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    • By EddieK
      Hello everyone, I want present my new game which I've been working on for a quite while now.
      It's a 2D zombie shooter with lots of cool weapons to choose from. Kill zombies, level up, buy new weapons and go through different levels. 
      Google Play Store link: https://play.google.com/store/apps/details?id=com.extrabitgames.killerjack&hl=en

      Any feedback is appreciated  
    • By MountainGoblin
      Hi everyone!

      Let me represent my first game.

      It's mix of arcade and logic (just a little).

      Play Market:

      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!

    • 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 Enerjak
      protected void menuImage_ChildClick(Object sender, EventArgs e) { if(pbxPhoto.Image != null && sender is MenuItem) { MenuItem mi = (MenuItem)sender; pbxPhoto.SizeMode = modeMenuArray[mi.Index]; pbxPhoto.Invalidate(); } } I'm trying to make one click function to handle multiple menus. Using this code does not work when I click the menu buttons after the image is loaded in the picture box. Here is where I set the event handler of both menu items. 
      // // menuStretch // this.menuStretch.Name = "menuStretch"; this.menuStretch.Size = new System.Drawing.Size(152, 22); this.menuStretch.Text = "S&tretch to Fit"; this.menuStretch.Click += new System.EventHandler(this.menuImage_ChildClick); // // menuActual // this.menuActual.Name = "menuActual"; this.menuActual.Size = new System.Drawing.Size(152, 22); this.menuActual.Text = "&Actual Size"; this.menuActual.Click += new System.EventHandler(this.menuImage_ChildClick); Menu Stretch and Menu Actual are ToolStripMenuItems, which don't have an index variable as I've noticed. How do I get this to work? Otherwise I have to make a separate event function per menu item, which, depending on the amount of image properties, could be a a lot. 
    • By Hanna Habela
      Check it out: habela.github.io
      ok, don't know if it is that "cool" or that "unique"... but supposedly being self-confident and brag yourself is a way to go hmm...don't know
      Anyway, tell me guys what do you think about my site and art in it as well.
      Btw: Say nicely "hi" or "hello" to me coz I'm new here (not so new to game art, as I'm doing it for 2 years now)

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Post-apocalyptic world. The entire planet is a hell. Our hero - a young guard trying to survive in difficult conditions together with his group... ... A few months ago you find out that somewhere in the desert "scumbags" invented an artifact that allows receiving unlimited supplies of fuel. It’s definitely big trouble to happen, while that thing being in ‘wrong hands’. Your group managed to steal the artifact, and now you have one task only - to bring your convoy back to the main camp. There is probably the last action of this world is taking place in front of us, and only you to chose how it will ended.

- More than 50 unique enemies including powerful bosses;
- More than 30 legendary artifacts;
- More than 10 different territories;
- Dozens of different tasks;
- Endless fights for life and death.

Download http://falcoware.com/Tapocalypse.php





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