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    • By fgp069
      Hi there, this is my first time posting, but have been a long-time lurker in this community. I am currently developing a 3D game engine using a deferred renderer and OpenGL.
      I have successfully implemented recursive portals (and mirrors) in my engine utilizing the stencil buffer to mask out regions of the screen. This solution is very favorable as I am able to have dozens of separate views drawn at once without needing to worry about requiring multiple G-buffers for each individual (sub)view. I also benefit with being able to perform post processing effects over all views, only needing to apply them over what is visible (one pass per-section with stencil masking for no risk of overdraw).
      Now presently I am pondering ways of dealing with in-game camera displays (for an example think of the monitors from Half-Life 2). In the past I've handled these by rendering from the camera's perspective onto separate render target, and then in the final shading pass applying it as a texture. However I was greatly disappointed with the performance and the inability to combine with post-processing effects (or at least the way I do presently with portals). Another concern being that I wish to have scenes containing several unique camera screens at once (such as a security CCTV room), without needing to worry about the associated vram usage of having several G-Buffers.
      I wanted to ask the community it would be possible to handle them in a similar fashion as portals -- with the only difference being for them take on the appearance of a flat 2D surface (but without actually being one). Would anybody with a more comprehensive understanding of matrix maths be able to tell me if this idea is feasible or not, and if so could come up with a possible solution?
      I hope all this makes enough sense. Any possible insight would be greatly appreciated!
    • By GytisDev
      me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
      Use this image to visualize the problem.
    • By FFA702
      I've been working on a small 3D game maker app for a while, but it's now shaping up to be a full fledged (albeit simple) all integrated 3d engine. I think it's promising in the sense that I've built the App I would want to use, and I can see people (mainly beginners) using it for a lot of applications. It has no name yet. I don't plan on making it open source or selling it. I'm just considering setting up a small website with some documentation and a download link. 
      What kind of license would I join with the tool given that:
      I want people to be able to use it freely
      I want to be completely free of responsibility
      I want to prevent people from removing, let's say (hypothetically, not sure how I'd go about this yet), a small banner advertising my software at startup from the application the software would produce
      The tool was developed in visual studio community 2017, using C# and a single external library, openTK
      Is there anything else I should think about ? Perhaps when naming it ?
      EDIT: Also, what about, let's say, a logo, or a design pattern (Artistically speaking) I would use throughout the program and the documentation to make it easily recognizable. How would I go about protecting that ?
      Thanks guys
    • By Orella
      I'm having problems rotating GameObjects in my engine. I'm trying to rotate in 2 ways.
      I'm using MathGeoLib to calculate maths in the engine.
      First way: Rotates correctly around axis but if I want to rotate back, if I don't do it following the inverse order then rotation doesn't work properly. 
      Rotate X axis 50 degrees, Rotate Y axis 30 degrees -> Rotate Y axis -50 degrees, Rotate X axis -30 degrees. Works.
      Rotate X axis 50 degrees, Rotate Y axis 30 degrees -> Rotate X axis -50 degrees, Rotate Y axis -30 degrees. Doesn't.

      void ComponentTransform::SetRotation(float3 euler_rotation) { float3 diff = euler_rotation - editor_rotation; editor_rotation = euler_rotation; math::Quat mod = math::Quat::FromEulerXYZ(diff.x * DEGTORAD, diff.y * DEGTORAD, diff.z * DEGTORAD); quat_rotation = quat_rotation * mod; UpdateMatrix();  } Second way: Starts rotating good around axis but after rotating some times, then it stops to rotate correctly around axis, but if I rotate it back regardless of the rotation order it works, not like the first way.

      void ComponentTransform::SetRotation(float3 euler_rotation) { editor_rotation = euler_rotation; quat_rotation = math::Quat::FromEulerXYZ(euler_rotation.x * DEGTORAD, euler_rotation.y * DEGTORAD, euler_rotation.z * DEGTORAD); UpdateMatrix();  }
      Rest of code:   
      #define DEGTORAD 0.0174532925199432957f void ComponentTransform::UpdateMatrix() { if (!this->GetGameObject()->IsParent()) { //Get parent transform component ComponentTransform* parent_transform = (ComponentTransform*)this->GetGameObject()->GetParent()->GetComponent(Component::CompTransform); //Create matrix from position, rotation(quaternion) and scale transform_matrix = math::float4x4::FromTRS(position, quat_rotation, scale); //Multiply the object transform by parent transform transform_matrix = parent_transform->transform_matrix * transform_matrix; //If object have childs, call this function in childs objects for (std::list<GameObject*>::iterator it = this->GetGameObject()->childs.begin(); it != this->GetGameObject()->childs.end(); it++) { ComponentTransform* child_transform = (ComponentTransform*)(*it)->GetComponent(Component::CompTransform); child_transform->UpdateMatrix(); } } else { //Create matrix from position, rotation(quaternion) and scale transform_matrix = math::float4x4::FromTRS(position, quat_rotation, scale); //If object have childs, call this function in childs objects for (std::list<GameObject*>::iterator it = this->GetGameObject()->childs.begin(); it != this->GetGameObject()->childs.end(); it++) { ComponentTransform* child_transform = (ComponentTransform*)(*it)->GetComponent(Component::CompTransform); child_transform->UpdateMatrix(); } } } MathGeoLib: Quat MUST_USE_RESULT Quat::FromEulerXYZ(float x, float y, float z) { return (Quat::RotateX(x) * Quat::RotateY(y) * Quat::RotateZ(z)).Normalized(); } Quat MUST_USE_RESULT Quat::RotateX(float angle) { return Quat(float3(1,0,0), angle); } Quat MUST_USE_RESULT Quat::RotateY(float angle) { return Quat(float3(0,1,0), angle); } Quat MUST_USE_RESULT Quat::RotateZ(float angle) { return Quat(float3(0,0,1), angle); } Quat(const float3 &rotationAxis, float rotationAngleRadians) { SetFromAxisAngle(rotationAxis, rotationAngleRadians); } void Quat::SetFromAxisAngle(const float3 &axis, float angle) { assume1(axis.IsNormalized(), axis); assume1(MATH_NS::IsFinite(angle), angle); float sinz, cosz; SinCos(angle*0.5f, sinz, cosz); x = axis.x * sinz; y = axis.y * sinz; z = axis.z * sinz; w = cosz; } Any help?
    • By Anderfell
      Hello my name is Brandon and I am currently one of the co owners of the team Digital Forged Studios.
      We are currently seeking two new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable within the day, replying to questions or responding to our messages and in general be actively online, otherwise I ask nicely that you do not apply.
      The persons we are seeking are an experienced Programmer with knowledge  in c++, c#, and or unreal script, the c++ and familiarity with unreal is the main thing were seeking, other teams we are currently looking for are 3D artists to work on Humanoid models Props and more, were are also seeking other team members such as Generalists that understands the Unreal Engine, Animators for Human, Non Human and Objects were keeping the team small and having whats needed so feel free to apply.
      [Animators] x 2 [ You will be doing Human, Non Human, and Objects like Machines and Doors, Environment assets. ]
      [3D Artist] x 2 [ You will be focusing on Humans, Objects, and Environment modeling would also like skills in texturing. ]
      [Generalist] x 1 [ We would like someone that has good knowledge of Unreal Engine that can set up anything we need in Engine. ]
      [Writer] x 1 [ We would need someone that can work with me on game documents, organisation of documents story arcs, character development, dialogue creation, text editing and other text related jobs. ]
      [PROGRAMMER] "As above"
      The project is Royalties and when any fund raising is made you will also receive some funding based off that, this is divided depending on amount of work done as an example per asset made toward the game, there are no contracts at this stage and everything known is in documents at the moment.
      The game is a Action RPG with online elements this will be an ongoing project, we are running ssh servers, and Prefroce. We have a small staff of experienced people.
      We do have some artwork to show of the world a little and what it's about, If you are interested in joining the project please contact us at:
      Anderfell info:
      Anderfell#5123 on Discord
      nevarra@hotmail.com email
      We are active on Discord and maybe take a day or two to reply to emails on our website as we receive a few a daily we need to sort through thanks. 
      Comic Panel
      Game Document
      Regards Brandon
      Digital Forged Game Development Team.
      Some Progress


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Hi everyone, I have a small team working on a 3D action RPG and am looking to expand the team. Development has started and I am offering team members royalty shares as payments as well as looking into investments to help pay the team later on. We are a hardworking team and are willing to accept anyone wanting to contribute. If you're interested, PM me or email me at pauldando21@icloud.com.



Paul Dando

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