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• ### Similar Content

• By bowcox
Hi guys!
I have created a Pong game that has an AI that is almost beatable, changing the speed of the AI can make it ridiculously easy or hard depending on the way you go about it.

using System.Collections; using System.Collections.Generic; using UnityEngine; public class ComputerMovement : MonoBehaviour { private float speed; private float reAdjustSpeed = 1f; private Rigidbody2D computer2d; public static bool isTwoPlayer; GameObject theBall; Rigidbody2D rb2d; void Start() { computer2d = GetComponent<Rigidbody2D> (); } void FixedUpdate() { if (isTwoPlayer == true) { speed = 5f; if (Input.GetKey (KeyCode.W)) { computer2d.position += Vector2.up * speed * Time.deltaTime; } if (Input.GetKey (KeyCode.S)) { computer2d.position += Vector2.down * speed * Time.deltaTime; } } if (isTwoPlayer == false) { speed = 3f; if (theBall == null) { theBall = GameObject.FindGameObjectWithTag ("Ball"); } rb2d = theBall.GetComponent<Rigidbody2D> (); //Is the ball going left or right if (rb2d.velocity.x > 0) { if (rb2d.velocity.y > 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } if (rb2d.velocity.y < 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } } //Whilst it's not moving at the paddle, let it gain a slight reset by moving with the ball at a slower pace. if (rb2d.velocity.x < 0) { if (computer2d.position.y < 0) { computer2d.position += Vector2.up * reAdjustSpeed * Time.deltaTime; } if (computer2d.position.y > 0) { computer2d.position += Vector2.down * reAdjustSpeed * Time.deltaTime; } } } } void MoveDown() { if (Mathf.Abs(rb2d.velocity.y) > speed) { computer2d.position += Vector2.down * speed * Time.deltaTime; } else { computer2d.position += Vector2.down * speed * Time.deltaTime; } } void MoveUp() { if (Mathf.Abs (rb2d.velocity.y) > speed) { computer2d.position += Vector2.up * speed * Time.deltaTime; } else { computer2d.position += Vector2.up * speed * Time.deltaTime; } } }
I have looked up several posts across many different forums in order to create a much better AI. Most of the posts recommend that I use Raycasts to find out exactly where the ball might hit the paddle. I have looked up how to use them and I'm just completely lost, do raycasts consider collisions and go on infinitely or once they hit a wall, that's where it'll end up? Would anyone be able to help me understand raycasts a little better?
If you have another solution that enables me to calculate exactly where the ball will end up on the opponents side, I am more than willing to hear it
Thanks again if you read this!

• We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.

Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.

Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.

You'll be working with our junior developer, who has been here since the beginning.

Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.

Our list of major goals we'd need you to do is minimal, yet still fairly extensive:
-Edit our current Pathfinding system to account for a few extra features.
-Setup our global map system. You’ll be working off an existing random node-map web generator and existing random map generation system and essentially linking the two together. This includes handling random spawns (which has already been semi-setup) unique to each node’s respective map.
-Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
-Making sure to Save and Record all respective aspects of what was mentioned above.
-Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
-Various Content Implementation (to be done once our XML has been integrated).
-Various Saving and Recording of all respective aspects of the database info mentioned above.
-Various Performance Enhancements.
-Potential for various misc things, such as further UI work.

We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.

Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.

If interested, send an email to: eldwin11929@yahoo.com

Thanks!
• By jhocking
My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

Foreword by Jesse Schell, author of The Art of Game Design

Don't take my word for it being good, look at the sky-high ratings on GoodReads.

You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!

• Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)

As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.

•
Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
I have just wanted to retouch and share this game, because it has a very important place for me.

It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game.

Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

Even death at the end is worth the revenge.
Are you brave enough to jump into Tamarra's well?

Survive from witch attacks, clown attacks and many scary creature.

- Realistic 3D graphics.
- Scary sounds.
- Scary musics.
- A demon cage where you can imprison all the demons one by one
- The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
- Countless beasts.
- At the end of the well there is a hidden surprise for you.

*We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

**!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

# Unity How to implement Cascaded Shadow Map technique ( simply )?

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After being success in implementing a decent shadow map for my game engine ( with a great help of this community ), I'm very very keen to jump into some advance shadow map techniques like Cascaded Shadow Map(CSM), Parallel-Split Shadow Map(PSSM), Variance Shadow Map(VSM) etc. Cause I want a shadow technique that will be able to cover big area in game very efficiently. After doing a lots of search in Internet, I found CSM most useful. I may be wrong but this technique has really impressed me. And I really want to implement it.

First looked into the Cascaded Shadow Map sample of Microsoft DirectX SDK(June 2010) called CascadedShadowMaps11 to get the basic idea. But what I actually understand is nothing. Uff! This sample is really really complex ( for me ). What actually bother me is the DX11 and XNA stuffs.

So I started doing something simpler in that way -

I render ( only depth ) all the shadow casting object three times into three different render target texture. Every RT texture has its own View and Projection matrix ( Actually a shadow camera ). three times means I just simply render them inside a for loop and I call the following function inside the loop to update the shadow camera for every RT texture -

void SceneManager::UpdateShadowCamera(Camera* cam, Light* light, Camera* texCam, size_t cascadeIndex)
{
// Build View Matrix

D3DXVECTOR3 dir = -light->mSunDirection;
::T3DNormalize(&dir);

D3DXVECTOR3 pos(-3, 30, -57);

//-------------------------------
D3DXVECTOR3 up(0, 1, 0);
// Check it's not coincident with dir
if (abs(DotProduct(&up, &dir)) >= 1.0f)
{
// Use camera up
up = D3DXVECTOR3(0, 0, 1);
}

// cross twice to rederive, only direction is unaltered
D3DXVECTOR3 left = CrossProduct(&dir, &up);
Normalize(&left);

up = CrossProduct(&dir, &left);
Normalize(&up);

// Derive quaternion from axes
Quaternion q;
q.FromAxes(left, up, dir);
q.Normalize();

texCam->matView = MakeViewMatrix(pos, q, NULL);

ViewFrustum* frustum = cam->mFrustum;
D3DXVECTOR3 camPos = cam->GetPosition();

float mSplitPoints[4] = { 1.0f, 20.0f, 80.0f, 300.0f };

// Apply the right clip distance.
float farSplit = mSplitPoints[cascadeIndex + 1];

// Build Projection Matrix
texCam->matProjection = MakeProjectionOrtho(
100, 100, // width and height
1.0f, 100.0f // near and far
);

// Now I'm stuck here!
} 

So basically, this function has got four parameters. The cam is the main view camera, the light is carrying only a direction. texCam is the light/shadow camera. cascadeIndex is the for loop current index. Inside this function, I just did some basic calculation what I do for a simple shadow map.

float shadow = 1.0f;

if ( pixelDepth < 20 ) {
splitCol = float4(0.1, 0.0, 0.0, 1.0);
}
else if ( pixelDepth < 80 ) {
splitCol = float4(0.0, 0.1, 0.0, 1.0);
}
else if ( pixelDepth < 300 ) {
splitCol = float4(0.0, 0.0, 0.1, 1.0);
}



pixelDepth is screenSpace Z value passed by vertex shader. Both in main code and pixel shader, split distances are hand-coded for the testing purpose. Those codes are working perfectly. I mean split colors are showing perfectly according to their distance.

That's it! I could not go anymore. I don't know how to calculate proper projection and view matrix for Cascaded shadow map. I think that my view matrix calculation is just fine. Or maybe not?

All the samples in Internet are very tough for me to understand. Some of them only calculates different projection matrix for each texture and the view matrix is same. and some of them recalculates both! Things are getting horrible. So I really need help.

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"pos" has to be different for each of the cascade splits. You want to place a shadow caster all along the player's view direction.

Edited by moneyvalve

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"First looked into the Cascaded Shadow Map sample of Microsoft DirectX SDK(June 2010) called CascadedShadowMaps11 to get the basic idea. But what I actually understand is nothing. Uff! This sample is really really complex ( for me )."

..Not to come off sounding like an ass, but therein lies the issue. Its seems like every day a post pops up sound like this.. "I'm trying to do X and I looked at this/that example to learn....". Without understanding the underlying theory/basis of how Cascade Shadow Maps works...looking at the code will only serve confuse and potentially discourage you from whatever goal you intend to achieve.

I you truly understand how shadow mapping works in theory ( I'm assuming you do since you already did an implementation ), then it should be relatively easy to pick up the basics of cascade shadow mapping. Its just an extension of your vanilla shadow map with a few caveat.

There are a ton of resources available on the topic:

https://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html

..and much more.

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"First looked into the Cascaded Shadow Map sample of Microsoft DirectX SDK(June 2010) called CascadedShadowMaps11 to get the basic idea. But what I actually understand is nothing. Uff! This sample is really really complex ( for me )."

..Not to come off sounding like an ass, but therein lies the issue. Its seems like every day a post pops up sound like this.. "I'm trying to do X and I looked at this/that example to learn....". Without understanding the underlying theory/basis of how Cascade Shadow Maps works...looking at the code will only serve confuse and potentially discourage you from whatever goal you intend to achieve.

I you truly understand how shadow mapping works in theory ( I'm assuming you do since you already did an implementation ), then it should be relatively easy to pick up the basics of cascade shadow mapping. Its just an extension of your vanilla shadow map with a few caveat.

There are a ton of resources available on the topic:

https://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html

..and much more.

Of course I did look at those resources but the fact is I'm struggling to understand how I can implement them practically and that is why I need help.. I really need help.

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Have you implemented basic shadow mapping yet?

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Have you implemented basic shadow mapping yet?

Yes, I have. In fact my posted codes work just fine as a basic shadow map.

Here is the screenshot -

http://postimg.org/image/wlo7nircr/be298c65/

Note that the above screenshot is also showing split colors. I think they are just fine?

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Isn't there anybody to help me?  :unsure:

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Actually the Nvidia paper describes it pretty well on the 7th page.

if you have a directional light, you can calculate a view matrix from zero to the light direction (light position is actually irrelevant).

When you have this generic view matrix, you calculate the camera's frustum corners for each split. These corners are then transformed into the light's space (with the previous view matrix and a generic ortho projection matrix). A light-space bounding box is calculated from the transformed corners. Then the C crop matrix is calculated (as shown in the Nvidia paper) and the projection matrix becomes P = Pz * C, where Pz is an orto proj matrix with the calculated min and max z values.

So in short:

- calculate view once

- calculate proj and view*proj for each split

- render shadow map for each split with the calculated viewProj matrix

But this is described better in the Nvidia paper, check it out again! You can find your answers there!

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Actually the Nvidia paper describes it pretty well on the 7th page.

if you have a directional light, you can calculate a view matrix from zero to the light direction (light position is actually irrelevant).

When you have this generic view matrix, you calculate the camera's frustum corners for each split. These corners are then transformed into the light's space (with the previous view matrix and a generic ortho projection matrix). A light-space bounding box is calculated from the transformed corners. Then the C crop matrix is calculated (as shown in the Nvidia paper) and the projection matrix becomes P = Pz * C, where Pz is an orto proj matrix with the calculated min and max z values.

So in short:

- calculate view once

- calculate proj and view*proj for each split

- render shadow map for each split with the calculated viewProj matrix

But this is described better in the Nvidia paper, check it out again! You can find your answers there!

Many thanks for your kind information. Can you give me the link of Nividia paper?

Thanks again.