Project Name:The Legends Gate:Battle Of Sorrugar
Studio: Inbound Entertainment.
Engine: Unreal Engine 4
Platforms: PC And Mac(Steam) & Xbox One/PS4 (Very Very Far Future)
Compensation: Royalty/Payback After Funding
Roles Required:Environment Artist/3D Animator/Level Designer And Unreal Engine Programmer And Any Others!
Project Length: Hoping For Release In 2020/2022
[3D ANIMATOR/ENVIRONMENT ARTIST] - Realistic Assets/Textures - GUI Creation - Environment Asset Creation - Create Animations
[PROGRAMMER REQUIREMENTS] - Fluent Programming - Work With Other Programmers And 3D Artists - Must Be Able To Create Combat Systems And NPC AI Systems
About Me: I’m A Game Designer With A Bit Of Experience, I’ve Been Working On This Project Game Design Wise For Nearly 4 years.
The Project Has Changed So Much, especially Story And GamePlay Wise.
Project Description: Hello! Me And A Concept Artist Are Looking To Start Up This Team, You Can See What We Are Looking For Above, The Game Is A First Person RPG And Is Also Open World, This Is An Ambitious Project That I’ve Been Working On For 4 Years Game Design Wise And Story Wise. I Will Tell You More About The Story When You Apply Below. Also We Welcome Any Other Skills You Want To Offer As The Game Is Currently In Pre Production And Building A Team Is Very Important.
Apply:DM Me On Discord riobio55#1958 or email me at firstname.lastname@example.org
By Anthony Cao
Okay, I want to find someone or a group whos in the process of making a browser game or mobile game or is interested in doing so.
Im interested in guiding and help choose the route the general direction of the game should lean twards. Of course it is your game and you do have the rights to refuse the suggestions i have to improve the game, I have marketing concepts and ideas in mind and i do take time studying other strategies as well as come up with my own strategies for success.
Look at it this way, you have a game you are trying to perfect, yet dont know how to raise a fanbase or increase player count, dont know how to generate revenue substantually. I have solutions to try, and as you may see it, I am your npc offering you the optional side quest to improve your game... Like normal side quests, they are optional but can be rewarding.
I dont need money or asking for it either, because my service is free, but if it does lead to success then a generous donation or hiring me as a permenent team member in the future might work for the best for me.
I'm looking for my dream teammate(s) to help me work on my Unity game. I still dont know where Im going with that project but I want to make a good final product that I would be able to sell or publish it for free on Steam. Here a video of the prototype (The only thing I dint made is the skybox) https://www.youtube.com/watch?v=y2Otmt9jRkc
My discord : Just4lol#46982
I want somone at least as competent as me :
- I want somone with at least one year of experience in Unity (already worked with scriptable object and know oop).
- Already worked with shaders or can do editors tools is a plus.
- Can do 3d models in Blender or can do 2d art for the ui or particles effects.
- Can make soundtracks or sound effects a bonus.
Im a french Canadian so mind my english I will do my best to edit any errors I see.
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