I've finished a class that can generate textures using the perlin noise function on the fly. The texture may be 2D or 3D. Also, I've seen a guy who can generate vector fields using perlin noise, but the problem is, when you do iterations to the 3D environment, you just have one value to turn, which is a scalar perhaps, and you want to do three things (yaw, pitch and roll), is it possible to generate a 3D vector field using the 3D perlin noise function?
By Cahit Karahan
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.
DESCRIPTION FROM GOOGLE PLAY STORE
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.
- Best experience with headphones.
- 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.**!!!**
Hello! So, I've been the leader of BJP for a while now. I'm a bit bored of taking the role I always take, leader. I was hoping someone out there is looking to forge a team maybe and needs a programmer.
I have experience mainly in the Unity engine(C# intermediate) and I have a very small amount of knowledge on Shaders, as well as experience on developing games(usually end up stuck in dev hell) and leading experience from my last team which at one point reached 11 people. I personally love the Unity engine and prefer to use it as it's the development environment I'm comfortable with.
I have used Unity for over a year and a few months, I'd consider myself an intermediate at the Engine, but to this day Unity still surprises me.
I live in the United Kingdom, I find it a bit strange to work with other programmers as the ones I've worked with tend to leave their code heavily unoptimised and I'm a on the go optimise kind of guy, I also like to get things done quickly.
If you're a new team and need a programmer that has high levels of ambition and strives to maintain the motivation throughout the team, then I'm your guy. I don't care if you're just beginning because I'm all for helping people learn!
To finish this off: I like to get things done and I like to get them done right the first time, if I fail I will do it again and again, etc, until I loose all motivation. So if you're a modeller or an artist, please don't leave me to do all the modelling/art as well as the programming and sound. I do have experience in all those areas but my main power is in programming and I'd prefer to keep it that way.
[If this was posted in the wrong forum, sorry, I don't really know the layout of this website yet]
I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
The full source code is hosted on github:
I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.
I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.
Features I have so far:
- Dynamic shader generation based on material properties
- Dynamic sorting of meshes to be renderd based on shader and material
- Rendering large amounts of static meshes
- Hierarchical culling (detail + view frustum)
- Limited support for dynamic (i.e. moving) meshes
- Normal, Parallax and Relief Mapping implementations
- Wind animations based on vertex displacement
- A very basic integration of the Bullet physics engine
- Procedural Grass generation
- Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
- Caching mechanisms for textures, shaders, materials and meshes
Features I would like to have:
- Global illumination methods
- Scalable physics
- Occlusion culling
- A nice procedural terrain generator
- Level Editing
- Sound system
- Optimization techniques
Books I have so far:
- Real-Time Rendering Third Edition
- 3D Game Programming with DirectX 11
- Vulkan Cookbook (not started yet)
I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
There are some videos on youtube that demonstrate some of the features:
Procedural grass on the GPU
Procedural Terrain Engine
Quadtree detail and view frustum culling
The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.