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Kambiz

Unity my c++ d c# benchmark!

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Today I saw the D's pi computing sample (\dmd\samples\d\pi.d) and thought that porting it to c++ and c# for making a little benchmark should be easy: d:
import std.c.stdio;
import std.c.stdlib;
import std.c.time;

const int LONG_TIME=4000;

byte[] p;
byte[] t;
int q;

int main(char[][] args)
{
	int startime, endtime;
	int i;

	if (args.length == 2) {
		sscanf(&args[1][0],"%d",&q);
	} else {
		printf("Usage: pi [precision]\n");
		exit(55);
	}

	if (q < 0)
	{
		printf("Precision was too low, running with precision of 0.\n");
		q = 0;
	}

	if (q > LONG_TIME)
	{
	    printf("Be prepared to wait a while...\n");
	}

	// Compute one more digit than we display to compensate for rounding
	q++;

	p.length = q + 1;
	t.length = q + 1;

	/* compute pi */

	std.c.time.time(&startime);
	arctan(2);
	arctan(3);
	mul4();
	std.c.time.time(&endtime);

	// Return to the number of digits we want to display
	q--;

	/* print pi */

	printf("pi = %d.",cast(int)(p[0]));
	for (i = 1; i <= q; i++)
	printf("%d",cast(int)(p));
	printf("\n");
	printf("%ld seconds to compute pi with a precision of %d digits.\n",endtime-startime,q);

	return 0;
}

void arctan(int s)
{
	int n;

	t[0] = 1;
	div(s); /* t[] = 1/s */
	add();
	n = 1;
	do {
		mul(n);
		div(s * s);
		div(n += 2);
		if (((n-1) / 2) % 2 == 0)
			add();
		else
			sub();
	} while (!tiszero());
}

void add()
{
	int j;

	for (j = q; j >= 0; j--)
	{
		if (t[j] + p[j] > 9) {
			p[j] += t[j] - 10;
			p[j-1] += 1;
		} else
			p[j] += t[j];
	}
}

void sub()
{
	int j;

	for (j = q; j >= 0; j--)
		if (p[j] < t[j]) {
			p[j] -= t[j] - 10;
			p[j-1] -= 1;
		} else
			p[j] -= t[j];
}

void mul(int multiplier)
{
	int b;
	int i;
	int carry = 0, digit = 0;

	for (i = q; i >= 0; i--) {
		b = (t * multiplier + carry);
		digit = b % 10;
		carry = b / 10;
		t = digit;
	}
}

/* t[] /= l */

void div(int divisor)
{
	int i, b;
	int quotient, remainder = 0;

	for (i = 0; i <= q; i++) {
		b = (10 * remainder + t);
		quotient = b / divisor;
		remainder = b % divisor;
		t = quotient;
	}
}

void div4()
{
	int i, c, d = 0;

	for (i = 0; i <= q; i++) {
		c = (10 * d + p) / 4;
		d = (10 * d + p) % 4;
		p = c;
	}
}

void mul4()
{
	int i, c, d;

	d = c = 0;

	for (i = q; i >= 0; i--) {
		d = (p * 4 + c) % 10;
		c = (p * 4 + c) / 10;
		p = d;
	}
}

int tiszero()
{
	int k;

	for (k = 0; k <= q; k++)
		if (t[k] != 0)
			return false;
	return true;
}

(I compiled pi.d with dmd -O -release pi.d) c++:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>

#define LONG_TIME 4000

__int8* p;
__int8* t;
int q;


void arctan(int s);
void add();
void sub();
void mul(int);
void div(int);
void mul4();
void div4();
int tiszero();

int main(int argv,char** args)
{
	time_t startime, endtime;
	int i;

	if (argv == 2) {
		sscanf(&args[1][0],"%d",&q);
	} else {
		printf("Usage: pi [precision]\n");
		exit(55);
	}

	if (q < 0)
	{
		printf("Precision was too low, running with precision of 0.\n");
		q = 0;
	}

	if (q > LONG_TIME)
	{
	    printf("Be prepared to wait a while...\n");
	}

	// Compute one more digit than we display to compensate for rounding
	q++;

	p = new __int8[ q + 1 ];
	t = new __int8[ q + 1 ];
	for(int tt=0;tt<=q;tt++) 
	{
		p=0;
		t=0;
	}
	/* compute pi */

	time(&startime);
	arctan(2);
	arctan(3);
	mul4();
	time(&endtime);

	// Return to the number of digits we want to display
	q--;

	/* print pi */

	printf("pi = %d.",(int)(p[0]));
	for (i = 1; i <= q; i++)
	printf("%d",(int)(p));
	printf("\n");
	printf("%ld seconds to compute pi with a precision of %d digits.\n",(long)endtime-(long)startime,q);

	delete [] p;
	delete [] t;
	return 0;
}

void arctan(int s)
{
	int n;

	t[0] = 1;
	div(s); /* t[] = 1/s */
	add();
	n = 1;
	do {
		mul(n);
		div(s * s);
		div(n += 2);
		if (((n-1) / 2) % 2 == 0)
			add();
		else
			sub();
	} while (!tiszero());
}

void add()
{
	int j;

	for (j = q; j >= 0; j--)
	{
		if (t[j] + p[j] > 9) {
			p[j] += t[j] - 10;
			p[j-1] += 1;
		} else
			p[j] += t[j];
	}
}

void sub()
{
	int j;

	for (j = q; j >= 0; j--)
		if (p[j] < t[j]) {
			p[j] -= t[j] - 10;
			p[j-1] -= 1;
		} else
			p[j] -= t[j];
}

void mul(int multiplier)
{
	int b;
	int i;
	int carry = 0, digit = 0;

	for (i = q; i >= 0; i--) {
		b = (t * multiplier + carry);
		digit = b % 10;
		carry = b / 10;
		t = digit;
	}
}

/* t[] /= l */

void div(int divisor)
{
	int i, b;
	int quotient, remainder = 0;

	for (i = 0; i <= q; i++) {
		b = (10 * remainder + t);
		quotient = b / divisor;
		remainder = b % divisor;
		t = quotient;
	}
}

void div4()
{
	int i, c, d = 0;

	for (i = 0; i <= q; i++) {
		c = (10 * d + p) / 4;
		d = (10 * d + p) % 4;
		p = c;
	}
}

void mul4()
{
	int i, c, d;

	d = c = 0;

	for (i = q; i >= 0; i--) {
		d = (p * 4 + c) % 10;
		c = (p * 4 + c) / 10;
		p = d;
	}
}

int tiszero()
{
	int k;

	for (k = 0; k <= q; k++)
		if (t[k] != 0)
			return false;
	return true;
}

c#:
using System;
using System.Diagnostics;

class Pi
{
    static void Main(string[] args)
    {
        Pi pi = new Pi();
        pi.run(args);
    }
    private const int LONG_TIME = 4000;
    sbyte[] p;
    sbyte[] t;
    int q;

    void run(string[] args)
    {
        Stopwatch timer = new Stopwatch();
        int i;

        if (args.Length == 1)
        {
            q = int.Parse(args[0]);
        }
        else
        {
            Console.WriteLine("Usage: pi [precision]");
            return;
        }
        
        if (q < 0)
        {
            Console.WriteLine("Precision was too low, running with precision of 0.");
            q = 0;
        }

        if (q > LONG_TIME)
        {
            Console.WriteLine("Be prepared to wait a while...");
        }

        // Compute one more digit than we display to compensate for rounding
        q++;

        p = new sbyte[q + 1];
        t = new sbyte[q + 1];
        /* compute pi */

        timer.Start();
        arctan(2);
        arctan(3);
        mul4();
        timer.Stop();

        // Return to the number of digits we want to display
        q--;

        /* print pi */

        Console.Write("pi = {0}.", p[0]);
        for (i = 1; i <= q; i++)
            Console.Write(p);
        Console.WriteLine();
        Console.WriteLine("{0} seconds to compute pi with a precision of {1} digits.", timer.ElapsedMilliseconds / 1000.0, q);

        return;
    }

    void arctan(int s)
    {
        int n;

        t[0] = 1;
        div(s); /* t[] = 1/s */
        add();
        n = 1;
        do
        {
            mul(n);
            div(s * s);
            div(n += 2);
            if (((n - 1) / 2) % 2 == 0)
                add();
            else
                sub();
        } while (!tiszero());
    }

    void add()
    {
        int j;

        for (j = q; j >= 0; j--)
        {
            if (t[j] + p[j] > 9)
            {
                p[j] += (sbyte)(t[j] - 10);
                p[j - 1] += 1;
            }
            else
                p[j] += t[j];
        }
    }

    void sub()
    {
        int j;

        for (j = q; j >= 0; j--)
            if (p[j] < t[j])
            {
                p[j] -= (sbyte)(t[j] - 10);
                p[j - 1] -= 1;
            }
            else
                p[j] -= t[j];
    }

    void mul(int multiplier)
    {
        int b;
        int i;
        int carry = 0, digit = 0;

        for (i = q; i >= 0; i--)
        {
            b = (t * multiplier + carry);
            digit = b % 10;
            carry = b / 10;
            t = (sbyte)digit;
        }
    }

    /* t[] /= l */

    void div(int divisor)
    {
        int i, b;
        int quotient, remainder = 0;

        for (i = 0; i <= q; i++)
        {
            b = (10 * remainder + t);
            quotient = b / divisor;
            remainder = b % divisor;
            t = (sbyte)quotient;
        }
    }

    void div4()
    {
        int i, c, d = 0;

        for (i = 0; i <= q; i++)
        {
            c = (10 * d + p) / 4;
            d = (10 * d + p) % 4;
            p = (sbyte)c;
        }
    }

    void mul4()
    {
        int i, c, d;

        d = c = 0;

        for (i = q; i >= 0; i--)
        {
            d = (p * 4 + c) % 10;
            c = (p * 4 + c) / 10;
            p = (sbyte)d;
        }
    }

    bool tiszero()
    {
        int k;

        for (k = 0; k <= q; k++)
            if (t[k] != 0)
                return false;
        return true;
    }

 
}

I used the release builds for the benchmark, here are the results: d : 26 seconds to compute pi with a precision of 10000 digits. c# : 34,745(34.745) seconds to compute pi with a precision of 10000 digits. c++ : 15 seconds to compute pi with a precision of 10000 digits. I do not want to start a language war... we had enough such wars in the past days and I have just made this benchmark because I saw the “What do you think of the D language?“ thread and was testing d. I'm just surprised a little: I thought that D shouldn't be much slower than c++ and I thought that c# would be much faster. Maybe there is some optimization option I have not used(?) What do you think about the results? (maybe some one can test java) (I really like the invariant and unittest features of D, are there equivalents for c#?) -I can't reply until tomorrow- [Edited by - Kambiz on October 7, 2006 2:02:45 AM]

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Guest Anonymous Poster
34,745 seconds! You realy ran the program for 9 hours?

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In most/all of Europe, actually. So, 3.14159 would be 3,14159. You really should know that, since chances are it will bite you one time (as you saw, it made a vast difference here).

What compiler where you using for C++ and what optimizations did you enable?

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One of traditions in the computer technology was use of "." for 0.030. The "," was used for something else.

"," was used traditionally only in math classes. However teachers would survive "." instead if they weren't completely retarded.

BTW if you'd like to test Java, should it be a direct port, or should it use BigDecimal instead? You might like to add an 64 bit ASM program as well.

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Alright, managed code haters -- don't feel too vindicated yet. I sat down with the C# code for about 15 minutes, and made some modifications to the mul and div functions.
using System;
using System.Diagnostics;

class Pi
{
static void Main( string[] args )
{
Pi pi = new Pi();
pi.run( args );
}

private const int LONG_TIME = 4000;
sbyte[] p;
sbyte[] t;
int q;

void run( string[] args )
{
Stopwatch timer = new Stopwatch();
int i;

if( args.Length == 1 )
{
q = int.Parse( args[0] );
}
else
{
Console.WriteLine( "Usage: pi [precision]" );
return;
}

if( q < 0 )
{
Console.WriteLine( "Precision was too low, running with precision of 0." );
q = 0;
}

if( q > LONG_TIME )
{
Console.WriteLine( "Be prepared to wait a while..." );
}

// Compute one more digit than we display to compensate for rounding
q++;

p = new sbyte[q + 1];
t = new sbyte[q + 1];
/* compute pi */

timer.Start();
arctan( 2 );
arctan( 3 );
mul4();
timer.Stop();

// Return to the number of digits we want to display
q--;

/* print pi */

Console.Write( "pi = {0}.", p[0] );
for( i = 1; i <= q; i++ )
Console.Write( p );
Console.WriteLine();
Console.WriteLine( "{0} seconds to compute pi with a precision of {1} digits.", timer.ElapsedMilliseconds / 1000.0, q );

return;
}

void arctan( int s )
{
int n;

t[0] = 1;
div( s ); /* t[] = 1/s */
add();
n = 1;
do
{
mul( n );
div( s * s );
div( n += 2 );
if( ( ( n - 1 ) / 2 ) % 2 == 0 )
add();
else
sub();
} while( !tiszero() );
}

void add()
{
int j;

for( j = q; j >= 0; j-- )
{
if( t[j] + p[j] > 9 )
{
p[j] += (sbyte) ( t[j] - 10 );
p[j - 1] += 1;
}
else
p[j] += t[j];
}
}

void sub()
{
int j;

for( j = q; j >= 0; j-- )
if( p[j] < t[j] )
{
p[j] -= (sbyte) ( t[j] - 10 );
p[j - 1] -= 1;
}
else
p[j] -= t[j];
}

void mul( int multiplier )
{
int b;
int i;
int carry = 0, digit;

for( i = q; i >= 0; i-- )
{
b = ( t * multiplier + carry );
carry = (int) ( b * 0.1f );
digit = b - 10 * carry;
t = (sbyte) digit;
}
}

/* t[] /= l */

void div( int divisor )
{
int i, b;
int quotient, remainder = 0;
float fdiv = 1.0f / divisor;

for( i = 0; i <= q; i++ )
{
b = ( 10 * remainder + t );
quotient = (int) ( b * fdiv );
remainder = b - divisor * quotient;
t = (sbyte) quotient;
}
}

void div4()
{
int i, c, d = 0;

for( i = 0; i <= q; i++ )
{
c = ( 10 * d + p ) / 4;
d = ( 10 * d + p ) % 4;
p = (sbyte) c;
}
}

void mul4()
{
int i, c, d;

d = c = 0;

for( i = q; i >= 0; i-- )
{
d = ( p * 4 + c ) % 10;
c = ( p * 4 + c ) / 10;
p = (sbyte) d;
}
}

bool tiszero()
{
int k;

for( k = 0; k <= q; k++ )
if( t[k] != 0 )
return false;
return true;
}
}







Initial figures on my system before modification were in the vicinity of about 19s (probably closer to 20) for the C++ and 38s for the C#. This version of the C# runs in just under 22s. I brought the same optimizations back to the C++ version, but they didn't appear to have any particular effect.

Perhaps someone can step up and defend D's honor. 26s is much worse than I expected. (Although the fact that the D code was written by Digital Mars does not bode well.)

[Edited by - Promit on October 6, 2006 9:28:51 PM]

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The fastest way to calculate PI in C is of course:


#define _ -F<00||--F-OO--;
int F=00,OO=00;main(){F_OO();printf("%1.3f\n",4.*-F/OO/OO);}F_OO()
{
_-_-_-_
_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_-_-_-_-_
_-_-_-_-_-_-_-_
_-_-_-_
}

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Quote:
Original post by TrueTom
The comma is the new dot. (At least in germany.)

yes... (I have a German Windows.)

Quote:
Original post by Promit
Alright, managed code haters -- don't feel too vindicated yet. I sat down with the C# code for about 15 minutes, and made some modifications to the mul and div functions.
...

19.443 seconds to compute pi with a precision of 10000 digits.
But because of the modifications we should not compare these result with the others.

Quote:
Original post by Ezbez
What compiler where you using for C++ and what optimizations did you enable?

MSVC++ 2005
/O2 /Ot /GL /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_UNICODE" /D "UNICODE" /FD /EHsc /MD /Fo"Release\\" /Fd"Release\vc80.pdb" /W3 /nologo /c /Wp64 /Zi /TP /errorReport:prompt
Linker:
/OUT:"D:\kambiz\c++\pi\Release\pi.exe" /INCREMENTAL:NO /NOLOGO /MANIFEST /MANIFESTFILE:"Release\pi.exe.intermediate.manifest" /DEBUG /PDB:"d:\kambiz\c++\pi\Release\pi.pdb" /SUBSYSTEM:CONSOLE /OPT:REF /OPT:ICF /LTCG /MACHINE:X86 /ERRORREPORT:PROMPT kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib

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Quote:
Original post by Kambiz
But because of the modifications we should not compare these result with the others.


Under which conditions may we compare one result with another?

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Quote:
Original post by ToohrVyk
Quote:
Original post by Kambiz
But because of the modifications we should not compare these result with the others.


Under which conditions may we compare one result with another?
Presumably, one is only allowed to use the exact implementation originally written in C, without taking into account the fact that a good C implementation may be a terrible implementation for another language.

In short, when comparing the performance of languages, one must assume that all programmers are competent at no languages other than C.

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      I'm looking for any team / people that need a programmer for their project. I'm looking to expand my portfolio which you can see Here. I'm more experienced with Unity but I can spend the time to learn new Engines if that's your preference. I have worked on Unreal Engine 4 before but I might take some time to re-learn it, if the project requires it. Feel free to DM here or use the contact info on my website. 
    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By davejones
      Is there a way to automatically change the start position of an animation? I have a bunch of animations set up on 3D models in unity. The issue is that I need to move the 3D models, however when I do so the animation start positions are not updated and I have to do it manually.

      Changing the transform of key frames is time consuming with the amount of animations I have, so I was wondering if there was a way to do it automatically?
    • By MoreLion
      hey all! We are looking for members for our Unity horror game! 
      Here’s the story:
      After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts.
      This game is not a long development game, I have loads other game ideas,
      I will also allow you to have a bit of creative freedom if you wish to add or share a idea!
      And no, it’s not a zombie game lol I feel like zombie games are too generic, in this game you will encounter terrifying beasts!
      There is some concept art one of our concept artists have made
      If interested email liondude12@gmail.com
    • By Canadian Map Makers
      GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.

      Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.

       

      We would like programmers and graphical artists to come onboard to (initially) create:

      A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
      A module where city infrastructure can be built on a real 3D interactive landscape.
      For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.

       

      More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).

       

      This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.

       

      Best regards,

      Steve Chapman (Canadian Map Makers)

       
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