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  2. 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:
  3. 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
  4. 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.
  5. I'm not an expert in DirectX but it looks like depth/stencil is not setup correctly. You need to do all steps from here- https://docs.microsoft.com/en-us/windows/desktop/direct3d11/d3d10-graphics-programming-guide-depth-stencil Depth/stencil can be the root cause because if you don't use it then some triangles look transparent(overwritten by other triangles). I would advice to get familiar with api/basic techniques first. Try to visualize simple shapes first. It's really hard to learn api and other complex things like loading meshes/animation at the same time.
  6. I wonder if a character in "The Big Bang Theory" wore a Mario outfit in an episode (say for Halloween), would it be held to the same legal standards. They seem very different but also very much the same.
  7. Today
  8. fleabay

    Hill Data is Strange to me

    That's not correct. The top right diagonal and bottom left diagonal would need to be flipped for that result.
  9. RoKabium Games


    Images & screenshots from "Something Ate My Alien" game by RoKabium Games.
  10. Is it possible to implement bitwise OR blending between colors using a custom BlendState? This, of course, implies that writing to a render target that is then sampled to perform the calculations in the pixel shader is out of the question. In my case each RGB component is a bit field and I only need to set one bit at a time. Alpha can be whatever. So for example, if I want to set bit 3 (2^3) of red component in back buffer I would return this in the pixel shader: return float4(8, 0, 0, 1); The expected behaviour is that if bit 3 in red component is already 1 then nothing will change, but if it is 0 then it will be set to 1.
  11. WhiteBoxGaming


    This is a cross platform game. Your data is stored in our cloud so you can switch between devices and never loose progress. We support: PC, Mac, Linux and Droid. The desktop versions are still in development, finishing up the IAP for paypal but Android version is live in the Google Play Store. We hope to make enough from cosmetic sales to purchase a IOS license and port to IOS as well. Google Play: https://play.google.com/store/apps/details?id=com.WhiteBoxGaming.Bugology Video: https://youtu.be/QEzrI9lQyjs Welcome any feedback
  12. Yes, my main point was mostly that what you see as "often" may not be so often from a computer point of view, running at a few GHz. Before considering more complicated schemes like pre-construction or object pooling, I'd first try the simplest approach. If that works, you're done. If it doesn't work, measure where your performance problem is, and fix it. In about 9999 of the 10000 times, our guess of where a problem is, is just dead wrong. Avoid wasting time on solving problems that don't even exist.
  13. nemanjab17

    Motion builder global rotations

    Thank you @Fulcrum.013! It's as i was thinking. Thank you for the clarification, it makes perfect sence.
  14. GLFW is traditionally the OpenGL library that offers a basic API for the creation of windows/contexts/surfaces across software platforms. GLFW version 3.3 is now available with exciting feature enhancements to it. GLFW works for both desktop and mobile, various devices, and works across all major operating systems while being under the liberal Zlib license. Notable […] The post GLFW version 3.3 releases with Vulkan macOS support via MoltenVK, better HiDPI & Scaling appeared first on Packt Hub. View the full article
  15. Hello everybody, thanks for all your answers and sorry for the late reply, i've been very busy lately. I was able to clean the code and simplify the pixel shader, the problem is still there (new screenshot) and i still can't find a solution. I'll keep you updated with any progress, i attached a zip file with the source just in case thanks again! D3D11_MD5_MODEL_LOADER.zip
  16. WrenchCrowbar

    'Neuronica' Space shooter: asking for your feedback.

    Heya Lorenzo, First of all, thank you for continued testing of our new builds and helping us with your feedback. Your efforts are greatly appreciated. I made a little stream about build 22 with some comments: As to your comments that the ship is slow and unresponsive: Please take into consideration there will be more powerful engines (and weapons) available as upgrades within the game so you will not start with the best option for now. Kind regards, Wrench
  17. AlphaDogWare

    Flip It Games

    Free flip cup game expanded with more objects to flip and an engaging epic story mode and augmented reality.
  18. I'd say (Dislaimer: I am not a lawyer. This is not legal advice.), the pixel art you are linking to is mostly 'legally distinct' from the original. But it's probably better to change the letter on the hat and the color. Especially colors are a tricky thing. Choose something similar but never the original color. But you should ask a lawyer about that. There are probably different laws in nearly every country.
  19. No, any reference without licensing is not allowed. Even when it's remotely recognizable like the pipes and art in flappy bird were too much mario inspired. Nintendo jumped on it as soon as it picked up by a larger amount of people and caught enough attention.
  20. Say that I am making a game where you can wear hats, is it allowed to have hats and masks etc in the game that refers to other products? Such as a mario and luigi hat (red hat with a m on it etc) and a helmet from bubba fett from star wars etc? I have noticed that Dino Run have these for example: https://dinorun.fandom.com/wiki/Hats I am unsure what the legal procedure is around this though if any? I doubt that Dino Run developers have sought rights from nintendo and lucas arts?
  21. I'd like to share my HTN planner written in C#, and based around the builder pattern. For now it's code-only, but I plan on building a toolset for it with serialization. https://github.com/ptrefall/fluid-hierarchical-task-network It's based primarily on Troy Humphrey's work, but I also used HTN planning professionally when working on Rust's tactical combative AI in the past. Fluid HTN is a newly written library based on everything I learned using HTN in practice. My implementation supports partial plans and domain splicing, and is very easy to extend with new decomposition rules, like Random Select or Utility Select. Hopefully someone can find it useful. Any criticism or input for improvement is appreciated. - Pål
  22. I know that framebuffer objects can attach multiple render targets for rendering at once, but when do we need multiple fbos?
  23. Thanks @SyncViews for your input. Very good points. I think you nailed it with "Probably practically two games code wise." Like two systems: A dynamic one (Combat and other Live-Interactions) that needs updates/a connection in realtime and a more "static" one that isn't (time-)critical to other players perception of the gameworld.
  24. 8Observer8

    bug invaders

    Maybe my flowchart will be useful here. https://drakonhub.com/ide/doc/8observer8/14
  25. AticAtac

    Godot or not?

    "Issue #1" was also for me the reason to go away from Unity to Godot. I like the simplicity of Godot (just 1 file and no internet connection or other overheads needed). Until now (i am porting my game from MadeWithMarmalade) everything goes fine in Godot and I hadn't any showstopper.
  26. GoliathForge

    bug invaders

    What I think is good here, to keep using the words to the best of our ability. When we hear the right thing over and over, maybe we start to think these on our own. One day.
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