Hi! I am new here, so if I made some mistakes tell me about it. Also English is not my native language.
Let’s start. I am part of a young gamedev team. Now we don`t even have a title.
Shortly about a game. Our project is a T-RPG in the style of a bright noir (the closest example is L.A. Noir), where the story revolves around the misadventures of a private detective and his mixed team of comrades-in-arms. The main rivals are not only gangsters who have entangled the city with criminal networks, but also policemen who disagree fundamentally with the methods of the main characters. But at the beginning we faced with a lack of statistic information.
So, I want to ask you to tell your opinion about this conception. And, maybe, answer some questions from this Google Form:
Spiteful UFOs seized the hedgehog commune. Four hedgehog fighting commandos will not give them any chance to destroy it. Be the fifth member of the team. Destroy alien’s bases! Save your friends! Use the commandos’ features to seize and destroy aliens’ bases. You won’t be able to clean the commune from hateful aliens without rationality, speed and agility. - 40 fascinating levels in different parts of the world; - 8 different locations.
I'll wait for yours feedback. It's very important for upcomming updates!
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)
Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.
Other than that, I couldn't find anything updated/exhaustive around, can you help me?
Thanks in advance
Hi, I'm new here and would like to get some help in what i should do first when designing a game? What would you consider to be the best steps to begin designing my game? Give resources with it as well please.