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  1. Past hour
  2. Hey All we are making a Quake like multiplayer shooter, the game will be team and FFA based. while i do have a story for the game what im focused on at the moment is getting a prototype Done. The game will be developed in unity. we will require both back end and front developers! Programming Requirements: Must Know C# And Know How To Set Up Networking, (Photon, UNET etc etc) Be Able To Work With 3D Modellers And Others Be Dedicated To The Project (In other words dont just stop doing progress and keep in touch if you cant do any at that time) If Any Other People Want To Join (Except Composers) Please Email rioishere14@gmail.com
  3. GreyOrange223

    Looking for advice for creating a sic-fi fighting game

    That's an idea, I could incorporate some heavy challenges and weaknesses for each characters.
  4. Sergey-Kh

    Can't get antialiased picture from Direct3D

    It seems like I get your idea. But I don't get how to implement it. How should I take more than one sample from a Texture2D?
  5. @turanszkij So, if i send vertex position data with a semantic name TEXCOORD it would not clamp my positions between 0.0 and 1.0, or scale them to fit in that range or something? I have POSITION for that, so i would not use TEXCOORD for positions, but I ask in order to understand it better. Great!!
  6. nsmadsen

    Horror Music (looking for feedback)

    Hi El Praso - I edited your post because the Music and Sound forum is for discussion, getting feedback and providing tips/tutorials/etc. It's not for soliciting work. Since you did ask for feedback/critique in your post - I just took out the first bit where you were asking for game audio work. Please feel free to check out the Careers section where we have hobbyist and paid work and you can advertise yourself there. Reach out if you have any questions. Thanks! Nate
  7. Today
  8. phantaminum

    phantaminum's tunes (new track every Friday!)

    Had to miss last Friday to deal with some personal matters, but I'm back with a new track and I'm going to try and be a bit more active here!
  9. Timothy Sharp

    Learning to code

    Now, people tell me if I wanna make games, I.... GOTZ.... TO.... Know.... how.... to.... code!!!!!!!!! I went on YouTube and this guy had a 10 part tutorial each part is 20 minutes long. Now I know that will not cut it but I already followed his tutorials and all has been a success. From bools to deactivating GameObjects to press a key and you will get a debugger output. What else is there? EDIT: Forgot to mention activating other scripts
  10. There is good reason to have deinterleaved vertex buffers (so multiple vertex buffers on multiple input slots). Let's say that you have two render passes for a mesh, one is using a simple shader that only uses the positions, while the other render pass wants position, texcoord, normal. If you have separate vertex buffers, then you can bind only the positions vertex buffer to the simple render pass, and achieve better performance because more vertices will fit into cache. Your engine code can mix-and match vertex buffers very easily in general and allows some nice tricks. You should always prefer DrawIndexed instead of just regular Draw when you have more than just a couple vertices to draw. This can trigger a behaviour where the vertex shader can skip processing vertices whose indices were already executed and still inside the cache. For vertex shaders, the input semantic names have no meaning apart from reflection information. With shader reflection API, you can retrieve semantics and maybe do some engine-specific logic on them. Also, it is good to have meaningful semantic names, because if you enable the debug layer, it will output semantic names in the error messages if there are mismatching input/outputs in different shader stages. For output semantics, you have semantics that start with SV_, meaning system-value semantics, which will bring special meaning and fixed function behaviour. You can always use D3D12_APPEND_ALIGNED_ELEMENT when your real data type size matches the size of the DXGI_FORMAT description provided to the input description. Otherwise, you can supply a custom size and the hardware will have to read from your buffers with that stride instead of the stride specified by the DXGI_FORMAT.
  11. I am developing a 3D interactive mobile Game in Unity3d and am trying to implement a first person camera controller. I have done much research into first person camera controllers, but I can't seem to find the ideal set up. I am trying to develop a first person camera controller that can be used on touch devices. The inputs from the user would have to come from the user swiping, pinching etc rather than using a UI joystick. I have seen first person camera controllers that make use of UI joysticks but this isn't what I am looking for. - First person camera controller - touch device friendly - responds to gestures from user such as swiping and pinching. I am unsure what to do right now???
  12. Hi all, (edited by mod) Youtube channel: https://www.youtube.com/channel/UCqJKPNWH2H4yGOifkUA_e7g * All songs on this channel are composed / produced by me thx for any feedback / critic
  13. Solid_Spy

    Worst time of your life as an indie

    I don't really think I have a 'worst' moment. A most frustrating moment yes, but not the worst. The most frustrating was when I got my first Heisenbug. Eventually I had to download Dr. Memory to find the bug for me. Unaddressable accesses to memory are something even gdb can't check for.
  14. PAX Dev 2018 is exactly 11 days away, and we wanted to highlight some of this year’s features. Ben Brode kicks off this year’s event with a keynote about “The Little Things That Matter A Lot”. In this talk, he’ll be discussing some of the many mistakes he’s made throughout his term as Hearthstone Game Director and how small details ultimately add up to big ones. Other topics of interest include Darkest Dungeon animator Brooks Gordon discussing his artistic process, A Niantic roundtable, game marketing panels, a game lawyer AMA, tips for funding your game, various panels about prototyping and more development content from sound in your game to building puzzles. Other speakers include current and former employees of Stoic, Microsoft, Discord, Epic, EA, Digipen, Twitch, Pixar and so many more. One of the most intriguing new features this year is PAX’s collaboration with GamesIndustry.biz to develop a networking app to pair its users with industry peers and other individuals of the like. PAX Dev has also joined forces with CGX to bring attendees a top notch one-on-one mentoring event to further expand upon the networking opportunities and encourage collaboration and growth. You can sign up for the mentor lounge as a mentor or a mentee. Badges are available for purchase here. If you're an IGDA Member you can get 15% off - to access the code login to your IGDA account. View full story
  15. PAX Dev 2018 is exactly 11 days away, and we wanted to highlight some of this year’s features. Ben Brode kicks off this year’s event with a keynote about “The Little Things That Matter A Lot”. In this talk, he’ll be discussing some of the many mistakes he’s made throughout his term as Hearthstone Game Director and how small details ultimately add up to big ones. Other topics of interest include Darkest Dungeon animator Brooks Gordon discussing his artistic process, A Niantic roundtable, game marketing panels, a game lawyer AMA, tips for funding your game, various panels about prototyping and more development content from sound in your game to building puzzles. Other speakers include current and former employees of Stoic, Microsoft, Discord, Epic, EA, Digipen, Twitch, Pixar and so many more. One of the most intriguing new features this year is PAX’s collaboration with GamesIndustry.biz to develop a networking app to pair its users with industry peers and other individuals of the like. PAX Dev has also joined forces with CGX to bring attendees a top notch one-on-one mentoring event to further expand upon the networking opportunities and encourage collaboration and growth. You can sign up for the mentor lounge as a mentor or a mentee. Badges are available for purchase here. If you're an IGDA Member you can get 15% off - to access the code login to your IGDA account.
  16. Fulcrum.013

    Worst time of your life as an indie

    Why to call it whorst? It is just a very interesting rest. Really you just do something that you love to do. Othervice it have no sence to become gamedever nother indie no employed, or ever to become a sofrware engeneer at all. Really i guest worst time is time when i do something other than writing complex code, designing levels, characters, etc. I mean sleeping, shopping, house cleaning, cooking etc.
  17. khawk

    PAX Dev 2018

    until
    We’ve dedicated two days before PAX West to the developer community for the craft that is game making. PAX Dev is about elevating the art and creating a place to share, debate and learn.
  18. Locuskidd

    The Total Beginner's Guide to Game AI

    Nice write up regarding AI. I'm not sure if I'm really a fan of where games are going as far as artificial intelligence.. as I'm more of a classic gamer, but I'm always open to new things. Can't wait to see what the future holds as far AI and future gaming.
  19. SoldierOfLight

    Questions about D3D12_INPUT_ELEMENT_DESC

    The semantic names of non-system-value inputs to the vertex shader don't have any meaning. It's holdover from DX9 that a lot of apps use POSITION or TEXCOORD, where the names did actually matter. AlignedByteOffset of 1 probably won't work, unless your data is a single byte. The 'aligned' in the name means that the value needs to be aligned to the size of the element you're trying to read. So for a 4-byte value, a value of 0, 4, or 8 is valid, but 1 is not. Unless you're intentionally leaving space for data that a different input layout will reference (e.g. a shadow pass only needs one value, but the same vertex buffer will also be used for real rendering with more data), you should just use the APPEND_ALIGNED_ELEMENT value. I'll let someone else comment on best practices.
  20. Fulcrum.013

    The Total Beginner's Guide to Game AI

    I guess autor have to study a "beginers guide" of AI himslef first . I mean at least university cource of automation control theory, theory of games and theory of descigins.Becouse it imposible to talk about realtime AI without undestending term "real time" and basics of game theory like saddle point theorem.
  21. GreyOrange223

    My question about my fighting game protagonists

    Thanks. They would be former nun and flagellant and it would be more like a warrior class religious order that deals with the fighting the supernatural not just a stereotypical church preying class. So they would both be trained to kill demons. He's not a jester either as he would be a warrior half breed demon/angel that was punished by the high orders for his birth for what he is and his weapon of choice becomes a whip chain, the very thing used to beat on him as punishment for what he was born as and becomes the antihero flagellant. These are modern day to near future characters, as jester is something from medieval times. Does any of this sound very offensive?
  22. Staffordshire University is a leading Games University in the UK, with an exciting portfolio of courses, which comprise of a range of highly successful undergraduate and postgraduate programmes delivered on-campus. The university has won national awards for educational initiatives with the Games Industry. We are recruiting two Lecturers in Games Programming (one permanent post, the other is on one-year fixed-term contract). If you are interested in an academic career and have experience in C++ and C# Multiplayer Games Programming Programming in Unity or UE4 you can find more details and apply online at https://jobs.staffs.ac.uk/Vacancy.aspx?ref=CDT17-07RA Closing date: 22 August 2018
  23. Dirk Gregorius

    Worst time of your life as an indie

    @Hodgman The actually interesting part is this is really by choice. With your skillset you could also have a very interesting and well paid job with lots of perks. In times with a high demand for skilled programmers this is an interesting decision to make.
  24. By the way - if you have any thoughts or specific questions you'd like for me to cover - just ask!
  25. Is there some reason to use multiple buffers attached to different Input Slots, over using a single buffer separating the data using AlignedByteOffset? When there is much data per vertex, should I use DrawIndexedInstanced method instead of DrawInstanced method? How is it different to use my custom Semantic Names like "VERTICESPOS" over "POSITION"? For the Normals, Tangets and Bitangets, should i name them like: NORMAL0, NORMAL1 and NORMAL2, or like NORMAL, TANGENT and BINORMAL, and why? Just in order to understand this better, what is the difference between supplying vertices positions under the semantic name POSITION and the semantic name TEXCOORD? When there is only one semantic data in a buffer, should I use AlignedByteOffset of 1 for DXGI_FORMAT_RxGxBx_xxx, or I should let D3D12_APPEND_ALIGNED_ELEMENT to handle it for me? Its name suggests Aligning...
  26. Francisco Tufro

    Engines starting off (again)

    Hi there, Francisco here with the first update for 4drop. For those of you new to the project, I wanted to give some background on it. 4drop is, as its description states, a multiplayer game built for 2/4 players where you have to compete with each other to grab a flag and take it to the base. This is fun and games, until you notice that the environment moves in sinchronization with the music and it becomes a puzzle-like experience. The game is really fast-paced and intense. At least that's what we're aiming for! Some background Ourocytosis (2012) 4drop is the last instance of an idea that originated on a Global Game Jam back in 2012, a game called Ourocytosis, a weird game where you had a tail that you used to capture minions that gave you powers. Super caotic, and not really accessible, but was fun enough to think about doing some progress with it. Glitchhiker's fight for the galaxy (2013) After that gamejam, the project got archived for a while since I started working on The Insulines, a game we build with some friends, then worked on Moai SDK and finally moved into Counterspy. In 2013, when done with Counterspy, I started thinking about the project again, but this time I removed the weird mechanic and wanted to explore something different, I wanted to make a fast-paced space battle game with DubStep music and some music / gameplay sinchronization. The result was Glitchhiker's fight for the Galaxy. A local-multiplayer space fight game, still uberly caotic and not accessible. 4drop (2015) After working on Glitchhiker's for a couple of months, I joined Nastycloud and went to GDC in 2014, we showed the game a little bit but I was not really happy about it, so we focused on working on a new version for Nubarron. We made a kickstarter that failed, then started working on 4drop. After working for a couple of months on 4drop, we signed a publishing deal to work on Nubarron, so 4drop got archived again. A little bit sad for me since I had so much love for this project. 4drop (2018) So, now after three years of working on Nubarron, I left Nastycloud and started working on 4drop again. I gave some thought about what I wanted to do, I wanted something challenging, since I was really tired of working on a platformer that had no technical challenges for me. So I decided to go remote multiplayer (something I haven't done before) with the worst kind of game you can go multiplayer with: a fast-paced one. But I know I'm up for the challenge, I also want to get better at game design and that's the reason why I'm opening the game to the public so early, because I want to work on the design with a small community of gamers that will help me decide how to make this game great. Current State So, what's been going on this week? Since the local-multiplayer version of 4drop has been done in an old Unity version (remember 2015!), I started the project from scratch. I gained a lot of insight in the past few years about game programming in general, so I wanted to test some ideas on architecture and they were not compatible with the way the demo was coded. This week I've been working on getting the movement going. Inspired by an interesting talk on Rocket League's architecture, I started working on a deterministic movement system, ignoring Unity's physics and implementing everything from scratch. It's not a big deal since, for now, the movement is pretty simplistic and we'll see where we're headed in the future. I want to wait until we have the aesthetics figured out (more news on this next week!) before spending too much time in player input. If the need for a fully-fledged physics system arises I'm probably going to use Bullet Physics or something like that. The plan for next week is to get a single level playing with music synchronization and the basic capture the flag logic going on in local-multiplayer. After that, the nightmare of networking! By the way, the ships you see in the screenshot are temporary from the assets store. If you're interested in more technical updates, let me know in the comments below, I'd be happy to post some on my blog and reference them here (want to keep this as programming-light as possible)!
  27. Hi it's a nice game... ! Backgrounds and game look is very good. Would be better if you add some uniqueness to it.
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