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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
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 firstname.lastname@example.org
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?
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 email@example.com
I've been doing a lot of research on how to implement a game server to support a web based game in the vibe of surviv.io, or zombsroyaleio. There are so many ressources out there, but apparently surviv.io is built with NodeJS using Websockets. That implies also that they are built on TCP protocol.
They might not look like big titles but they surely look very steady (from my point of view) and I feel like they do deal with classic Fast Paced multiplayer concepts such as Client-side prediction, interpolation, and potentially lag compensation.
During my research, there seems to be that constant debate on UDP over TCP. To sum it all up, it seems that TCP is not appropriate for fast twitching games, however I do believe they fall into that category.
How can they get away with TCP? Is this debate actually now outdated now we have better internet connections?
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.
Steve Chapman (Canadian Map Makers)
By Scouting Ninja
So I have hundreds of moving objects that need to check there speed. One of the reasons they need to check there speed is so they don't accelerate into oblivion, as more and more force is added to each object.
At first I was just using the Unity vector3.magnitude. However this is actually very slow; when used hundreds of times.
Next I tried the dot-product check: vector3.dot(this.transform.foward, ShipBody.velocity) The performance boost was fantastic. However this only measures speed in the forward direction. Resulting in bouncing objects accelerating way past the allowed limit.
I am hoping someone else knows a good way for me to check the speed with accuracy, that is fast on the CPU. Or just any magnitude calculations that I can test when I get home later.
What if I used vector3.dot(ShipBody.velocity.normalized, ShipBody.velocity)?
How slow is it to normalize a vector, compared to asking it's magnitude?
Hi, I have a huge text file, its about 900 megs full of data thats comma delimated (.csv). It's basically just the dump of a huge table from a database. Anyway, the schema they were using was horrible, so I whipped up a little C++ program that parses the file and adds that data to a new (normalized) database. I left it running for a few hours and when I came back, my PC was bogged down and it said "The system is low on virtual memory... ". Anyway, has anyone ever parsed a huge file like this before? Any advise on a better way to do it? Should I do the whole thing at once? I was thinking of splitting the file into chunks... but how could I do such a thing? Is there any easy way to split this big bastard? I guess I could read say 50 lines into a buffer, spit it into a new file, clear the buffer, read 50 more lines, etc... then after doing this 10,000 times I start dumping to a new file. Thanks for any advise.
By Ds ds
Hi, my name is Andres, I'm a programmer with a technician degree and a Diploma in C#, looking for a project in Unity to start my career in game development. I don't do it for a paid but a recognition and start a portfolio, preferably a 2D game. Thanks for read, have a nice day.
By Victor Rodriguez
Hi there! Is the first time that I'm posting here so I'm sorry if I'm doing it wrong ha.
So here it comes, my doubt is, I'm doing a game with different levels, each of these levels in one different scene. Each scene contains to cameras that you can change pressing a button. Everything works fine.
The only problem is that I would like it to look a bit more professional, and I would like that if you finish the level with camera2, the next level start the same way. I've been thinking about using dontdestroyonloadon both cameras, but obviously this cameras need to be attached to the player to make the movement work, what do you recommend? Sorry If I've explained it in a messy way, and feel free to dm me for anything. Thanks in advance!