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    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By elect
      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
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By KarimIO
      Hey guys! Three questions about uniform buffers:
      1) Is there a benefit to Vulkan and DirectX's Shader State for the Constant/Uniform Buffer? In these APIs, and NOT in OpenGL, you must set which shader is going to take each buffer. Why is this? For allowing more slots?
      2) I'm building an wrapper over these graphics APIs, and was wondering how to handle passing parameters. In addition, I used my own json format to describe material formats and shader formats. In this, I can describe which shaders get what uniform buffers. I was thinking of moving to support ShaderLab (Unity's shader format) instead, as this would allow people to jump over easily enough and ease up the learning curve. But ShaderLab does not support multiple Uniform Buffers at all, as I can tell, let alone what parameters go where. 
      So to fix this, I was just going to send all Uniform Buffers to all shaders. Is this that big of a problem?
      3) Do you have any references on how to organize material uniform buffers? I may be optimizing too early, but I've seen people say what a toll this can take.
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Looking for business partner/collaborator for current game company.

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Greetings everyone, my name is Jack. I am a 3D artist and business owner of SymmetryGames LLC (pending trademark) a game development company that I have started. Currently, I am reaching out for potential business partners to help run this company from executive management positions.
Background Information about the company:
I have been working under the name SymmetryGames for almost a year and have just recently registered as a legal LLC. Unfortunately, I have hit some turbulence with my lead programmer leaving our current and first official game project Z-Warz. Z-Warz is a top down 3D zombie survival web game based around .io games such as Agar.io or Slither.io So far, after a few early struggles, we managed to produce a basic prototype of the game in Unity. We planned to launch a Kickstarter campaign for roughly 8 thousand dollars. A plan for the video and Kickstarter have been created as well as concepts for scenes within the Kickstarter Video.
Studio Team:
Currently, our team consists now of one developer/artist, one 3D artist (me), one sound designer who is very busy and one concept artist. We communicate through discord and skype.
My plan/vision:
Personally, I have goals for the company that are now becoming more difficult to achieve since our lead programmer has decided to leave because they are interested in projects not related to game development. I would like to personally find a business partner who possibly works with Unity as a programmer (although not required) so as to help balance the studio out. Because we are pretty close to launching a Kickstarter campaign, I would like to complete this first video game before moving to another.
Who I am looking for:
I am looking for a dedicated individual or potentially two individuals who are above all passionate about game development. I have realized that the lead programmer was not exactly passionate about game development and that is exactly the person I do not want or need. I am looking for someone who is passionate enough to take action and do what is necessary to succeed without being told to do so.
Obviously, there is no in-depth list of information about our current position and related details. I will provide as much information via email to anyone who is interested in working with me on this project.
If you are interested in helping me, please email me at magdstudios@gmail.com < old cover name email
or message me here or via email: business@symmetrygames.net
Thank you for your time, - Jack

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