I'm looking for solutions to a Line of Effect system I'm creating.
Specifically, I'm looking for a real-time algorithm that helps an AI unit find the closest tile in range that has a line of effect to its target
At the moment, I'm using raycasting (in Unity) to determine what tiles have lines of effect (no obstructions) to each other.
This information is then used by the AI to locate an unobstructed targeting position within range.
The end result is that every tile has a list of other tile locations it has a clear line of effect to.
The problem is that it takes forever to scan and makes the map far too static for my needs.
Anyone implement something similar?
Hi I’m looking for a school to attend for game development and design online.
i have a large interest in wanting to learn game development and programming and design but I don’t have the time or schools close enough to me for an on campus education since my current job has me travel rather often all over the country.
id prefer one without liberal arts and get right into the core aspects of the major but it seems most schools love them way too much right now.
if anyone has any suggestions for schools to look into that would allow me to get my bachelors and be able to possibly find a job in the field please let me know
Hello all! I'm new to the forum and I'm glad to have found a lot of interesting discussions/topics!
Quick intro, I'm currently in school for Independent (indie) Video Game Design, on my last semester and the job search will start in less than 4 months (I'm nervous to say the least). I've learned a lot in school and I'm proud to say that I can make a decent game independently and market it properly. The problem is that I can do all of this, but I don't specialise in anything specific. I'm pretty good at modeling (but definitely not a pro, can only make simple clean models), okay at scripting, design isn't my strength but a big interest and I'm pretty okay at UI/UX but definitely not proficient at all.
I can't say I specialise in any of the above fields and I know that specialising in something is important in order to have a consistent portfolio and finding a job.
Should I focus on specialising on a specific field in the next 4 months (practice 24/7) in order to sell myself to employers or should I practice everything and sell myself as a Jack-of-all-trades? I really want to get a designer job as I enjoy writing GDDs and discussing design during Pre-Production but my Rational Design knowledge is weak and I've never been considered a designer in all my previous projects (always was responsible for art or UI).
Are lightmaps still the best way to handle static diffuse irradiance, or is SH used for both diffuse and specular irradiance now?
Also, do any modern games use direct light in lightmaps, or are all direct lighting handled by shadow maps now?
Finally, how is SH usually baked?
So I was wondering how modern terrain and water geometry works both with and without tesselation. Essentially:
1) Is Geoclipmapping still the best CPU tesselation technique?
2) Is Geoclipmapping still used with tesselation?
3) Is non-tesselated water just flat? Is there any other (reasonable) ways to simulate it? Do people use Geoclipmapping for that too?