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    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By Francisco Tufr
      Hi everyone! I'm currently working on a series of books about 2D Shader Development.

      The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

      I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

      This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

      I'd love to hear your opinions on the idea and if you get the book let me know what you think.

      By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

      Hope you like it!
    • By RoKabium Games
      While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend.... 
      #gamedev #indiedev #madewithunity #screenshotsaturday
    • By vividgamer
      I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
      Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
      What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
      As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
      - Does Unity support such plugins / assets that will fulfill all my above requirements?
      - Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
      - What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
      - How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
      - Any assets I could use (for free to try basis in debug) that are relevant for my game?
      - Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
      Thanks in advance for your time reading a newbie
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In my current system, I have a collection of Entity objects (planets, ships, missiles, etc.). Each Entity contains one or more Geode objects. A Geode is a batch of geometry with a single texture and material. Whenever an Entity moves, I update its world transformation based on its local transformation and the transformation of its "parent" Entity (if any). Each rendered Geode uses its Entity's world transform. For rendering, I maintain a list of all visible geodes, sorted by transparency/depth, then texture, then material. Each frame, I iterate through the list of geodes and set the geode's transform and state and draw the geometry to the screen. This works great, except my Python code runs extremely slow with only about 1000 entities on the screen. The bottleneck seems to be my Matrix code. Beyond trying to use C++ to speed up that particular code, this has made me think about a fundamental design question: Is it better to sort my objects by state and perform extra matrix calculations so each geode has an absolute world transform, or should I render from a transform heirarchy (i.e. scene graph) and sort the nodes as best as I can, with the matrix heirarchy taking precedence over reducing texture/material state changes? - Mike

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Generally it is better to only depth sort transparent objects. Other objects should be sorted to reduce state change in the system. The kinds of state changes you should be avoiding are these (not in any particular order, I don't know where the bottle necks are on PC, prob best to experiment so see where the bottleneck is on your system). You could also experiement with hardware instancing (though would only work on more advanced GPUs).

- SetStreamSource (I beleive this is a big hit on PC) - Render all the instances of the same geometry at once (or combine static terrain into the same vertex buffer).
- FX technique/pass begin/end - Sort by material type so only called once for each shader type.
- Set constant and render state - Sort by material so only gets called once per material.

It seems pretty unusual to have matrix multiply be the bottleneck, though you are going to taking a big hit by using an interpreted language. Generally it is a good idea to have "sync" operation that goes through your scene and sync's all the heirachies before rendering (so when you get to the rendering each object has its own correctly transformed world matrix), this would avoid having to do unnessacary matrix multiplies.

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BTW I thought this was the directX forum :-) Those were the directX commands I listed, there will be equivalents in OGL.

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Original post by griffin2000
Generally it is a good idea to have "sync" operation that goes through your scene and sync's all the heirachies before rendering (so when you get to the rendering each object has its own correctly transformed world matrix), this would avoid having to do unnessacary matrix multiplies.

That's what I'm doing. Each frame (prior to the rendering loop), I iterate through all Entity objects and call an Update() method. If an entities' transformation changes, its world transform and the world transform of each "child" entity is automatically updated.

The problem is that in my current setup, I have 256 star systems, each with five planets. Each planet rotates around its axis AND orbits a sun, so for each planet I'm constantly calculating two new rotation matrices and a translation matrix and multiplying them all together. I can probably improve this by multiplying the current "local" transform by a static quaternion rotation matrix, rather than re-allocating three or four Matrix objects per planet per frame. I will give that a try when I get home from work, but I'm not sure how much that will help.

Original post by griffin2000
BTW I thought this was the directX forum :-) Those were the directX commands I listed, there will be equivalents in OGL.

No problem. I spent six or seven years learning unmanaged C++ and DirectX before switching to Python and OpenGL, so I know about the functions you're talking about.

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Yeah sounds like each object should have have a position vector and quaterion vector, and an LTM. During sync you just fill in the LTM from the quaternion and the position (quat->mtx equation is here http://skal.planet-d.net/demo/matrixfaq.htm#Q54), then multiply it by its parents LTM.

The other thing would be to have an LOD system so you ignore planets for suns that are far from the camera (don't update them or render them).

Still I think moving C++ for your numerically intensive operations will be a huge speed up.

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I still have lingering doubts about my system, so here are a few more questions:

1) If it is more important to sort by texture/shader/material, why does OpenGL and D3D even provide a matrix stack? The only purpose of this stack seems to be iterating through a tree of parent-child entity transforms and rendering each entity's geometry batches with little or no sorting by texture/shader/material.

I could iterate through an entity tree, call the OpenGL transform functions, and use glGetFloatv() to retrieve the generated matrix for each entity. I could then use this matrix to set the current transform when I iterate through a sorted list of entities. However, a previous thread recommended against using the stack in this way. The main point was that custom matrix functions would often be faster than the OpenGL functions. I find this a little hard to believe, since I have not been able to match their performance with a Python matrix class, a C++ matrix class compiled as a Python extension, or a Pyrex matrix class.

2) The OpenGL Redbook recommends using the built-in functions rather using custom matrix logic:

Page 464:
Use specific matrix calls such as glRotate*(), glTranslate*(), and glScale*() rather than
composing your own rotation, translation, or scale matrices and calling glMultMatrix().

I want to maintain an entity transform heirarchy (i.e. scene graph), so that I can attach wheels to a car, a torch to a hand, etc. In order to accomplish this and still use the OpenGL functions, I would need to have each function traverse the tree backwards to its "topmost" parent, and then traverse back through the tree and call each entity's "UpdateTransform()" method. Would there be a benefit to this approach?

- Mike

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