Epic released a new feature trailer today as part of their GDC announcements. They're giving several in-depth talks at GDC and showcasing the power of the Unreal Engine in their booth. You can see their full GDC plan here.
I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly.
Is there anyone that is wishing to help me set up my compute shader?
Thank you in advance for any replies and interest!
I'm looking for some references that could help me learn how to program some really basic 2D enemy behaviours.
I wasn't sure whether to post this here or in the AI section but I think it might be more suitable to be posted here since it has more to do with basic maths than any AI related algorithms.
Could anyone help recommend some resources (books, posts, videos) that could help me understand how to properly implement the basics of enemy movement in 2d games ? So far I've only managed to get them to chase the player character and to stop moving on collision, but the movement is pretty unrealistic and once the collision occurs the enemies all "pile up" on the player character. I'm doing this in C++ so no guides that explain how to script this using an engine api please.
I am from an indie studio that has received funding for our concept and is ready to create the next generation 2D Pokemon-inspired MMORPG called Phantasy World. This ad is for a volunteer position but hopefully will transition into something more. Our vision is to create a game that draws inspiration from the series but is dramatically different in both aesthetics and gameplay as the work would be our own.
We are hoping that you can help us make this a reality and are looking for game developers familiar with the unreal engine and would be happy to work on a 2D top down game. Sprite artists are also welcome as we are in desperate need of talented artists! Join our discord and let's have a chat! https://discord.gg/hfDxwDX
Here's a teaser as to what our in game characters look like when moving in the game world! Hope to see you soon!
I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
I am really stucked right now because of the fundamental question:
Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on.
In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
Should I treat those debug objects as entities/components?
For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?