Forest-themed levels in 3D linear games seem to be tricky to pull off as. I primarily refer to first person games though this can easily be applied to third person games and possibly top-down games.
Older games were limited by the hardware used at the time so texture space and polygon counts were important to manage. These games uses a flat texture of trees to create the illusion of depth or create rocky cliff walls to obscure parts of the scene the player is not meant to view.
An example of a linear forest level is Forest Edge from Disney's Donald Duck: Goin' Quakers on the PlayStation 1.
A relatively recent example of a linear forest level are portions the Outlands White Forest from Half-Life 2: Episode 2 on the PC. You can see that it looks more like a small narrow valley. For gameplay and readability it works well and doesn't feel artificial though it's not quite a dense forest.
Outlast 2 did have areas set in tree-filled areas but the only indication of not being able to go through some bushes or trees are invisible barriers, which supposedly works but feels very artificial in my opinion.
Some games in recent years like The Forest and Ark: Survival Evolved have made fully explorable forest levels but they are non-linear open world games. Since the respective games aren't linear in nature they have no need to funnel players through areas designed to be traversed.
How can depth and believability be achieved without making the player confused or lose their direction? How can making a linear forest level be done without making the environment appear artificial?
I created this topic as I'd love to hear what you guys think. I don't think there's a right or wrong way going about making a 3D linear forest level.
Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
double clicked on the frame to open it, but no idea where to go from there.
I've been searching for hours and there's no information on this, not even on the Microsoft Website!
They say "open the Graphics Pixel History window" but there is no such window!
Then they say, in the "Pipeline Stages choose Start Debugging" but the Start Debugging option is nowhere to be found in the whole interface.
Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
and Microsoft's instructions are horrible! Somebody please, please help.
We are pleased to announce the release of Matali Physics 4.0, the fourth major version of Matali Physics engine.
What is Matali Physics?
Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined. The engine is available across multiple platforms:
Android *BSD iOS Linux OS X SteamOS Windows 10 UAP/UWP Windows 7/8/8.1/10 Windows XP/Vista What's new in version 4.0?
One extended edition of Matali Physics engine Support for Android 8.0 Oreo, iOS 11.x and macOS High Sierra (version 10.13.x) as well as support for the latest IDEs Matali Render 3.0 add-on with physically-based rendering (PBR), screen space ambient occlusion (SSAO) and support for Vulkan API Matali Games add-on
Main benefits of using Matali Physics:
Stable, high-performance solution supplied together with the rich set of add-ons for all major mobile and desktop platforms (both 32 and 64 bit) Advanced samples ready to use in your own games New features on request Dedicated technical support Regular updates and fixes
The engine history in a nutshell
Matali Physics was built in 2009 as a dedicated solution for XNA. The first complete version of the engine was released in November 2010, and it was further developed to July 2014 forming multi-platform, fully manage solution for .NET and Mono. In the meantime, from October 2013 to July 2014, was introduced simultaneous support for C++. A significant change occurred in July 2014 together with the release of version 3.0. Managed version of the engine has been abandoned, and the engine was released solely with a new native core written entirely in modern C++. Currently the engine is intensively developed as an advanced, cross-platform, high-performance 3d physics solution.
If you have questions related to the latest update or use of Matali Physics engine as a stable physics solution in your projects, please don't hesitate to contact us.
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I'm studying games art at uni and have been tasked with studying the phrase 'Character artists are higher skilled than Environment artists'. The topic is based around modelling in 3ds Max and ZBrush. I am required to gather opinions from outside sources.
I myself think that character artists have more skills as they need to pay closer attention to details. They have an important job role as they are creating the main focal point of a game. Even in 1st person games there are cut scenes where the model is used.
By Slack Dragon
Download here: https://slackdragon.itch.io/dungeon-chop-chop
Dungeon Chop Chop is a Singleplayer / Co-Op Rogue-like Adventure game currently in development.
All feedback is greatly appreciated
An admirable soul tainted by darkness has laid waste to
the land. He has robbed civilians of their riches and lurks in
a dungeon locked with sorcery and guarded by monsters.
With treasure to claim, demons to slay and eternal fame to
be won, adventurers travel from far and wide to test their
strength against this enemy.
Many have tried and not a single one has returned!
Will you be the challenger who finally breaks the seal and
restore peace to the land?
Consider supporting us at: https://www.patreon.com/SlackDragon
Check us out on Twitter: https://twitter.com/SlackDragonDevs
Lead Shannon Stefan Programmers:
Lead Harrison Jack Artists:
Jerome Tin David