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  2. phil67rpg

    bug invaders

    well I am going to draw a hex grid for a tank game I am going to develop, this is a board game I like called panzer blitz.
  3. Well, like I said, not got any complete game examples. There might be an article out there, but generally MMORPG, Battle Arena, or more conventional FPS/RTS/etc. that host centralised servers I expect will have these things purely internally and not show much to the outside world. If you look at say Valve's offerings, the dedicated servers available to players are far less featured than the overall system that powers say CS:GO and Dota2 (e.g. all the ranking stuff, player reporting, support tickets, etc.,). As far as general control interfaces go, well basically any piece of modern network gear has a web portal. You probably used one on say your router. A lot of IP Phones (common in offices so they can just have a single ethernet network) also have such an interface, as well as firewalls, email gateways, switches, etc. And the majority of web related server software you install these days will as well, such as forums, bug trackers, .etc. For managing support tickets, both technical ones / bug tracking, and just general customer support there are various off the shelf services that can be used. For Warframe uses zendesk (https://digitalextremes.zendesk.com/hc/en-us), which you thus could get and take a look through from an admins perspective. I am sure some games also use fully "rebranded" ones, or at least their own customer facing user interface, while others simply use a forum for such things. A lot of these user based platforms also have the ability to integrate with external software/databases for the purpose of user profiles and logins, commonly called SSO single sign-on (so I can use my single user account/password, to log into say the game, the forums, and the support desk), so you could see how some of them are doing that (e.g. quick search found https://support.zendesk.com/hc/en-us/articles/203663826-SSO-single-sign-on-options-in-Zendesk see "enterprise single sign-on section"). For GUI consoles, on commons ones on Window's I can think of is the Server Manager, Group Policy, and SQL Server management tools, but I only used them from a basic developers perspective, I am not an admin.
  4. Today
  5. Do you link with any other libraries? The CRT version must match all static libs, and often must match all DLL's (exceptions are libraries that completely abstract malloc, free, etc.), and I think I have seen some similar things with a static library compiled with a different version or settings (debug/release static/dll/singlethreaded CRT).
  6. You still need to provide more information. And "1.5" GB is nothing for many large databases, they can be terabytes or more, all depends on purpose. 1.5GB with a single table and 40,000 rows is only about 40KB per row on average, which while maybe bigger than the average row, can really be many things. What exactly is the schema for each table (the SQL `CREATE TABLE ... ` to make them) Provide an example of data for each table, at least 1 row Explain how that data is being used
  7. Hi Zach, we might need a sound designer down the line. I will certainly keep you in mind for that role. Victor I'll pm you with more details about the project. We can discuss how the project will be organized.
  8. phil67rpg

    bug invaders

    well this flowchart is similar to AABB collision detection
  9. Adobe has released a new version of Project Substance Alchemist. The new release includes improvements to collections and material management, various bug fixes, and new material and filter updates. Check out the full announcement here and release notes here. View full story
  10. Adobe has released a new version of Project Substance Alchemist. The new release includes improvements to collections and material management, various bug fixes, and new material and filter updates. Check out the full announcement here and release notes here.
  11. There is no single source for "allowed". The details of it is legal or not depend on a long list of factors, including who came up with the idea, how distinctive the implementation is, how well known the products are, and if there are any copyright registrations, trademark registrations, how it is used, where it is used, and much more. And "allowed" can also refer to permission. With a enough money changing hands almost anything is "allowed". Although people like to think their game falls under one of the "fair use" or "fair dealing" exceptions, games almost never do. If you are sued, claiming fair use is an affirmative defense meaning you are admitting guilt but believe you fall into an exception. If the courts or arbitrator decide the exception does not apply (and it will not apply) then you become liable for intentional violations and will be ordered to immediately make it right. Usually making it right involves transferring of piles of money, plus immediately stopping the use. This needs to be repeated for every object and property being used. Their game references products now owned by Disney, by Nintendo, by Hasbro, by Warner Brothers, by Marvel, and more. Each of those products would need legal permission or risk legal action. Work with a lawyer to get proper legal clearance. That means if your company doesn't own the thing, having your company's people work with their company's people to negotiate permission. If you cannot afford that, then you certainly cannot afford the legal challenges that will come when they send legal demands and lawsuits your way. Some groups also rely on obscurity. As long as their project is so small that nobody ever knows about it, they'll never be sued. But if their project grows and becomes successful they will be noticed, and they will lose what they created. As long as the product is small enough few companies will bother to sue. The cost and effort aren't worth it. When they're small the company will officially not notice the products. But once they are big enough the company is required to defend their brands or risk losing them, so they'll invoke the law and get it shut down.
  12. CSharpCoder

    Bitwise OR BlendState

    That unfortunately is not an option for me.
  13. Morgan McGuire's talk on Dynamic Diffuse Global Illumination is now available for free in the GDC Vault. The highly rated talk "discusses show how to combine glossy reflection ray tracing with diffuse ray-traced irradiance field probes to create a complete dynamic global illumination solution that scales across all DXR GPUs and minimizes light leaking without requiring manual per-probe or lightmap work by artists. The key breakthroughs are a fast way of ray tracing and updating irradiance instead of denoising individual samples or convolving radiance probes, and a new moment-based depth scheme for preventing light and shadow from leaking through walls." Learn more about DDGI here, and click here to check out the talk. View full story
  14. Morgan McGuire's talk on Dynamic Diffuse Global Illumination is now available for free in the GDC Vault. The highly rated talk "discusses show how to combine glossy reflection ray tracing with diffuse ray-traced irradiance field probes to create a complete dynamic global illumination solution that scales across all DXR GPUs and minimizes light leaking without requiring manual per-probe or lightmap work by artists. The key breakthroughs are a fast way of ray tracing and updating irradiance instead of denoising individual samples or convolving radiance probes, and a new moment-based depth scheme for preventing light and shadow from leaking through walls." Learn more about DDGI here, and click here to check out the talk.
  15. Hello people! We have a spot open in the team, here's a little bit about the game and the team making it! About the game: The project is a 2D trading/combat/exploration oriented game set in a medieval fantasy world developed in unity. It involves several different play styles like turn by turn combat, board game style exploration and more! As far as we know, nothing like this is currently on the market and therefor kind of hard to pin down into a specific genre. We're going for a pretty gloomy theme and putting a lot of focus on the art style, animation and music. Our team: The project is in it's very early stage and we are currently building the team. We currently have an environment artist, two programmers, a project manager, a writer, a composer and a sound designer. We will be adding more team members as the project moves forward. Our current goal is to build a small prototype to be able to present for further development. What we need: - A 2D artist aiming for unique character designs and if possible, animation. (no pixel art) If you think your unique style could fit with our game and are up for a challenge, contact me on discord at Veizyr#1797 for more details. We'd love to see some of your work and chat more!
  16. Yeah, I got you point. It's very wisdom advice and I should give a try to my new algorithm. Rigth now I spawn enemies without any pool and every time they die it means that their objects get destroyed. But it's very stupid and straigth forward: i just spawn predetermint groups of enemies. My new algorithm tries to normalize spawn amount by max enemy count and max enenmy weigth. But it's not fully integrated and I hope it will work better then current one.
  17. unbird

    Bitwise OR BlendState

    It is, if you can create a 11.1 Device (depends on which OS you're running). Only then you can create a ID3D11BlendState1. D3D11_RENDER_TARGET_BLEND_DESC1's LocalOp entry allows what you're after (see here, for your case that's D3D11_LOGIC_OP_OR). Also enable LogicOpEnable. If not, there's no way around blending "manually", i.e. perform the operation in a custom pixel shader. Depending on your setup, this may or may not work.
  18. Josheir

    Hill Data is Strange to me

    It looked asymmetrical,with a point in the center I thought that the triangles marked X would also have height. I am now seeing that the image's B3 is smaller than the combined A3 and B2. Just so I get it, the total area of B3 is now half that of the combination of A3 and B2. It's very hard to explain but I think I am seeing it right now. And for a symmetrical hill I should use the attached image's design. Are these right? Thank you. Josheir
  19. swiftcoder

    Is references to other products allowed?

    Glancing at DinoRun's hat wiki, I'd be pretty hard-put to tell that was a Mario hat if someone didn't tell me - it's a tiny image of a pretty generic hat, that just happens to be red with a white dot (not even an 'M'). I'd imagine they are relying on that being ambiguous enough that Nintendo won't bother to send them a cease-and-desist. Keep in mind that you can run afoul of both copyrights laws and trademark laws in this sort of thing, and they are quite different. If you plan to include references to famous video game characters in your game, you should talk to a lawyer first.
  20. I hope i am putting this in the right place, i have skimmed through the section and i cant see anything based around this specific topic and it is SPECIFIC i'm a teacher and currently using a tool called "Processing 3" it is a simple portable java IDE with some libraries built in and it has android export but its very poor, the biggest issue for the students seems to be making the game stretch to fit the screen (im aware that we can code everything to scale, and that's what we have been doing) i'm wondering if anyone has any suggestions for an alternative, preferably java or c, or something visually similar something portable (students usually carry on their usb drives) and have simple android export i know people aren't my personal slaves, but if something comes to mind i would really appreciate it, iv'e tried a thorough googling for it but i either stink at googling or its not easy to find
  21. @ptrefall has shared his Hierarchical Task Network planner project written in C# and drawn from his experience working on Rust's tactical combative AI. Inspired by the Fluid Behavior Tree project, the work references Troy Humphreys GameAIPro article on HTN Planners. From the topic post: Check out the project on Github here.
  22. @ptrefall has shared his Hierarchical Task Network planner project written in C# and drawn from his experience working on Rust's tactical combative AI. Inspired by the Fluid Behavior Tree project, the work references Troy Humphreys GameAIPro article on HTN Planners. From the topic post: Check out the project on Github here. View full story
  23. Dilmer Valecillos ( @Dilmer) has posted his latest video tutorial on how to use Unity Lightweight Rendering Pipeline with Visual Effect Graph, including how to create and configure the rendering pipeline without using the Lightweight RP template provided by 2019.1. Check out the video here: View full story
  24. Dilmer Valecillos ( @Dilmer) has posted his latest video tutorial on how to use Unity Lightweight Rendering Pipeline with Visual Effect Graph, including how to create and configure the rendering pipeline without using the Lightweight RP template provided by 2019.1. Check out the video here:
  25. 8thWallDev

    Release 11: Image Targets & More

    We’re not going to lie, we’re pretty excited about our latest release. It includes some important new features that we’ve been working really hard on for the last few months. Since we first announced 8th Wall Web, Image Targets have been the #1 requested feature from our community. 8th Wall Devs Slack Channel @The8thWall on Twitter We heard you loud and clear. But we didn’t want to roll out a new feature to you without it being perfect. So, we developed and tested… and tested… until we got it just right. Introducing: Image Targets Our latest update for 8th Wall Web allows AR experiences to now recognize and interact with 2D image files, bringing static content to life. Not only can your designated image target trigger an AR experience, but your content has the ability to track directly to it. Simply log into your 8th Wall Web Developer dashboard and click the new Image Target button on the web app you would like to activate: Then upload your images to the 8th Wall Cloud: Here, you can edit, test and manage your image target library for each web AR experience you create. Unlike other web-based image recognition technology, the image detection and tracking for 8th Wall Web is all performed directly on-device, in the mobile browser. This means better tracking performance and security for the user, as no camera data is sent up to the cloud. Secondly, image tracking can work in tandem with our SLAM engine, giving you the flexibility to design experiences that interact with image targets as well as the physical space around you. We can’t wait to see what you come up with! Introducing: Embeds Now you can embed an AR experience on any website. Just click on the 🔗 icon next to your web app, connect a URL, and then click on the Embed button. This will generate a preview of your customizable AR View button, along with the embed code: These new features are all immediately available on your 8th Wall Web Developer account: Embeds: Customizable HTML snippets for your webpage that route people directly to your web AR experience Shortlinks: Provide you with 11-character URLs for your 8th Wall Web apps 8.Codes: Small, stylized QR codes that work directly in your mobile camera or barcode scanner Now Supporting: Babylon.js We’re thrilled to announce the latest web AR integration that we support: Babylon.js by Microsoft, giving you even more freedom to develop using the JavaScript framework you are most comfortable with. Babylon.js is a simple and powerful JavaScript framework for building 3D games and experiences with HTML5, WebGL, WebVR and Web Audio. To get started with 8th Wall and Babylon.js, download a sample project from our public Github page. In addition to Babylon.js, 8th Wall Web supports Amazon Sumerian, Three.js and A-Frame. Is another integration you’d like to see 8th Wall support? Hit us up on our public Slack channel or tweet us @the8thwall. Click Here to view the full list of updates. 🙌 A big thank you to our developer community for consistently providing us with helpful insights and critiques on our software. We’re continuing to develop and iterate based on the valuable feedback that you provide us.
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