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    • By 51mon
      I'm dealing with ribbons following the shape of multiple spline segments. It's straightforward to compute the direction at any point along the spline. However the ribbon also got a flat shape and I'm struggling with finding a way to compute the angle of the ribbon in the plane perpendicular to the direction.
      To illustrate what I mean here's a piece of code that almost worked:
      float3x3 rotMtxFromSpline; rotMtxFromSpline[1] = normalize(splineDir); rotMtxFromSpline[0] = normalize(cross(float3(1, 0, 0), rotMtxFromSpline[1])); rotMtxFromSpline[2] = cross(rotMtxFromSpline[0], rotMtxFromSpline[1]); // Rotate rotMtxFromSpline[0] in the rotMtxFromSpline[0]-rotMtxFromSpline[2]-plane to align with float3(0, 0, 1) dir rotMtxFromSpline[0] = normalize(dot(rotMtxFromSpline[0], float3(0, 0, 1)) * rotMtxFromSpline[0] + dot(rotMtxFromSpline[2], float3(0, 0, 1)) * rotMtxFromSpline[2]); rotMtxFromSpline[2] = cross(rotMtxFromSpline[0], rotMtxFromSpline[1]); The problem with this code is when the spline segment becomes perpendicular to (0,0,1)-dir as the orientation switch from one side to the other very easily.
      The approach above is kind of a global approach and I'm thinking if there's a way to append some info to each spline segment to remedy the issue.
      Anyhow I wanted to post this question in case anyone had a similar problem that they solved or maybe anyone know some web resource dealing with this issue?
    • By Ricardo3Ddev
      Hi guys!
      This is a independent game being produced by me and my brother. We’ve been working on it for about 6 months and we’ve already done a good part of the game. We hope to finalize and make it available on Steam by the end of this year.
      We are using Blender 3D and Gimp software for production.
      About the Game: Dongo Adventure will be a 3D platform style game, where the main character (Dongo) is a mouse that ventures through various scenarios (sewers, culverts, streets, electric grid, etc.) and faces several enemies along the way (cockroaches, mosquitoes, spiders, toxic gases, electrical wires, etc.). He carries a basket / backpack with cheeses that he uses to throw and defend himself from enemies, as well as being able to push objects that helps him to overcome obstacles. The ultimate goal will be a surprise!
      Now we are developing new scenarios and enemies. We hope to publish news soon...
      Game page on Steam: http://store.steampowered.com/app/811450/Dongo_Adventure/ - (Teaser UPDATED)
      Dongo Adventure - Indie Game Project (First Teaser) https://www.youtube.com/watch?v=X2nmxtkE0xk
      Thanks for following the project!

    • By Epicghost 505
      We are looking for people to be apart of a team, to help create a horror game we are looking for 3d modelers, coders, artist, animators, fx artist, level designers, and audio design, there will be a payment plan once release of game                                                                                                                                                                                                                                                                                              if your interested come join our discord                                                                                                                                                                                                                                                                         We hope to see you there
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test

      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
    • By Octane_Test
      I am developing a mini golf game in Scenekit. I have applied dynamic physics body to the ball and static physics body to the grass surface and the brick walls show in this image.
      When I apply the force to the ball, the ball’s linear and angular speeds change as shown in the graphs.  The ball’s speeds don’t reduce to zero (so that the ball can stop) but remains constant after certain value.
      Ball linear speed graph
      Ball angular speed graph
      Analysis Tests:
      When I increase the values to both the rolling friction and the friction, the ball speed is reduced quickly but remains constant after certain value (similar to the above graphs). When I increase the values of the linear damping and the angular damping, the ball speed behavior is same as the point #1. When I set the gravity value to -9.8 m/s2, the ball’s linear speed remains constant after 0.1 m/s. If I reduce the gravity value to -5 m/s2, the ball’s linear speed remains constant after 0.05 m/s. The friction, linear friction, linear damping and angular damping are same throughout the motion of the ball.
      There is 1 millimeter overlapping between the ball and the surface of the golf course.
      From the analysis test #3, I think the gravity is causing the constant ball speed issue. Is my assumption correct? If yes, how can I fix the issue? I can’t remove the gravity field as without the gravity field the ball will not roll along the grass and it will slide. Why the friction and the damping properties are not affecting the ball speed after certain value?
      Are there any other physics properties can cause such issue?
      From the analysis test #5, are there any chances that the ball is receiving upward push to correct the position of the ball?
      If I increase the physics timestep from 60 FPS to 200 FPS, the issue is resolved. I am not able to understand how this change can fix this issue? After reducing the gravity value to -1 m/s2 and physics simulation speed to 4 (4 times fast physics simulation), the issue is fixed. Again, I am not able to understand how this change fix the issue? I would appreciate any suggestions and thoughts on this topic. Thank you.
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[Artist/Developer] Looking For Group

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Looking for a team to work on game development.

About Me:

I currently work in Web Development, primarily PHP, JS, and SQL, with some front-end work. Previously was into Game Dev but no paid jobs, just projects such as Renegade Medieval, and some community assets in Dota2.


  • Dabbled in Unity (low to medium experience with C#, it's similar to Java which I've used more of)
  • Basic coding in GameMaker, similar to JavaScript, but didn't get much further than HeartBeast tutorials
  • Some level design in Unreal Engine (also managed to get a character rigged and in, but that was years ago)


  • 3D modelling, primarily characters, high poly sculpting to low poly retopology, unwrapping, and baking
  • 2D pixel art, and textures (not much in terms of 2D concept art though)

You can see some of the stuff I do here.


Looking for a team with an established concept and development already underway.

  • I'd like to see some examples and game engine progress before dedicating time to assets / characters.
  • Communicative team
  • Ideally a team working on just the one project
  • Flexible working hours, I won't be able to give a great deal of time

And that's it really. If you could include information in the comments below, or PMs that would be great.

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You may be interested in joining Forgotten Mines to work on War to the Core. It's a commercial project, but the team is always recruiting interns and volunteers. You will work alongside industry professionals with an amazing team, on a game that's going into public beta in a few days but the real fun is just getting started.

Check it out on the official website or FB.

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Hi there. My name is Aaron, and my team is working on a mid-sized project called Ifrit: Second Chances. It's a linear action-adventure that revolves around the story and the interactions between them. As of the writing of this post, we've got 4 members working on their parts. Our work schedule dictates that we get the basic assets done before we start development so that we can do whatever we want with the assets and build the code around it rather than the other way around. Because of this, we can't say that we have any engine progress, although we do have some assets made and others in the works. Some music, a few 3d models. Make no mistake, we are past the concept stage. We've got our design schematic and we add to it almost every day. We're focused entirely on this project right now, and have no plans to spread ourselves past it right now. Our working hours are pretty flexible, and I only ask that you devote a minimum of an hour or two a week, on your own schedule, and check in with the team regularly. Our workflow allows for a lot of freedom, and lets you use your time how you please, but keeps the progress tightly wound.


Aach06@gmail.com is the place to email me.


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Hi @MMK thanks for the link, looks pretty good so I'll be checking out that game soon. Are you involved in it?


Sorry @Ifrit Dev I'm more keen on working on projects that focus on the code and mechanics. I've made assets for projects before and not seeing any game progress was a bit soul crushing.

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