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  2. Basically I copied some code from https://www.tomdalling.com/blog/modern-opengl/07-more-lighting-ambient-specular-attenuation-gamma/ to do specular lighting but I ran into an issue. The specular highlights are on the opposite side of the object. On top of that, not only does it seem reversed on the Z side, but on the Y side as well. If I make the incidence vector positive instead of negative though, the X side of the specular highlight is reversed on flat surfaces facing the viewer while on round 3d objects such as a person or sphere is perfectly fine. Like in this bit of code for the shader: vec3 incidenceVector = -surfaceToLight; //a unit vector vec3 reflectionVector = reflect(incidenceVector, normal); I literally tried everything such as flipping normals of the object or flipping just the x normals but it comes out wrong at certain angles. Im using the right handed system in OpenGL. Any help is appreciated. Thanks.
  3. Sounds interesting. Do you have a blog or website? I'm way into the planetary stuff: simplex noise, run-time smooth terrain generation with voxels, JIT terrain for collision, rebasing the origin on the GPU, etc ........... but unfortunately I'm fully committed doing my own C++ planetary engine at the moment. I wouldn't mind following you guys though. Good luck!
  4. Today
  5. Haven't looked at your system yet because I don't have time right now, but it DOES remind me that I need to get the C# version of my entire IAUS up on the Unity Asset Store.
  6. bok!

    Bad Bunch - Announcement Trailer

    Dive-bomb into an alternate reality where air combat rages above land and sea. Red versus Blue. Choose your color, launch you air frame, and fight to be the baddest bunch of Aces in the sky. Visit https://badbunch.net for more info.
  7. GoliathForge

    GC : Explosive Balls (game play)

    No worries.. That will give me a chance to put an update in maybe tomorrow. Sound has been improved by a long ways. I was missing on my sound release time and it made it muddy. But an accidental fix cleared it up. Sounds great now. Maybe not so accidental, but certainly a surprise. Re-arranged the three bar looping music. It's groovy now instead of just noise. Added difficulty by scaling time. It's pretty fast, some collision types ghost through at the faster speeds, so I need to break up the step to ball radius(x2?) perhaps. Been playing it, trying to make it fun. meh, not bad-ish. Still need to finish up the pipe configuration arrays. It's a play, add/smudge/play routine now with the driving data.
  8. Yesterday
  9. Rutin

    GC : Explosive Balls (game play)

    I'll give it a try in a few days and post back.
  10. Hmmm, maybe we'll get a couple of pets instead. We got it right the first time so no sense in rolling the dice a second and third time.
  11. JustinKase

    Battletech Developer Journal - 07

    Very glad you put in that randomization code for the drop timing, being able to vary an animation like that to provide a degree of randomness is another excellent touch on an already superb game. I can see where some might not like the more 40k style drop pods over jet packs and chutes, but these definitely look amazing!! Maybe down the road for BT 2 they'll let you introduce variable drop types Congrats on the HCT-3X!!!! I suppose you better warn your wife that once the BT universe moves up to 3050 and the Clans you will need to have 2 more kids for the HCT-5X
  12. I'm Chris Eck, and I'm the tools developer at HBS for the Battletech project. I've recently been given permission to write up articles about some of the things I work on which I hope to post on a semi regular basis. Feel free to ask questions about these posts or give me suggestions for future topics. However, please note I am unable to answer any questions about new/unconfirmed features. The last few weeks I've been in an unofficial bug fixing contest. A bug fixing contest is a lot like a pie eating contest. The reward for fixing a bug is you get more bugs to fix. >.< I cleaned up some performance fallout, worked on updating region labels, and put some finishing touches on drop pods. Of those, drop pods are the coolest so let's talk about that. Drop Pods The Urban environment is a lot more cramped than the open terrain maps of old. Tall skyscrapers sometimes prevent a dropship from coming in to drop off mechs. The dropships are so large that the wings will clip right through the buildings in the flyby animations and that just won't do. Someone modeled a bomb like drop pod. Someone else modeled the open drop pod. Will worked up a VFX and designed a ParticleSystem that had the flaming Drop Pod slamming into the ground and then kicking up a huge cloud of debris (and built a separate one for each biome). Rob worked on new sound effects. And I wired it all up for the designers and spawn it during the game. First, I had to add a new SpawnMethodType so that designers could specify when a lance should spawn with this new animation. When Drop Pods is selected, they need to plummet from the sky during spawn. I instantiate the prefab at the UnitSpawnPoint location and the VFX plays out. Here is the particle system in action. ParticleSystems don't have a method for communicating events so I had to watch the VFX and write down when different things happened (when the pod hits the ground, when a cloud is big enough to hide the mech teleporting in, when the effect was over). After I had numbers in constants for different events, I wrote a Coroutine to wait the appropriate amount of time. A coroutine is like a function that has the ability to pause execution and return control to Unity but then to continue where it left off on the following frame. My first test had all the pods landing at the exact same time. I didn't like that so I introduced another constant that would put a delay between each one. I still wasn't satisfied so I added a random delay on top of that. Now there won't be a regular pattern and if two lances spawn drop pods at the same time there will be some variance instead of their units landing in the exact same pattern in the exact same timing. It's very jarring when it happens. private const float dropPodImpact = 1f; private const float dropPodSpawnDelay = dropPodImpact + 2f; public IEnumerator StartDropPodAnimation(float initialDelay, ParticleSystem dropPodVfxPrefab, GameObject dropPodLandedPrefab, Action unitDropPodAnimationComplete, int sequenceGUID) { // Only do work if we actually have a unit to spawn. if (HasUnitToSpawn) { // Wait a random amount of time before starting float delay = Random.Range(.5f, 1.75f) + initialDelay; yield return new WaitForSeconds(delay); // Play the sound effect WwiseManager.PostEvent(AudioEventList_play.play_dropPod_projectile, WwiseManager.GlobalAudioObject); // And start the VFX if (dropPodVfxPrefab != null) { ParticleSystem instance = Instantiate(dropPodVfxPrefab, transform); instance.transform.position = hexPosition; instance.Play(); } else { LogError("Null drop pod animation for this biome."); } // Wait until the drop pod hits, play the sounds, and kill whoever is standing in the spot yield return new WaitForSeconds(dropPodImpact); WwiseManager.PostEvent(AudioEventList_play.play_dropPod_impact, WwiseManager.GlobalAudioObject); yield return ApplyDropPodDamageToSquashedUnits(sequenceGUID); // Wait a bit more and teleport the units in and spawn the landed drop pod. yield return new WaitForSeconds(dropPodSpawnDelay); TeleportUnitToSpawnPoint(dropPodLandedPrefab); // Wait a couple more seconds for the drop pod vfx to finish playing then we can say we're done. yield return new WaitForSeconds(2f); } unitDropPodAnimationComplete(); } If you aren't familiar with how Coroutines work this might look a little weird with all these yield returns. Basically you're yielding control back to the caller and will continue doing work on future frames. Here's the Coroutine documentation if you're interested in learning more: https://docs.unity3d.com/Manual/Coroutines.html While testing, another thing that I noticed is that we bunch our spawn points up but the physical drop pods are pretty big and they overlap each other like so. To give the designers some in editor indication I added some code to the UnitSpawnPoint "Gizmo" (or in editor widget). Lookup Unity's OnDrawGizmos for more information. It gives you ways to draw things in the editor's scene view. After stringing everything together, here's what it looks like. (in my super ugly all-flat test level). Also I'm in the editor so pay no attention to the lag spike. *jedi hand wave* There are definitely some Rule of Cool physics going on here. Any person inside the cockpit of that drop pod animation would be turned into strawberry jam, and the mech would be a mass of twisted metal and myomer. Drop Pods are supposed to split up in the atmosphere and then jump jets and parachutes are supposed to let the mech drift safely down. I brought this up as a concern, but I also said I wouldn't change anything after seeing the drop pod animations in the game. B) New Hatchetman Variant It was announced that we were releasing a few variants and one of those is a brand new Hatchetman variant. I was tasked with stating it out so I did some research but most of the variants are all way past the 3025 era. I saw the HCT-5K and that sounded pretty interesting so I designed an earlier prototype version the HCT-3K. There was some lore debate on whether or not a Kurita variant would be this far "south" in the periphery so after the forum goers read about the 3X consideration they demanded that we change it. In lore the X stands for experimental. But for me it stands for 3 Ecks (Me, my wife, and my daughter). I can't wait for this to ship because I can finally point at something concrete in the game and said I MADE THAT! Also, there's a small chance it will get added to Battletech cannon so it's yet another cool thing about #livingthedream. Blood Bowl Update In more casual news, I've been streaming my Wood Elves and finally won a couple of games. It's vastly different from my typical bashy-ork play style but I feel like I'm learning. The league that I joined TRBBL (Totally Relaxed Blood Bowl League) has a cool bunch of laid back coaches in it. Season 3 will be starting soon and I plan to stream those matches when I play them (roughly every other week). Lately I've been streaming sporadically about once a week. Feel free to come hang out when I do: https://www.twitch.tv/eck314 or you can check out the matches that I upload on Youtube: https://www.youtube.com/watch?v=VQaN12XU5Wg&list=PL2M43bS2cfSMNvtzWDR0DxuQgh0Ky7yrA If you're interested in playing Blood Bowl 2, there's a big steam sale for all Games Workshop related products. I think Standard Edition costs like $5 and Legendary Edition is around $15 which comes with all the teams. It's a good time to pick it up. https://store.steampowered.com/sub/192166/ Links Previous Journal: https://www.gamedev.net/blogs/entry/2267220-battletech-developer-journal-06/ Next Journal: Stay tuned! Twitter Post: https://twitter.com/Eck314/status/1130221812179185664
  13. VoxycDev

    Dynamic lighting in Fateless

    When I put out the desktop/VR version, the controls will not be showing. For now, too much work/cost to remove them (need to develop support for a Bluetooth gamepad controller and buy a new phone). The Android screen recorder app I use won't record internal audio (it's not allowed by Google), so unfortunately I have to mic the sound from the tablet's speaker. Yeah, the shadows were working on Windows and Mac OS at one time and they were written in desktop OpenGL (GLSL 330), so most of the code won't work on mobile. I tried to bring them back at one time, unsuccessfully, and gave up. There is a huge gap between the walls and the shadows they cast. I played with the math, but could not solve it. Will definitely try again sometime. Then there is a matter of porting that to OpenGL ES. I'm guessing for now my time is better spent on more dynamic lighting, doors, keys, more levels, weapons, monsters. What do you think? Also, what about driving tanks? Especially to fight the big mechs. That could be fun. I already wrote most of the tank driving code for a different game, so it wouldn't be that hard to plug that in.
  14. I'm interested. I would definitely like to contribute to your project. I am a working professional so I'll not be available full time. I have 2-years+ Programming experience in C++/Python. I'm a complete novice and have just begun in Game Programming. I have experience with AI (Reinforcement Learning in particular) as well.
  15. Second Life, which is halfway between a game and a game engine, supports a pathfinding system. It combines a reasonably good path planner with a terrible path follower. I've been bugging Linden Lab about this for a while. The bugs are not fixed yet. So I made a video. This is Second Life pathfinding under overload conditions in a hard situation. The video is to demonstrate to Second Life developers what needs be fixed. In open ground, not under overload, pathfinding performs much better. But it's never been reliable enough for wide use. The NPC won't reach its goal. This is why there are few moving NPCs in Second Life. So I've been trying to work around the bugs and make better NPCs. I wrapped recovery code around the pathfinding operations, to restart them when they give up or just stop working, do a bit of random motion when they get stuck, and take recovery action if they get out of bounds. The built in pathfinding system is supposed to handle that. It doesn't. Pathfinding in Second Life has a reasonably good planner, and you can see its waypoints with a dev tool. That part is not bad, except that it clips corners and causes unnecessary collisions. It also sometimes generates near-coincident waypoints, which confuses the path follower.Then there's the execution of the path. That works through the physics engine. For physics purposes, the NPC is a capsule, always upright. The path follower gives it a velocity vector and starts it on its way. Collisions, including collisions with ground surfaces, can get it off course. The NPC continues to move in the direction indicated until the pathfinding system does another cycle and provides a new movement vector. Under overload, there's lots of overshoot, of course. That's the cause of most of the trouble. We can slow down the movement under overload, which helps. (As a user, I don't have access to the simulator code, or I'd try to do something about this. The client is open source C++, and I've put fixes into that. Not fun. Little internal documentation, few comments, and not enough separation of policy and machinery. I'm told that the simulator code is equally bad. Second Life remains the main big, shared, persistent, user modifiable world that works, and I like the options that offers. The Spatial OS people have made a lot of claims that they can do all this better, and spent an insane amount of money on it, but so far, nothing has shipped that demonstrates that. Nostos just slipped to October 2019.)
  16. Our project is a scifi game that takes place 50 years in the future, as humanity takes its first steps onto the galactic stage. It takes elements from a few game genres but is primarily a 4X-RPG. We currently have progress in the Metagame and Space Combat areas and are looking to expand our programmer team to fill out some other areas. Ideal applicants are highly self-motivated and have plenty of free time. Unity, 3D, C# Gameplay Programmer If you're interested in spaceship, infantry and vehicle combat. As well as tactics and strategy. Planetary Programmer If you're interested in procedural planets, floating origins, double precision coordinate systems, and relative scientific accuracy. Volumetric Programmer If you're interested in gorgeous volumetric effects for engine trails, planetary accretion disks, and more. If one or more of these positions interest you feel free to contact me on discord at mushroomblue#0384
  17. Are you sure you need this? Images of that dimension easily run into the gigabytes and might choke up the average computer. You also likely want to use compression on such a thing, which kind of eliminates the 'easy' options. Not sure what you're aiming at but it's probably more manageable if you cut it up in sections and use a library that works with a more common format (TGA is rather old and superseded). Decoding file formats is a nice exercise but usually a waste of time.
  18. Unfortunately, the Targa TGA format only supports widths and heights up to 65535 pixels (or, 5.55 metres at 300 pixels per inch), stored as a couple of short unsigned ints in the TGA header data. Do you have experience with a simple format that doesn't have such a limitation?
  19. Rovio invest directly in USA. If it works there, ”it will work everywhere else”. It also depends on your monetization model. If you have lots of intrusive ads in your game, then probably first 5-10 minutes of gameplay is the most important for you, also a player number is also important. The more players, the faster you will multiply your investment. Its like this: invest 1$ for one user and earn 1.10$ back from him watching ads. As long as you don't lose money on it, why not to invest ? In this cause just pick the most ”cheapest” place on Earth, pretty sure you will find a list on google. (That's what I would do...) Dude... you need money... otherwise you will need to become very active on promoting your game on all the known pages and with all free methods you can find. As I said... The game can be good or decent but imagine this: someone just gives you 2 stars on Google Play and your game automatically not in top. What do you do then ? The game is still good, but people don't see it anymore. If your retained players are still playing your game and you earn money - great ! Soon it will go down anyway (day 15, 30, 60 or 90). You will have to keep updating and investing in marketing to keep your player base. Otherwise you will need to use your player base and to launch another game - Version 2.0. ! That's very hilarious how some developers manage to stay on the float using the same mechanics and just publishing an improved version of the same game, again and again... Anyway... Those from Rovio thins this way: If the game is not a hit in first 15 days, just drop it and do something else. Doesn't matter how much updates you will do, the game will not get significantly more users from that. You will have to learn to trust your own experiences with each game you make and publish. Just like I described yearly-er... Even if someone will clone your game and kill it with marketing, you still have that small window 1-5 days to collect your cash ! After that - doesn't matter ! Yes they will remake your game in a new, maybe better, with cooler effects or graphics, but as long as you had something original, you will still have your audience. If I would be a "big fish" developer, I would probably ignore games that didn't earned at list 100.000 downloads. Hey, guess what !? That's an opportunity for you ! Next time when you create something cool and wish to publish it, you can write down those guys that cloned and marketed your last game ! Now you have something like "a food in the door", they now your last game and maybe you can manage a good deal for your next one ? Anyway it will be better than nothing. Even 10% of all the incomes that they can share with you is sometimes better. Yessssss !!! Honestly, do you know when I would publish my own game ? 1. If I have money for marketing. 2. If the game is "special", something with meaning, something designed to attract a specific audience. Just remember Mountain Valley. At the beginning Ketchapp distributed it for free. The game was a hit, good graphics, good music, simple mechanics and it has a sort of story in it. Later, they put a price on it and on version 2 as well. Who the hell would like to buy that Version 2 if nobody would be able to play for free that first game ? Look... Try to see yourself and your products as a Brand, as a symbol. Be the BATMAN of Game Dev ! Each of your product is an emotion, is an expression of your own vision and believes. Even if you have to do some games just for money, that's ok... But even in those games, try to place something of your own, something different then others and STAY CONSISTENT ! In time, people will associate your products with that certain quality or characteristics and they will download or buy your game cause they want that "Characteristics". Publishers will help you at the beginning. They will chop off some of your "imperfections" and make you think "right". It doesn't mean you are selling your soul to them. It just mean that you are earning some experience and money to make your "dream game". Only in this scheme you will be able to do it right, not other way around. Especially if you are a beginner... Also it is for reputation. One day you can find a good friend or two and start a business together. You can create games for some other big or small company's and having an experience in being published by some other big company, will definitely work in your advantage. ... I wrote an entire book here again... Hope it will be useful for you.
  20. Hey, I’m Dibbie - lead programmer and project manager of a 1 v 1 FPS free-to-play project I’m working on with my team, called "Friendly Fire". We are actually quite far along with it, I’ve recently finished up a good majority of the programming, and we are in the process of upgrading the projects assets and removing all the placeholder content as we start building the actual assets. You can find a bit more detail on the project here: https://dibbie.itch.io/friendly-fire With that said, we need a few more members to join the team and help us out. If this project sounds like something you’d like to be a part of, and you fit any of the descriptions below, contact me. And of course, if you have any questions, feel free to contact me or leave a comment. Thanks for reading! == We are looking for == 3D Environment/Game Map Artist You'll be: - Creating the 6 initial maps - Creating assets for each map - Creating assets for the tutorial map You'll need to know: - Blender preferred, 3DS Max or Maya - Texturing and UV wrapping/unwrapping - Terrain modelling (either in Unity, Blender or a similar 3D tool) - How to create small assets like barrels, crates, chairs, etc 2D UI/UX Graphics Artist You'll be: - Creating sprite sheets for the menu buttons, sliders, knobs, etc - Creating sprite sheets for the main HUD - Creating weapon icons, crosshairs, and kill-feed report - Integrating the game theme into the UI 2D Background Graphics Artist You'll be: - Creating the various backgrounds for the menus, such as main menu, shop, settings, etc - Possibly creating sprays and decals later == Requirements == - Be active and communicate through Discord - Provide at least 2 examples of your previous work - If you do not have any previous work online you can show, we have a document of "test assets" you can create for demonstration - Preferably speak English - No teams/companies/contracts, we are looking for individuals only == Project Details == - Will be released on Steam as a F2P - Unpaid/voluntary project - Estimated a few more months of development before early release/open beta testing Our team currently consists of: - Programmers - Music composer & sound engineer - Voice actors - QA tester & co-designer - Weapons artist & animator == Contact == Discord: Dibbie#0408 Email: dibbieknight@gmail.com
  21. Hello. My game is approved by Steam. Available on their platform on May 28, 2019. https://store.steampowered.com/app/1081400/Where_is_my_family/
  22. babaliaris

    A good 3D math library in C for OpenGL?

    You are right on that, but still, a dynamic extension is needed for my game which can be implemented with dlls.
  23. Fulcrum.013

    A good 3D math library in C for OpenGL?

    I mean that all your compiled code will not exids 100mb. Anything else is a textures meshes and so on data that stored into separate data files, not into executables
  24. babaliaris

    A good 3D math library in C for OpenGL?

    I'm not sure what you mean, but the 49.9gb will already exist on the user's installation, so I will only send the 100mb dll to the user when he updates the game.
  25. My new project codenamed Red Ribbon will be a 2D platformer with inspirations from Cuphead and Super Mario. I'm looking for some 2D cartoonish artists and animators and level designers to make this project possible. This game's about a cute robot called Qi that has to go through several worlds invaded by evil bosses. These bosses were generated by an obscure portal in the space and Qi must reach that portal to fight the final boss that lives in it. Qi will have several shooting weapons (that will progressively find) to destroy the enemies that he'll find along his way. Also he will be collecting some special big coins (5 for each level) to unlock a secret world at the end of the game. If he doesn't stop all of this the Earth will fall in an endless era of desperation and pain. You can email me at gsoftwares03@gmail.com or you can message me on Discord (Gianmarco#8170).
  26. Fulcrum.013

    A good 3D math library in C for OpenGL?

    So it have at least 49.9gb in datapack and less than 100 mb in executables/dlls.
  27. babaliaris

    A good 3D math library in C for OpenGL?

    The reason I want dll's is for updating mechanisms and moding techniques. If I want to be able to send updates for my game, linking everything to an executable will require on a single change in the code to resend the whole executable to the clients. If the game is 50gb, even the slight change in the code would lead to send that 50gb all over again. With dll's I can just send that particular dll only where the change in the code happened. Also, if I want to support modes, I must give the users a way of extending the game without actually the need to download the whole project. They are going to just include an API which i will provide them, compile their code into a Dll and then just copy-paste that dll into the game directory and the game will automatically load the dll and use the code to dynamically extend the capabilities of the game.
  28. Alex Gomez Cortes

    Problem with Cubemaps

    Hello and thanks for your answer!! I've been looking forward to it but I think it is more than that. I think I have something wrong with the rotations of the camera. Thanks!
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