• Advertisement

A Turd's Life

Recommended Posts

Hello Everyone at Gamedevnet! First post here.

I am an indie developer and am currently working on a game called A Turd's Life. It's basically about the life of a turd after being flushed down, and the hardships it must go through to get to the ocean and be free with its turd friends.

Here's a link to the video clip:

 

https://vimeo.com/242829938

 

Please let me know what you think and if it has any poo-tential! :D

 

Edited by Matt Berg

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By ChaosEngine
      I've been interviewing a few job candidates recently. I wrote a short list of what I could consider pretty basic C# questions for them. My intention with these questions was to use them as a jumping off point for more interesting discussions, but so far, people have struggled to answer them. So I thought I'd post them here to get some feedback from people.
      Basically, am I expecting too much? These are pitched at mid-senior developer level.
       
      All feedback much appreciated.
      Technical Interview questions.pdf
    • By 3dmodelerguy
      So I am building a turn based rogue-like (think CDDA). The game is going to have a very large map (up to 1000's x 1000's) however to alleviate most of that I obviously can't render everything so there will just be render a certain radius around the player and just load in and out data as the player moves.
      The next major system I am prototyping is making interactive tiles destructible and pretty much everything will be destructible besides basic landscape (cars, doors, windows, structures, etc. will be destructible)
      While I am only rendering a certain amount of tiles around the player, I want to keep the amount of colliders active at one time to be as small as possible for performance and currently the tilemap tool I use automatically merges colliders together.
      So instead of creating a separate colliders for each of these tiles and having the destructible behavior tied to that object (which my tilemap tool would allow me to do) I was thinking that I would store an array of all the X and Y locations for the interactive tilemap layer and let the tilemap manage the colliders. 
      Then when I hit a collider on the interactive tilemap layer, instead of of getting the behavior for how to deal with the destruction for that tile from that game object, I would pull it from the array I mentioned earlier based on the tile I attempt to interact with which I already have.
      Does this sound like a good approach? Any other recommendations would be welcomed.
    • By B. /
      Hello Everyone,
      I write COLLADA Importer and my next goal was to import rigged Characters, so check up the file ,but don't understand one step. I see where the joints and the weigts are, but not where the file say which vertex has which weight. So maybe you guys can help me and explain it?
      <vertex_weights> has only the indices of the joints and weights
      Here's a part of my COLLADA file:
      <library_controllers> <controller id="pCube1Controller"> <skin source="#pCube1-lib"> <bind_shape_matrix>1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 </bind_shape_matrix> <source id="pCube1Controller-Joints"> <Name_array id="pCube1Controller-Joints-array" count="18"> Hip LegL FootL ToeL LegR FootR ToeR Belly ShoulderR ArmR HandR FingerR ShoulderL ArmL HandL FingerL Neck Head</Name_array> <technique_common> <accessor source="#pCube1Controller-Joints-array" count="18"> <param type="name"/> </accessor> </technique_common> </source> <source id="pCube1Controller-Matrices"> <float_array id="pCube1Controller-Matrices-array" count="288"> -0.941340 -0.337461 -0.000000 -0.139955 -0.337461 0.941340 -0.000000 0.371721 0.000000 -0.000000 -1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.248803 -0.968554 -0.000000 -0.585359 -0.968554 0.248803 -0.000000 -0.201095 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 -0.034984 -0.999388 -0.000000 -1.221391 -0.999388 0.034984 -0.000000 -0.474481 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 -0.000000 0.000000 0.541746 0.000000 1.000000 0.000000 1.913253 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.248802 0.968554 0.000000 0.585358 -0.968554 -0.248802 -0.000000 0.201094 -0.000000 -0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 -0.034983 0.999388 0.000000 1.221387 -0.999388 -0.034983 -0.000000 0.474481 -0.000000 -0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 -0.000001 0.000000 -0.541746 -0.000001 -1.000000 -0.000000 -1.913249 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.043672 0.999046 0.000000 -0.000137 -0.999046 0.043672 -0.000000 0.003133 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.995861 0.090881 -0.000000 -0.021829 -0.090881 -0.995861 -0.000000 0.184414 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.987330 0.158679 -0.000000 0.470613 -0.158679 -0.987330 -0.000000 0.217060 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -1.000000 0.000001 -0.000000 1.419031 -0.000001 -1.000000 -0.000000 -0.008213 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.941340 0.337462 -0.000000 1.988030 -0.337462 -0.941340 -0.000000 0.703965 -0.000000 -0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.995861 -0.090881 -0.000000 0.028074 -0.090881 0.995861 0.000000 -0.183843 0.000000 0.000000 -1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.987330 -0.158678 -0.000000 -0.464421 -0.158678 0.987330 0.000000 -0.216064 0.000000 0.000000 -1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -1.000000 -0.000000 -0.000000 -1.412754 -0.000000 1.000000 0.000000 0.008213 0.000000 0.000000 -1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 -0.941340 -0.337462 -0.000000 -1.982131 -0.337462 0.941340 0.000000 -0.701850 0.000000 0.000000 -1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 0.043673 0.999046 0.000000 -0.483504 -0.999046 0.043673 -0.000000 -0.018032 -0.000000 -0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.043673 0.999046 0.000000 -0.963774 -0.999046 0.043673 -0.000000 -0.039026 -0.000000 -0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000</float_array> <technique_common> <accessor source="#pCube1Controller-Matrices-array" count="18" stride="16"> <param type="float4x4"/> </accessor> </technique_common> </source> <source id="pCube1Controller-Weights"> <float_array id="pCube1Controller-Weights-array" count="534"> 1.000000 0.446680 0.448446 0.061039 0.006715 0.037120 0.423137 0.341108 0.035586 0.104220 0.095948 0.430593 0.105918 0.018535 0.346667 0.098287 0.446679 0.037120 0.448446 0.061040 0.006715 0.163148 0.388913 0.396025 0.037444 0.014469 0.396151 0.187946 0.014532 0.076902 0.324469 0.394204 0.076828 0.187766 0.328622 0.012580 0.166741 0.388259 0.393852 0.036607 0.014542 0.108793 0.424549 0.424576 0.021527 0.020555 0.255692 0.255431 0.312440 0.153135 0.023302 0.258375 0.311167 0.149047 0.258097 0.023313 0.102002 0.388360 0.388353 0.019283 0.102002 0.174648 0.125476 0.307658 0.306598 0.085620 0.287311 0.159158 0.174218 0.287850 0.091463 0.288312 0.172606 0.159037 0.288857 0.091188 0.177388 0.305490 0.303861 0.126946 0.086316 0.120822 0.069144 0.387268 0.384055 0.038711 0.422697 0.058575 0.073700 0.426612 0.018416 0.426332 0.069409 0.056317 0.430430 0.017513 0.124944 0.385012 0.380074 0.070711 0.039259 0.120822 0.069144 0.387268 0.384055 0.038711 0.422697 0.058575 0.073700 0.426612 0.018416 0.426332 0.069409 0.056317 0.430430 0.017513 0.124944 0.385012 0.380074 0.070711 0.039259 0.174648 0.125476 0.307658 0.306598 0.085620 0.287311 0.159158 0.174218 0.287850 0.091463 0.288312 0.172606 0.159037 0.288857 0.091188 0.177388 0.305490 0.303861 0.126946 0.086316 0.108793 0.424549 0.424576 0.021527 0.020555 0.255692 0.255431 0.312440 0.153135 0.023302 0.258375 0.311167 0.149047 0.258097 0.023313 0.102002 0.388360 0.388353 0.019283 0.102002 0.163148 0.388913 0.396025 0.037444 0.014469 0.396151 0.187946 0.014532 0.076902 0.324469 0.394204 0.076828 0.187766 0.328622 0.012580 0.166741 0.388259 0.393852 0.036607 0.014542 0.446680 0.448446 0.061039 0.006715 0.037120 0.423137 0.341108 0.035586 0.104220 0.095948 0.430593 0.105918 0.018535 0.346667 0.098287 0.446679 0.037120 0.448446 0.061040 0.006715 0.490897 0.501024 0.005129 0.002609 0.780985 0.201682 0.001639 0.008414 0.007279 0.783532 0.008348 0.200106 0.007322 0.490896 0.002609 0.501024 0.005129 0.490897 0.501024 0.005129 0.002609 0.780985 0.201682 0.001639 0.008414 0.007279 0.783532 0.008348 0.200106 0.007322 0.490896 0.002609 0.501024 0.005129 0.072569 0.448896 0.467547 0.008240 0.002747 0.072569 0.448896 0.467547 0.008240 0.002747 0.005633 0.494163 0.494079 0.005633 0.005633 0.494163 0.494079 0.005633 0.069536 0.447783 0.471519 0.008441 0.002721 0.069536 0.447783 0.471519 0.008441 0.002721 0.005428 0.496654 0.496927 0.005428 0.496654 0.496927 0.027277 0.465805 0.466166 0.034322 0.006429 0.032529 0.465155 0.458960 0.027694 0.015662 0.001002 0.524597 0.473182 0.002078 0.496491 0.498270 0.002770 0.015604 0.487493 0.476849 0.013049 0.007005 0.014109 0.482061 0.482639 0.018164 0.003027 0.086141 0.395004 0.392832 0.076562 0.049460 0.072924 0.408978 0.409117 0.086668 0.022313 0.025344 0.009121 0.470943 0.470334 0.024259 0.034082 0.007470 0.455706 0.456255 0.046487 0.007387 0.001314 0.489449 0.491035 0.010816 0.510801 0.489110 0.021297 0.004277 0.471874 0.472667 0.029885 0.010295 0.003391 0.488816 0.487692 0.009806 0.075808 0.021321 0.403240 0.403478 0.096154 0.078335 0.035448 0.405277 0.405075 0.075866 0.101905 0.429125 0.429095 0.016145 0.023730 0.099890 0.407814 0.407384 0.030245 0.054666 0.023975 0.481476 0.479747 0.004706 0.010096 0.023316 0.485651 0.485533 0.002137 0.003363 0.001426 0.503487 0.494347 0.001458 0.499436 0.498840 0.023912 0.481531 0.479799 0.004692 0.010066 0.023254 0.485691 0.485573 0.002130 0.003352 0.023299 0.039289 0.097061 0.420322 0.420031 0.016873 0.022080 0.108912 0.426068 0.426067 0.003085 0.004216 0.033460 0.479621 0.479618 0.002649 0.005089 0.018149 0.487709 0.486404 0.007248 0.495761 0.495752 0.515491 0.484439 0.003078 0.004206 0.033395 0.479662 0.479659 0.002639 0.005071 0.018089 0.487755 0.486447 0.001437 0.495838 0.497206 0.005199 0.001437 0.495838 0.497206 0.005199 0.002118 0.498222 0.493106 0.006148 0.002118 0.498222 0.493106 0.006148 0.001407 0.494389 0.498501 0.005388 0.001407 0.494389 0.498501 0.005388 0.002075 0.495166 0.495968 0.006390 0.002075 0.495166 0.495968 0.006390 0.001348 0.499290 0.499290 0.001654 0.029342 0.484184 0.484184 0.001867 0.499012 0.499012 0.001874 0.030698 0.483368 0.483368 0.001352 0.499287 0.499287 0.001642 0.028780 0.484473 0.484473 0.001859 0.030111 0.483671 0.483671 0.001863 0.499013 0.499013 0.017793 0.003436 0.003494 0.487638 0.487638 0.016776 0.003258 0.003214 0.488376 0.488376 0.016776 0.003258 0.003214 0.488376 0.488376 0.017793 0.003436 0.003494 0.487638 0.487638 0.080146 0.034481 0.036694 0.424340 0.424340 0.079527 0.036205 0.034127 0.425070 0.425070 0.079527 0.036205 0.034127 0.425070 0.425070 0.080146 0.034481 0.036694 0.424340 0.424340 0.106011 0.033886 0.040327 0.409888 0.409888 0.104594 0.039175 0.033170 0.411531 0.411531 0.104594 0.039175 0.033170 0.411531 0.411531 0.106011 0.033886 0.040327 0.409888 0.409888</float_array> <technique_common> <accessor source="#pCube1Controller-Weights-array" count="534"> <param type="float"/> </accessor> </technique_common> </source> <joints> <input semantic="JOINT" source="#pCube1Controller-Joints"/> <input semantic="INV_BIND_MATRIX" source="#pCube1Controller-Matrices"/> </joints> <vertex_weights count="116"> <input semantic="JOINT" offset="0" source="#pCube1Controller-Joints"/> <input semantic="WEIGHT" offset="1" source="#pCube1Controller-Weights"/> <vcount>5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 5 4 4 4 5 4 4 5 5 4 4 5 5 3 3 5 5 3 4 5 5 5 5 5 5 5 2 5 5 5 5 5 5 5 5 3 3 5 5 5 5 5 5 3 2 5 5 4 4 4 4 4 4 4 4 3 4 3 4 3 4 4 3 5 5 5 5 5 5 5 5 5 5 5 5</vcount> <v>0 1 1 2 2 3 3 4 4 5 0 6 1 7 2 8 4 9 7 10 0 11 1 12 2 13 4 14 7 15 0 16 1 17 4 18 5 19 6 20 7 21 12 22 13 23 14 24 17 25 0 26 1 27 2 28 4 29 7 30 0 31 1 32 4 33 7 34 17 35 7 36 8 37 9 38 10 39 17 40 7 41 12 42 13 43 14 44 17 45 7 46 8 47 12 48 13 49 17 50 7 51 8 52 9 53 12 54 17 55 7 56 8 57 9 58 10 59 12 60 7 61 8 62 12 63 13 64 17 65 7 66 8 67 12 68 16 69 17 70 7 71 8 72 12 73 16 74 17 75 7 76 8 77 9 78 12 79 17 80 7 81 8 82 12 83 13 84 17 85 7 86 8 87 12 88 16 89 17 90 7 91 8 92 12 93 16 94 17 95 7 96 8 97 9 98 12 99 17 100 7 101 8 102 12 103 13 104 17 105 7 106 8 107 12 108 16 109 17 110 7 111 8 112 12 113 16 114 17 115 7 116 8 117 9 118 12 119 17 120 7 121 8 122 12 123 13 124 17 125 7 126 8 127 12 128 16 129 17 130 7 131 8 132 12 133 16 134 17 135 7 136 8 137 9 138 12 139 17 140 7 141 12 142 13 143 14 144 17 145 7 146 8 147 12 148 13 149 17 150 7 151 8 152 9 153 12 154 17 155 7 156 8 157 9 158 10 159 12 160 7 161 12 162 13 163 14 164 17 165 0 166 1 167 2 168 4 169 7 170 0 171 1 172 4 173 7 174 17 175 7 176 8 177 9 178 10 179 17 180 0 181 1 182 2 183 3 184 4 185 0 186 1 187 2 188 4 189 7 190 0 191 1 192 2 193 4 194 7 195 0 196 1 197 4 198 5 199 6 200 0 201 1 202 2 203 4 204 0 205 1 206 2 207 4 208 7 209 0 210 1 211 4 212 7 213 0 214 1 215 4 216 5 217 0 218 1 219 2 220 4 221 0 222 1 223 2 224 4 225 7 226 0 227 1 228 4 229 7 230 0 231 1 232 4 233 5 234 7 235 8 236 9 237 10 238 17 239 7 240 8 241 9 242 10 243 17 244 7 245 8 246 9 247 12 248 7 249 8 250 9 251 12 252 7 253 12 254 13 255 14 256 17 257 7 258 12 259 13 260 14 261 17 262 7 263 12 264 13 265 7 266 12 267 13 268 0 269 1 270 2 271 3 272 4 273 0 274 1 275 2 276 3 277 4 278 0 279 1 280 2 281 0 282 1 283 2 284 3 285 0 286 1 287 2 288 3 289 4 290 0 291 1 292 2 293 3 294 4 295 0 296 1 297 2 298 3 299 4 300 0 301 1 302 2 303 3 304 4 305 0 306 1 307 4 308 5 309 6 310 0 311 1 312 4 313 5 314 6 315 0 316 1 317 4 318 5 319 6 320 4 321 5 322 0 323 1 324 4 325 5 326 6 327 0 328 1 329 4 330 5 331 6 332 0 333 1 334 4 335 5 336 6 337 0 338 1 339 4 340 5 341 6 342 1 343 2 344 3 345 4 346 6 347 1 348 2 349 3 350 4 351 6 352 1 353 2 354 3 355 4 356 6 357 1 358 2 359 3 360 4 361 6 362 1 363 2 364 3 365 1 366 2 367 3 368 1 369 2 370 3 371 4 372 6 373 1 374 2 375 3 376 4 377 6 378 1 379 3 380 4 381 5 382 6 383 0 384 3 385 4 386 5 387 6 388 0 389 3 390 4 391 5 392 6 393 1 394 3 395 4 396 5 397 6 398 4 399 5 400 6 401 5 402 6 403 0 404 3 405 4 406 5 407 6 408 1 409 3 410 4 411 5 412 6 413 8 414 9 415 10 416 11 417 8 418 9 419 10 420 11 421 8 422 9 423 10 424 11 425 8 426 9 427 10 428 11 429 12 430 13 431 14 432 15 433 12 434 13 435 14 436 15 437 12 438 13 439 14 440 15 441 12 442 13 443 14 444 15 445 9 446 10 447 11 448 8 449 9 450 10 451 11 452 9 453 10 454 11 455 8 456 9 457 10 458 11 459 13 460 14 461 15 462 12 463 13 464 14 465 15 466 12 467 13 468 14 469 15 470 13 471 14 472 15 473 7 474 8 475 12 476 16 477 17 478 7 479 8 480 12 481 16 482 17 483 7 484 8 485 12 486 16 487 17 488 7 489 8 490 12 491 16 492 17 493 7 494 8 495 12 496 16 497 17 498 7 499 8 500 12 501 16 502 17 503 7 504 8 505 12 506 16 507 17 508 7 509 8 510 12 511 16 512 17 513 7 514 8 515 12 516 16 517 17 518 7 519 8 520 12 521 16 522 17 523 7 524 8 525 12 526 16 527 17 528 7 529 8 530 12 531 16 532 17 533</v> </vertex_weights> </skin> </controller> </library_controllers> Greets
      Benjamin
    • By regnar
      Hi!
      I've been trying to implement simple virtual globe rendering system using "3D Engine Design for Virtual Globes" book as a reference.  What I do is I use 6 planes to form a cube, send it to GPU and use vertex shader to form a sphere and add random noise to simulate surface of the planet. The problem is how do I do CPU work on the vertex data from now on - how do I get world space coordinates of a terrain patch to perform LOD techniques, how do I do camera-terrain collision detection etc. ?
  • Advertisement