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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.
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      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!
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    • 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. 
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    • 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 katastrophic88

      Hello Everyone!
      I’m Kat and am now working with MassHive Media -- developer of a recently released RPG named Azure Saga: Pathfinder – as Community Manager.
      Far into the future, the human race survives through colonies scattered across the universe. Dive into the world of Azure Saga: Pathfinder and band together to search for the legendary planet that will save humanity. Battle your enemies in JRPG-style turn-based combat, and explore a 2.5D isometric landscape imbued with hand-drawn visuals. Adventure awaits in the fantastic universe of Azure Saga: Pathfinder.
      We’d love it if you would stop by our Steam page. You can purchase the game for 25% off until March 20th!
      Looking forward to seeing all of the great indie projects being developed and launching this year!
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(Royalties) Looking for 3D Arists/Animators/VFX Artist for a top-down 3D zombie survival web game.

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Greetings everyone, my name is Jack. I am proud to represent SymmetryGames LLC as both an Artist and business member. Before I continue with more details about the various 3D artist positions, I will lay out basic background information regarding SymmetryGames LLC/Z-Warz.

About SymmetryGames LLC: SymmetryGames LLC is a new, independent game development company, founded by myself and two other business partners. Currently, our team consists of two programmers, one 3D artist (myself), one concept artist and one sound designer/composer. Currently, we work overseas and communicate via Discord/Skype. For about the past 3 months we have been designing and developing the prototype for what will be our first official game title, Z-Warz.

About Z-Warz: Z-Warz is a top-down 3D zombie survival game designed for the web and later, mobile platforms. The main mission behind Z-Warz was to create an interesting low-budget multiplayer game that players could access for free. We are basing Z-Warz off of “.io” games which are essentially free to play online video games with simple yet entertaining mechanics. Such titles as Agar.io, Slither.io and Wings.io all fall under this “.io” category. All or most of these “.io” games make a profit from ad-based revenue. One very important question that I receive often is, what separates Z-Warz from other top-down zombie survival games. The core principle in Z-Warz is the multiplayer aspect. We have designed Z-Warz so that almost everyone will only be a few mouse clicks away from connecting with potentially hundreds of players. Within Z-Warz there will be multiple different game survival modes. Some game modes allow players to battle each other while others establish a cooperative playing field. The team game mode, for example, will allow up to 16 players (subject to change) to connect in one world and battle waves of zombies together. The Battlefield game mode, however, is more of an open-world every person for themselves environment. More public information about Z-Warz will be detailed later as well as described on our social media pages. (links will be placed below)

Development/Timeline information: For the past 3-4 weeks, our small team of volunteers has been working on a basic single player prototype of Z-Warz. We have determined that Unity 5 would be our best option in terms of game engines. Long before we began work on the Z-Warz prototype we knew we wanted to run some form of crowd-funding campaign. For multiple reasons, it seems as though we have settled with running a Kickstarter. Being a new studio we figured running a campaign would be difficult. There would many pieces that would need to be in place to effectively fund our project. We decided it would be best to develop a small prototype of Z-Warz as proof of concept while we built up our basic social media pages. The Z-Warz prototype will mainly be used for game footage for the Kickstarter video as well as an alpha test backer reward for our project on Kickstarter. As we come close to finishing our alpha prototype, we are beginning to work on the Kickstarter video. We have a basic concept/outline as well as basic storyboard concepts for each cinematic scene.

3D Artist Basic Information: Now that our storyboard conceptual sketches have been completed, we are ready to move to the next step which will be 3D Previsualization. To ensure that we put forward the best possible Kickstarter video, we plan to recruit roughly 3-4 volunteer 3D Artists/Animators to improve the quality of the Kickstarter video. It should be noted that any artists and animators who are interested in working on Z-Warz post-Kickstarter will be paid as standard freelancers. All artists will receive approximately 3 to 6 % royalties from any and all Kickstarter campaign profit. (NOTE: Post-Kickstarter, all software will be paid for by SymmetryGames LLC.)

Who are we looking for? There are about four main positions we are looking to fill:

1) 3D Lead Generalist (3D Modeling, 3D Texturing, UV Mapping)

2) 3D Animator/Rigging Technician (Rigging, Animating)

3) 3D Environment Artist (3D Modeling, 3D Texturing, Lighting, Scene Design)

4) Visual Effects/Simulation Technician (Simulation Skills, Rendering) (NOTE: These are basic overviews of each position, details will be provided upon request via email)

Time/Involvement: For each position, the average involvement time in hours will vary. There is a current total of 17 scenes in the Kickstarter video. Nine of which will be cinematically rendered 3D scenes. In terms of project due dates, we plan to launch our Kickstarter campaign within the next two months.

Applying: If you are interested in working with a creative and talented team of artists and designers as either a 3D Generalist, Animator, Environment Artist or VFX Artist, please email us at business@symmetrygames.net Please include a short bio or resume as well as a portfolio or any artwork you would like to share. Closing: Unfortunately, there are way too many questions to answer in one job post. If you have any questions or concerns feel free to email us at business@symmetrygames.net Thank you for your time, - SymmetryGames LLC Team Social Media Links: Facebook: https://www.facebook.com/symmetrygames/ 

Twitter: https://twitter.com/SymmetryGames 

Instagram: https://www.instagram.com/symmetrygamesco/?hl=en

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