in the bathroom, but nothing happens - yet. You go to bed, everything is normal - to the main character at least, but you see something is not right with the lighting - something translucent and without definite shape is blocking some of the street lights that shines through the windows. The main character falls to sleep, but when he wakes up, everything seems normal at first, but finally you notice, things are not as it should be. Just a little taste from one of the segments how the game will probably start out. The atmosphere is in the main role of the game and most of the scary elements are tied to it one way or another. Strange noises, some might be dangerous, some are not, but there is also going to be an element of unpredictability. I'm aiming at making a game that even I wouldn't want to play in the dark, despite having quite high resistance for horror games and movies. I'm also going to hire some helping hand, at least part time, the moment I can afford it. I'm also planning my first crowdfunding run at #mesenaatti ( https://mesenaatti.me/en/ ), which is part of the Nordic crowdfunding alliance ( http://www.nordic-crowdfunding.com/about.php ) the largest "kickstarter" -like campaign site in Finland. Anyone who doesn't have restrictions on their credit cards can participate. My personal goals for this project are; • Get better at 3D modeling on more various selection of modeling software. • Learn to make presentable music. • Study on how to make animated videos from scratch. • Get to know some basics about several game engines, before choosing the one that I will use. • To improve my storytelling and compilation skills. • Bringing to fruition a marketable end result and registering a Game Development company. For all the latest information, you can subscribe to these social media sites; Facebook - YouTube - Twitter - Reddit - LinkedIn - Google+ - Instagram
  17. ProjectTaival

    Dev Diary #042 - SitRep 02

    Hello and welcome to this weeks Dev Diary! For the last two weeks, I have been spending time further examining the effects of re-scaling the heightmaps and searching for the optimal size I should aim at first. Since there is no further findings to go into detail for, I can only announce that for my purposes, the 40k heighmap for the 4km2 -area is more than enough, giving an accuracy of 10cm between data-points (or vertices, when talking about 3D models). I also found out, how long it takes to upscale pictures to 400k size with my current PC specs and that was frustrating to say the least, with over 2 hours waiting time. Conclusion; aiming for 1cm map accuracy was frankly an overkill, to say the least. One problem still remains, as to how can I combine the land areas effectively in the game engine, without having to join them together manually, one by one? That is one thing, that I'm trying to find out for this week. Here is a filler image from 2 weeks ago, a 5k x 5k portion from the 40k heightmap, with a 100:10:1 subdivide. Thank you for tuning in, and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  18. Mutantgun

    Design MMORPG - Map Progression

    1/2. Okay that gives me an idea, how about item restrictions in terms of which floor you got that item from. So items dropped on floor 4, can only be used by players who've unlocked that floor? This means that the lower floor players can't use those items anyway and those people selling them only have a few weeks to make a profit as the rest of the player base will be moving to that floor soon. So this will only happen if say the first 10 players on a floor, get a good drop and place it on auction house. Once another party comes along and gains access to that floor they can either decide to buy that item, or simply grind for it and undercut the original price. As to which items will have these restrictions I'll need to spend more time on that and fine tune it. EDIT: This would have been easier to prevent with a level system, but as there isn't one I'll need to start with other restrictions like this. 3. There will essentially only be 3 grinding aspects to the game, crafting, dungeons and skill progression.
  19. wintertime

    Design MMORPG - Map Progression

    1/2. People being able to monopolize something for a week means they are on a timer and have to do affordable pricing. People being able to monopolize for months or years means they can ask any price. 3. Even if you don't need the items they will still allow each for x% faster game progress. 4. Not no grinding but no excessive grinding (for example incited through monopolization).
  20. Welcome 🙂 Blender 2.8 is easier to learn than older versions because of an overhaul of the ui, and there is an abundance of turorials and an online manual. Unfortunately i haven't found a good book on 2.8 yet. The amount of time spent to do so depends on what you're planning to do. One can spend hours or months there. I can't say much to unity. I'd just download and experiment with the help of the learning material in order to find and explore the "comfort zone". In the course of learning, after getting used to the handling and editor, you'll probably study example projects as well as coding in you're own exercises. But you know best what fits your learning style.
  21. wintertime

    Github and Viruses

    Nowadays you get the free Windows Defender from MS and its arguably better than other AV programs, who generate a lot of fuss with false positives to remind the user to buy new versions and are sometimes destroying the OS install (recent news story I read), cause of being deeply integrated but sometimes wrongly (OS vendor obviously knows better what to update to keep it compatible). Backups are the only way to be safe though, as said above.
  22. Mutantgun

    Design MMORPG - Map Progression

    Going to break things into points to keep track of it all XD 1/2. Content can still be done by any normal player on that specific floor. You don't need gear from higher floors to be able to complete your floors dungeon, same as the players who did it for the first time. Monopolizing higher tier items is unavoidable no? There will always be end-game players who farm items and try to play the market. Personal example is the new Trial in Neverwinter Online, where there are about 150 payers out of the entire player base who's actually completed the content and selling the items from it. (Trial's been out for a few months now.) 3. Same as above, they don't need higher tier items from other floors to complete their floor dungeons, it will be a lot of help sure, but it's not needed. The Floor progression rates won't be the same, so a new player can easily complete the lower floors that what the first players on the server did. 4. So no grinding in an mmorpg? Not completely sure as to what you mean with this one.
  23. wintertime

    Design MMORPG - Map Progression

    You list it as beneficial when high level players can monopolize more content (and therefore items) for a longer time, but its not. They will downsell the items and gain an exponential advantage, as they can basically ask for any price, buy anything else to progress even faster and widen the gap to average people more and more. The lower level people will just grind away at low income locations until they can afford the gear, much more than they otherwise would. This leads to making the game boring and increases mudflation. IMO you should keep people near each other, so they have more options for partymembers and allow people to gain stuff without grinding too much.
  24. yatendrathegamer

    What can I expect as a Junior Programmer?

    Nothing more in the first morning. Meet with your boss and take the project which you work on. After then deep study your project and try to understand your work and its maintenance.
  25. You are (almost) correct, just only one thing you may not catch up with so well, that in microfacet theory, we always give the "surface" 2 normal, the macro-normal n, and the micro-normal m. SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice - Background: Physics and Math of Shading I suggest you read "Surface Reflectance (Specular Term)" from pg.12 thoroughly and I hope you could understand the reason why it's VdotH, that we would use halfway-vector h as the assumption of the micro surface's normal. The second answer in https://computergraphics.stackexchange.com/questions/2494/in-a-physically-based-brdf-what-vector-should-be-used-to-compute-the-fresnel-co explained as above, it's crystal clear 😃 The reason we don't need kS is not "as it is included in the F term", rather it's because F term is kS, it's all about the nature of specular reflectance. When you split each term and try to visualize them, you could only expect that the visual result is depending on the parameters of the term's formula, rather than the complete visual appearance. When you put a point light behind the sphere, you could only count on the macro Visibility term (or macro Geometry term) to occlude the light, which in microfacet theory the macro V term is made up by micro D and G term. F term did nothing here.
  26. Just a side note, you have possible memory leaks in your codes (both in Init and Update), for example if CreateBuffer or Map fails you return leaving the allocated memory (vertices, indices) unreleased.
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