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    • By Just4lol
      I'm looking for my dream teammate(s) to help me work on my Unity game. I still dont know where Im going with that project but I want to make a good final product that I would be able to sell or publish it for free on Steam.  Here a video of the prototype (The only thing I dint made is the skybox) https://www.youtube.com/watch?v=y2Otmt9jRkc
      My discord : Just4lol#46982
      I want somone at least as competent as me : 
      - I want somone with at least one year of experience in Unity (already worked with scriptable object and know oop).
      - Already worked with shaders or can do editors tools is a plus.
      - Can do 3d models in Blender or can do 2d art for the ui or particles effects.
      - Can make soundtracks or sound effects a bonus.
      Im a french Canadian so mind my english I will do my best to edit any errors I see. 
    • By Matthew Suttles
      I am looking for team members to potentially collaborate on the development of various game projects as well as assistant applications potentially, tabletop games for example.  At the moment, I am doing the entire production on my own, which as a result is incredibly slow.  Any contributions will of course be credited, and as far as experience or skills, if you're confident that you can accomplish the tasks, then I'm more than willing to allow you to try.
      The biggest need at the moment is some art skills.  I 'can' draw, but not well, which means that if I'm going for positive asthetics, that it's going to take all year.  In my 2D games, and 3D games, art has been the one hold up.  I'm currently trying to work around the art issue, using placeholders and the likes, but the result is that no matter how far I take the game in concept, it's still lightyears from completion.  The more I accomplish, the more art assets will be needed to utilize it.  I intend to work on my own skills still in this department, but that being said, people who just want to get their art into a product, or people who want to expand their portfolio, are more than welcome to take over the production of art assets.  If you only have experience in pixel art, that's fine, I have a pixel art project on-going.  If you only 3D model, that's fine too, I've had some success in concept art and the likes, and helpful friends as well. Are you more the writing type?  Me too, we can bounce ideas back and forth, help solidify the storyline and concepts as we go on into the development process. Business minded?  I'd love to learn more by seeing how you work.
      I will say that, while I am working to advance my skills in all facets of game development, though my primary focus is programming, that being said I will always welcome a comrade, or ally.  Your position as a team member will not be nullified if I become able to fulfill the role.  The fact of the matter is, a team can accomplish more.  I do work a LOT on these projects, but I do understand that if you are joining this team, you aren't doing so for the wealth, meaning you likely have responsibilities elsewhere.  So, do not hesitate to contact me. If you are a beginner, looking to learn by practice, then you are welcome to come as well. We will utilize the best suited works for any development done, but it will always be merit based, meaning that whether you're a beginner that just joined, or me, if yours is more suited to the situation, yours will be used, and you will be credited for it.  Students, hobbyists, or professionals, all welcome.  If you're a professional though, I'm going to wonder why you are joining, but you are still welcome to join!
      Samples are always welcome, but if you don't have any, or don't know what to submit to the diversity of my product description, then just contact me, elaborate on what you do, and I'll give you a subject.  One that will not be used unless you join the team, of that you have my word.
      Matthew Suttles,
      Seik Luceid#9656 on Discord, luceid.dezeir on Skype, or MatthewSuttles@Gmail.com
      You can also respond to this thread though response time may be slower.
    • By Damnwing0405
      I am looking for talents to form a team of making a strategy base action game. Talents I am currently looking for are : -
      (I) Unity programmer (mobile)
      (II) Game designer
      (III) 3d Artist
      (IV) SFX Artist
      The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be strategy game where the players can form their own team and control the units in the battle field real time to fight against each others.  If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com

    • By bsudheer
      Leap Leap Leap! is a fast-paced, endless running game where you leap from rooftop to rooftop in a computer simulated world.

      This is a free run game and get excited by this fabulous computer simulated world of skyscrapers and surreal colors in parallax effect. On your way, collect cubes and revival points as many as you can to make a long run.

      Features of Leap Leap Leap:
      -Option of two themes: Black or White.
      -Simple one touch gameplay.
      -Attractive art.
      -Effective use of parallax.
      To Download the game:
      Playstore: https://play.google.com/store/apps/details?id=com.avakaigames.leap
      Appstore: https://itunes.apple.com/us/app/leap-leap-leap/id683764406?mt=8

    • 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!
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Unity Multi-Adapter/Monitor/Window Renderer Design

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In an attempt to play around with better multiple adapter/monitor/windowing support I've been thinking about what sort of (C++) API would be needed to provide such functionality in a nice and flexible way. Ideally an application (comprised of models and updated by controllers) should just describe itself and have the renderer (view) handle all the actual presentation. The implication of this is that hopefully the renderer would somehow manage to display the game across multiple monitors, if at all supported by the hardware, but without much concerning the app/game itself. Naturally the renderer cannot be expected 'just know' the most appropriate way to present any given application across multiple monitors, so it would need to be configured through some interface at startup. I don't have a fat lot of experience with this so I've been looking at the DXGI layer for ideas about how this is done at a lower level. For an obvious, API agnostic, solution one could just wrap the DXGI (D3D) and equivalent wgl-functions (for Win32 OGL) into Adapter, Output (the monitor) and DisplayBuffers (swapchain) classes. It doesn't seem awfully friendly though and I'm not sure how best to then use those to configure rendering options, for example: - Stretch and split horizontally across all screens - Draw the scene in one screen and have the stats in another - In multi-player mode give each player a screen. - Use adapter 2 (it's better at CAD). - etc Clearly there may also need to be some manual configuration by the user. In the case of rendering different application specific segments to different screens (like rendering player stats to a separate monitor from the main scene) the renderer needs someway to discern what's what (whereas previously there was no distinction, everything is just vertices and materials). Perhaps the application might register different entities with different 'Scenes', like a MainScene, a StatsScene, a Player2Scene, and so on. Then the renderer can then manage scenes in whatever way it's been configured to, like render the StatsScene to monitor 2 or render all the scenes to the one monitor if there is only one. I'm also reminded of the old "Don't use singletons because you might want multiple renderers for multiple adapters". I'm not convinced that having multiple renderers is the best option? - A single renderer managing multiple devices though? Hmmm. So that's my current train of thinking but I thought I'd both run what I have past the community and gather some market research by asking what kind of API you would like to, or do, use to setup rendering to multiple monitors and fallback to a single monitor otherwise? Any thoughts, links or feedback?

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