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By Ricardo3Ddev
Hi guys!
This is a independent game being produced by me and my brother. We’ve been working on it for about 6 months and we’ve already done a good part of the game. We hope to finalize and make it available on Steam by the end of this year.
We are using Blender 3D and Gimp software for production.
About the Game: Dongo Adventure will be a 3D platform style game, where the main character (Dongo) is a mouse that ventures through various scenarios (sewers, culverts, streets, electric grid, etc.) and faces several enemies along the way (cockroaches, mosquitoes, spiders, toxic gases, electrical wires, etc.). He carries a basket / backpack with cheeses that he uses to throw and defend himself from enemies, as well as being able to push objects that helps him to overcome obstacles. The ultimate goal will be a surprise!
Now we are developing new scenarios and enemies. We hope to publish news soon...
Game page on Steam: http://store.steampowered.com/app/811450/Dongo_Adventure/ - (Teaser UPDATED)
Dongo Adventure - Indie Game Project (First Teaser) https://www.youtube.com/watch?v=X2nmxtkE0xk
Thanks for following the project!
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By Epicghost 505
Hello,
We are looking for people to be apart of a team, to help create a horror game we are looking for 3d modelers, coders, artist, animators, fx artist, level designers, and audio design, there will be a payment plan once release of game if your interested come join our discord We hope to see you there
https://discord.gg/6rcc6xr
-Epicghost505
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By lxjk
Hi guys,
There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
This method can be naturally extended to clustered light culling as well.
The following image shows the general ideas
Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
Eric
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By Octane_Test
I am developing a mini golf game in Scenekit. I have applied dynamic physics body to the ball and static physics body to the grass surface and the brick walls show in this image.
Issue:
When I apply the force to the ball, the ball’s linear and angular speeds change as shown in the graphs. The ball’s speeds don’t reduce to zero (so that the ball can stop) but remains constant after certain value.
Ball linear speed graph
Ball angular speed graph
Analysis Tests:
When I increase the values to both the rolling friction and the friction, the ball speed is reduced quickly but remains constant after certain value (similar to the above graphs). When I increase the values of the linear damping and the angular damping, the ball speed behavior is same as the point #1. When I set the gravity value to -9.8 m/s2, the ball’s linear speed remains constant after 0.1 m/s. If I reduce the gravity value to -5 m/s2, the ball’s linear speed remains constant after 0.05 m/s. The friction, linear friction, linear damping and angular damping are same throughout the motion of the ball.
There is 1 millimeter overlapping between the ball and the surface of the golf course.
Questions:
From the analysis test #3, I think the gravity is causing the constant ball speed issue. Is my assumption correct? If yes, how can I fix the issue? I can’t remove the gravity field as without the gravity field the ball will not roll along the grass and it will slide. Why the friction and the damping properties are not affecting the ball speed after certain value?
Are there any other physics properties can cause such issue?
From the analysis test #5, are there any chances that the ball is receiving upward push to correct the position of the ball?
Solutions:
If I increase the physics timestep from 60 FPS to 200 FPS, the issue is resolved. I am not able to understand how this change can fix this issue? After reducing the gravity value to -1 m/s2 and physics simulation speed to 4 (4 times fast physics simulation), the issue is fixed. Again, I am not able to understand how this change fix the issue? I would appreciate any suggestions and thoughts on this topic. Thank you.
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By Sandman Academy
Downloadable at:
https://virva.itch.io/sandman-academy
https://gamejolt.com/games/sandmanacademy/329088
https://www.indiexpo.net/en/games/sandman-academy
https://www.gamefront.com/@sandmanacademy
http://www.indiedb.com/games/sandman-academy
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