# All Activity

1. Past hour
2. ## Need pathfinding idea feedback

I still don't understand how that stores a coord pair of {x:1, y:2, z:3}. Could you show an example using those?
3. ## Billboard-resolution, TGA format limitation

I wonder what the ppi for the Fremont Street Experience is... and man, that canopy is long! 8th Wonder.
4. Yesterday

6. ## Billboard-resolution, TGA format limitation

Thanks for the information, all. I will just use multiple TGA files if I ever need to go beyond 5.55 metres. It also turns out that the BMP format uses a long unsigned int for storing the number of pixels per dimension, and the limit is like 363.64 kilometres at 300 ppi.
7. ## Forces on a tire and correct Angular Velocity of a wheel in vehicle simulation !?

As @Green_Baron mentioned, separating the force/torque calculation and integration is a good idea. In theory the order should not matter. But, since the brakes could lock up the wheels that could introduce some extra "fun" In normal circumstances you would not need to care about this at all. The free-rolling angular velocity is a derived value and has nothing to do with the simulation. Your others steps seem right to me. You only need the torques that change the speed of the wheel and don't have to zero the angular velocity! The torques only give you the angular acceleration that change the velocity in every frame. This might not be related, but at low speed you can expect some problems. The tire formula is designed to work at speed. Below around 5m/s it becomes "unstable". That shouldn't affect the overall movement of the car, but the angular velocity calculation gets problematic. Search for Tire relaxation length method or SAE950311, also there is a simpler way of doing it but I don't remember its name For me it looks like this: if (ground_seed < 1) slip_ratio = 2 * (wheel_speed - ground_speed) / (1 + ground_speed^2) else ... use normal slip ratio calculation...

Dead Ship is an atmospheric isometric scifi shooter. As a player you must explore the space station, fight the monsters and survive. The game was developed by small team of only three people in free time (mostly after work) in one year. We worked on the project fully remotely. And this is our first project. Dead Ship is completely free. If you enjoyed gamplay, you may send as a small donation for beer or coffee
9. ## Looking For Feedback On My Writing/Game Design Portfolio

Don't put illnesses on your CV, that will scare most employers off immediately.
10. ## Unity Course Develop Professional Videogames with Unity

Hello everyone! My course "UNITY AND C# GAME DEVELOPMENT" has been published as a book in Spain and Amazon in spanish, I have the English version in Udemy, here´s a coupon for the course in English 95% off. In this course u will learn the player action, Artificial Intelligence for the enemies, items, game states, lives system, health bars, Graphic User Interface, a complete system for the Final Boss Battle, virtual controllers for mobile devices, adds insertions. Hope you like it! https://www.udemy.com/develop-professional-videogames-with-unity-2018-and-c/?couponCode=UNITY_GAMEDEV
11. ## A Revolutionary New Game

Very sorry for that. I missed the point.
12. ## Query class for inherited mixins from application

Correct. Once the script is compiled, there is no way to tell which if the code was produced via a mixin or simply a copy of the script code. For what reason do you need to know that the mixin was used? metadata might be used, but you could potentially also solve it by using interfaces. interface iFoo {} mixin class Foo : iFoo {} class Bar : Foo {} // Now Bar implements interface iFoo due to mixin Foo
13. ## Pathfinding in Second Life, or how did it ever get this bad?

I've been working on workarounds. Users can script Second Life, so it's possible to sort of work around bugs. But no, there's not much that can be done user side. They have a huge legacy code problem after 15 years. I'm waiting for a next generation big virtual world in which I can build. High Fidelity just went bust. (They're "pivoting to enterprise applications." Right.) Sinespace is cute but going nowhere. Sominium Space never got any users. Sansar is at 11 users on Steam. Nostos just slipped to October 2019. Nothing yet. I was expecting more from the Spatial OS crowd.
14. ## GLFW Callbacks From Inside Class/Struct

My GLFW is totally messed up. I will try that if I am able to restore it back to its previous state.
15. ## GLFW Callbacks From Inside Class/Struct

try it: But, before you need set this: glfwMakeContextCurrent(pWindow); This is what I do in my tests apps.
16. ## GLFW Callbacks From Inside Class/Struct

I seem to be having some pretty serious problems with GLFW now. Functions aren't being called when they should be and even when they are being called they are doing the wrong thing. For example glfwSetCursorPosCallback() is only working when the mouse is inside the window and other callback functions just aren't calling the function at all. Have read that this can be due to not calling glfwPollEvents() but this is certainly not the case in my program. Thanks for your help anyway!
17. ## GameSoundCon Submissions are open

Hi All! GameSoundCon is accepting submissions for its 2019 conference in Los Angeles. Talks and panels can be on just about any topic in game audio from, in any of the 5 "session tracks" below: "GDC" style talks Audio for VR/AR/MR Game Dialogue and Performance Game Audio Research Game Audio Studies Last year, GameSoundCon featured over 100 speakers across 75+ panels and sessions For details, www.GameSoundCon.com/submissions

19. ## Looking For Feedback On My Writing/Game Design Portfolio

Don't showcase a wide range of work. Show only your very best work. You have a lot of competition, and you have to knock our socks off.
20. ## Looking For Feedback On My Writing/Game Design Portfolio

That was pretty frank - thank you. I'll work on that too. It's really meant to be a combination of the work I've done - a showcase of a wide range of work I've done. But I'll work on making it more cohesive and more focussed.
21. ## Babylon.js + 8th Wall Integration: The Full Tutorial

8th Wall’s latest integration is with Babylon.js, a WebGL-based graphics engine that provides top notch rendering for the web. Follow the video or the steps below to create an AR experience that runs in your mobile browser! https://medium.com/media/e848ca81b7e7dfe7a6a92d3664be6262/href1. Go to 8thwall.com and log into the 8th Wall Console (or sign up for free) 2. Make sure your “Web Developer” workspace is selected. 3. At the top right of the screen, click “Device Authorization” to authorize your phone to view experiences under development. Scan the QR code with your phone, and you’ll see the message: “Developer Mode On.” 4. On the Dashboard, click “Create a new web app.” Name your web app and click “Create.” 5. Copy 📋 your app key from the Dashboard 6. Go to the Quickstart page. Make sure you have NPM installed and download or clone our 8th Wall Web public GitHub repo. 7. In GitHub, download the entire contents of the repo as a ZIP file. Once download is complete, click to expand the zip file. 8. Add your app key into the project. Open up a text editor, and underneath “gettingstarted” you’ll see an “xrbabylonjs” directory. Go into that and open up the index.html file. Find the following line and replace the X’s with the app key you copied earlier. Save 💾 <script async src="//apps.8thwall.com/xrweb?appKey=XXXXXXXX"></script> 9. Open a terminal window if you are on a Mac, or if you’re using windows, open a standard command prompt (not PowerShell). Open the folder where the project and serve script are located. Inside you’ll see a “serve” directory. In the terminal window, type “cd” for change directory, and either type the full path to the serve/ directory, or simply drag the serve folder over and it’ll enter the path for you. Hit Enter. [tony@TonyMBP ~/Downloads/web-master]$cd serve/ [tony@TonyMBP ~/Downloads/web-master/serve]$ 10. Run “npm install” and wait for the command to complete. This will install all of the node modules required to run the serve script on our computer. Once this is done, we’ll still be in the “serve” directory. # npm install 11. Go up one directory, back into web-master. On a Mac, type “pwd” to verify your current directory. On windows, type “cd” and hit enter to display your current directory: [tony@TonyMBP ~/Downloads/web-master/serve]$cd .. [tony@TonyMBP ~/Downloads/web-master]$ pwd /Users/tony/Downloads/web-master [tony@TonyMBP ~/Downloads/web-master]\$ 12. Run the “serve” script which sets up a local webserver on your computer. The command is slightly different if on Mac vs PC: On a Mac: ./serve/bin/serve -n -d gettingstarted/xrbabylonjs Hit enter to run the script. Once things have initialized, you’ll see a QR code you can scan to connect to the demo. Above the QR code you’ll also see the actual URL the QR code will take you to. If you are on windows, make sure you are starting from the web-master directory. Type: serve\bin\serve -n -d gettingstarted\xrbabylonjs Hit Enter. Scan the QR code on your screen. This will connect you to the local webserver running on your computer. 13. Grant camera permissions to see a basic Babylon JS demo. We will update this demo and load in a Flight Helmet 3D model provided by the Babylon JS team. 14. Go back to your index.html, and add a new script tag for a library that handles loading 3D models. <script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.js"></script> Close out our script tag and save your file 💾 15. Edit index.js. Towards the top you’ll see an initXrScene() function which adds a few primitives to the scene; a sphere, cone, plane and box. Select all of those sections and delete. Leave the directional light and the line that sets the initial camera position. const initXrScene = ({ scene, camera }) => { const directionalLight = new BABYLON.DirectionalLight( "DirectionalLight", new BABYLON.Vector3(0, -1, 1), scene) directionalLight.intensity = 1.0 // < DELETE EVERYTHING BETWEEN THESE LINES > camera.position = new BABYLON.Vector3(0, 3, -5) } 16. Below, in the runRenderLoop() function, delete the box.rotation.y line or comment it out, leaving only the scene.render() call inside this function: engine.runRenderLoop(() => { // Render scene scene.render() }) 17. Copy 📋 and paste the BABYLON.SceneLoader.ImportMesh() code below (in bold) into the initXrScene() function. As a result you should have the following: const initXrScene = ({ scene, camera }) => { const directionalLight = new BABYLON.DirectionalLight( "DirectionalLight", new BABYLON.Vector3(0, -1, 1), scene) directionalLight.intensity = 1.0 BABYLON.SceneLoader.ImportMesh("", "https://models.babylonjs.com/", "flightHelmet.glb", scene, function (meshes) { meshes[0].scaling = new BABYLON.Vector3(.1, .1, .1) }) camera.position = new BABYLON.Vector3(0, 3, -5) } This code imports a 3D model into your scene and scales it down to 1/10th the original size. That’s it! Save your file 💾 and bring your terminal or command prompt window back to the front. Scan the QR code again, or reload the page on your browser if it’s still open. This time when the Web AR experience loads, it downloads the flight Helmet model and we can view it in AR! Is there another integration you’d like to see 8th Wall support? Hit us up on our public Slack channel or tweet us @the8thwall. Babylon.js + 8th Wall Integration: The Full Tutorial was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
22. ## Looking For Feedback On My Writing/Game Design Portfolio

I'm trying to figure out what that document is supposed to be. I agree with the others, it has no direction, no purpose. The first page looks like testimonials, the kind of quick statements you see on the back of a book that is effectively useless but tries to bring people in. The second page starts with a description of what you're trying to do, but then shows seven images that have nothing to do with what you wrote. The images themselves have no cohesive nature: a photo-style rendering, a cartoon-style backgound level, rough rendered comics, and typewriter-style font with poor writing that I think is meant to be depicting a joke. Pages 3-10 are a confusing mix of what looks like they should be a half page of a resume, or maybe a full page or two of a CV. No unified style, no cohesive thoughts, nothing that says "I need to hire this person". The last page looks like "Here are a bunch of reasons you should avoid me in the company." Every line is potentially a reason against you, not a tempting reason to hire you. What is it you're trying to do with the booklet you've created? It is not a writing portfolio (where you give chapter-sized excerpts of what you've written) nor a game design portfolio (which usually showcases designs and the reasoning behind them, and often includes videos or playable segments that showcase designs).
23. ## GLTF 2.0 loader and physically-based renderer in Diligent Engine

Very impressive !

25. ## Unity Technical Deep Dive: GPU Lightmapper

Unity has posted a technical deep dive for the GPU Lightmapper offered as a preview in the 2018.3 release. They've partnered with AMD and chosen to use RadeonRays, an open source ray tracing library from AMD, to implement power sampling, rays compaction, and custom BVH traversal. The deep dive goes into the design decisions, tradeoffs, pipeline design, and general architecture for the Lightmapper, including discussion of its control flow: Check out the full deep dive here: GPU Lightmapper: A Technical Deep Dive.
26. ## Unity Technical Deep Dive: GPU Lightmapper

Unity has posted a technical deep dive for the GPU Lightmapper offered as a preview in the 2018.3 release. They've partnered with AMD and chosen to use RadeonRays, an open source ray tracing library from AMD, to implement power sampling, rays compaction, and custom BVH traversal. The deep dive goes into the design decisions, tradeoffs, pipeline design, and general architecture for the Lightmapper, including discussion of its control flow: Check out the full deep dive here: GPU Lightmapper: A Technical Deep Dive. View full story

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