# All Activity

1. Past hour
2. ## Points constraint approach

Here is a summary of three approaches that can be used for hair/rope simulation: - Mass-spring System: Here particles are connected via linear springs. Equation of motion can be solved using an implicit integrator to support large time steps and avoid instability. This is typically used for cloth simulation in movies and some games (LucasArts, Blender, Pixar). - Position Based Dynamics: Kind of what you're using and commonly used in games. Fast but as an iterative solver, constraints can break. - Featherstone: Fast and supports any time step. Large velocities may lead to instability and blow up the simulation. Can be used for simulating inextensible hair. Featherstone is a single step approach. It works in reduced coordinates. Constraints are always satisfied. However, large time steps might lead to instabilities, but we can add damping to improve stability.
3. ## Vulkan? OpenGL? What........?

If you know of any that are available, I'd be happy to hear about them. I've asked around quite a bit on various sites.
4. ## Vulkan? OpenGL? What........?

IIRC CryEngine & Lumberyard do this by default? If you want portability in general, then you'll have to use more than one GPU API You can defer this decision to a future time by keeping a strong decoupling layer between higher level rendering algorithms (scenes, shadows, lights, models, materials) and platform-specific (D3D/VK/etc) implementation details. If by "portability" you mean "support Windows and Linux", then yeah, VK/GL can solve that particular problem... but if you mean "support Windows and game consoles", then VK/GL aren't very helpful ๐ D3D11 is probably the most stable GPU programming environment due to it being used by the majority of games for the last decade, so it's a great choice to use as your "primary" API if you do end up using more than one... You can also run D3D11 on Linux (Wine) via https://github.com/doitsujin/dxvk if you want.
5. ## Use webassembly or no ?

Hello, I want to know if it's good in this moment to begin to use wasm(2D game with webassembly using code C and Javascript). Because webassembly Is new and I dont know if it's compatible with all navigators. Thanks in advance.
6. ## WM_LBUTTONDOW/UP events not coming through from touchpad when long pressing

I assume you are on Windows (because of the WM_X events) and you are using some kind of Surface to test your app at? I might be wrong but from my experience Windows simulates a right-click on holding the tap, so check if your app is getting a WM_RBUTTONDOWN message instead
7. ## Vulkan? OpenGL? What........?

Huh? No engine with 64bit coordinates CPU side? I hardly belief this. I do this with my game engine and I don't think I'm unique in that department.
8. ## Inspirations

You can talk or write all you want about any game. Commentary does not violate anyone's copyright as long as you use your own words. I'm not a lawyer, and my words are not to be construed as legal advice.
9. Today
10. ## T.P.O.R.T.

Detailed Information: https://www.kickstarter.com/projects/1612428326/tport-a-first-person-puzzle-game
11. ## A new video

Thank you for your response. I will be awaiting for a patreon or a similar page.
12. ## Vulkan? OpenGL? What........?

I'm currently using Direct X 11 for my procedural world/MMO project. I've tried to find a freeish game engine or simply graphics engine that supports 64 bit coordinates (CPU side), but apparently there is no such animal. Right now my investment in Direct X is very small as the vast majorly of the code is straight C++ and the graphics is isolated into an interface class. However now I'm going get more into the GPU stuff and I was wondering if it would be better to switch to something else that would give the program better portability. I was leaning towards Vulkan for no other reason than it seems to be all the rage (ha, ha), but I wanted to get some opinions from folks with more GPU programming experience.
13. ## Artist looking for team/partner!

Hi, We are seven developers making an adventure/rpg game. It's only been in dev for a few weeks but we are making progress. We have our own domain/website with private files/forums sections.And we're looking for more members. So i'd like to see your work if you are interested. You can mail me at antonyrobwells@gmail.com if you are interested. Thanks. (We're using unity3d btw)

15. ## Artist looking for team/partner!

Hello everyone, I am an artist looking to find a long or short term game development partner or partners! I am new to the game development scene, but I've had a lot of fun in the past programming my own visual novels. I am looking for like-minded people who want to work with me on a free, or possibly paid if it's good enough, game! It doesn't have to be a visual novel, any type of game will do. If any of you need an artist, I'm open and ready for the job. I don't really have an idea for a game at the moment, I was hoping if anyone is a writer that they could come up with one and I'll do the art for it. Either that or we can come up with a game idea together. I don't have anything set in stone at the moment, besides the fact that I'm looking for a team. I've been working on art since I was in my late teens, I'm not the best artist but I try really hard; I'm also currently in university for an art degree! I mostly do anime art, but semi-realistic/cartoon styles are possible for me as well. If you want to see examples of my work, I can show you on Discord. Just send me a PM and I'll send you my username! What I'm looking for is someone who is friendly and willing to work with me. Someone who communicates well is also very important. I've tried to start projects with friends who never got back to me about their part so I'm hoping to find someone who doesn't do that... I really want to emphasize that I want to find someone who is passionate about this game we're going to make, and won't give up unless it's absolutely necessary. I want to motivate someone who motivates me to go through with our ideas! Whether you're a programmer, writer, musician, or another artist, I hope someone will get back to me soon! I'm very excited thinking about all the things we would be able to make together! Just send me a PM if you're interested. Thank you so much, this is a great community and I'm glad to finally be a part of it! - Cookie
16. ## When do we need multiple FBOs?

Are you talking about the "frame buffers" technique described in the "Hello Frame buffering" sample within the microsoft dx12 Hello world sample ? https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12HelloWorld The same technique is also used in many later microsoft samples. A better example is the multithreaded sample, where they use a Frameobject class https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12Multithreading The idea is you have 2 (or 3) frame objects that you rotate between, each one with its own render target, commandlists, and also its own cbchangeseveryframe cbuffer. A simple reason to do it is because commandlists can take a few frames from the time you called executecommandlists to the time they have been completed on the gpu and you want to feed it the next frames commandlist before the previous ones fence indicates it has finished. It also helps you make sure the gpu is getting the correct frames contents of cbuffers that you change every frame. If you had used the same cbchangeseveryframe cbuffer amoung all frames then you may end up updating it from the cpu before the gpu has finished doing a commandlist that is using it. This is what D3D12HelloFrameBuffering.h says " // In this sample we overload the meaning of FrameCount to mean both the maximum // number of frames that will be queued to the GPU at a time, as well as the number // of back buffers in the DXGI swap chain. For the majority of applications, this // is convenient and works well. However, there will be certain cases where an // application may want to queue up more frames than there are back buffers // available. // It should be noted that excessive buffering of frames dependent on user input // may result in noticeable latency in your app. "

18. ## 3D Get water surface in post effect

Hello all. I'm newbie on this forum and my english not very good. Sorry >< I created a volumetric lighting with a shadow for my water. Right now I need to compute a max height relative to the water (like a volume water depth). So, I have only screen space uv and 4 clip space vertexes (graphics.blit of unity3d). How I can reproduce the water vertex world space position? My water always is horizontal. Like in this screen. I have one bad idea, but I don't like it. I can render the water depth to texture and use this depth for reconstruct world space position in the lighting post effect. Also, I can reuse this water depth for manual writing to unity depth buffer (for correct depth of field posteffect). Also, it's only way to write to depth texture with transparent geometry. I tried work with a matrix transformations of space (posteffect quad -> world space quad -> transform this quad using TRS (model) matrix of water -> view -> projectrive -> clip), but it does not work for me. Any idea?
19. ## Inspirations

In a few weeks time, once I've upgraded my code to Scala 2.13 and I've sorted out my tooling story, I want to make a serious push to find collaborators. The natural way for me to begin that would be to start by describing both the old board games from decades ago and the video games that I have enjoyed playing. Ideally with a bit of a critique of what I liked and disliked. This is to help others identify if they share my passion for certain types of games. But also to explain why I feel there is an area of the video game design space that has been barely explored. Is this a legal no-no? Does it open myself and any future collaborators to being sued for copy right? I feel totally confident from a moral perspective that I'm not stealing anyone's hard work. In algorithmic terms, I actually find very little of use in the games I have played over the decades
20. ## Just Move

Hi all. This is a small little arcade game that I have been working on for the past 6 months. Move the ball behind your finger and avoid obstacles. The speed of obstacles gradually increases, slowdown them with simple movements of a finger. Collect coins and discover new ball styles. More coins - more styles! Compete with friends: check whose finger is faster! Link: https://play.google.com/store/apps/details?id=com.Brain.JustMove Gameplay video: YouTube
21. ## GC : Explosive Balls (game state)

It turns out the pixel api thing has some neat extension headers dealing with sprite transforms. The 'engine' has static access so the necessity to pass an engine pointer to draw above can be refactored out. What these tools don't have is sprite animation. I'm happy for this. Don't try to do everything, do that put pixel thing you do and do it well. Modulate this... LOL...I'm on it.

Hi Lorenzo, A fair point indeed. We will see if we can release some updated weaponry etc in a future update. Kind regards, Wrench

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26. ## Game Studio Looking For 3D Character Animator & 3D Artist (Foliage/Natural Props)

Freedom Games Game: Project Toll 3D Character Animator & 3D Artist (Foliage/Natural Props) Needed *Completely Remote Work, Revenue Shared Model with possibility of funding Project Toll is a Colonial American survival horror game with a focus on advanced AI and stealth that progressively gets harder as you play. The game is a fictional take on the historical events of the Roanoke Colony (Lost Colony) that took place from 1585-1590 in today's Dare County, North Carolina. Timeline: 9 month project Experience: Share over 30 years of business experience in and out of the game industry to include multiple AAA titles. Positions To Fill: 3D Character Animator & 3D Artist (Foliage/Natural Props) Needed Positions Already Filled: Producer/Creative Director; Lead Programmer/Technical Director; 3D Environmental Artist; 3D Character Modeler/Concept Artist; Entry-Level 3D Artist; Sound/Music Design Team Tools/Software Used: Unreal Engine; Modeling/Animating/Rigging:(Artist Discretion); Art/Graphic Design:(Artist Discretion); Version Control:GitHub; Project Management Tool:Asana If you interested or have any questions/concerns, please email me at: mgdemelobusiness@gmail.com. The quickest way to get a hold of me is via email. Or respond/message me here, or you can find me in Discord: MatthewGD#2789

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