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  2. The particular Elder Scrolls series is a role-playing game produced by Bethesda Softworks, which provides won unanimous praise from the outside world because of its excellent game openness, connection and huge world view. After decades of growth, its worldwide reach a fairly advanced, players could enjoy the game moment slowly. Ancient Scrolls: In the arena, players grow their particular characters (gain experience) by simply killing monsters, and after that upgrade to a particular common. If you adored this information and you would certainly such as to obtain additional facts pertaining to Buy Elder Scrolls Online Gold kindly browse through our own webpage.Nevertheless , the Elder Scrolls 2: Dagger Rain, Typically the Elder Scrolls 3: Early morning Wind and The Parent Scrolls 4: Annihilation are usually skills-based in character growth. Players upgrade their abilities by constantly using these people, and some group of skills will be upgraded when they reach some level. Browse 5: Skyline has used a new model. The higher the level regarding a skill, the more that can help to update the character. The emphasis of the game offers shifted more from role creation to role development. In the Elder Scrolls Online game, each tale is actually a short play, along with its own start, maintain, turn and end. Zenimax really wants everyone to listen to their stories, never to listen to audio books all day. Every activity is dubbed, plus the level of task design will eventually be called typically the crown of similar games. If you loved this article and you would like to receive more info regarding Cheap ESO Gold kindly visit our web site.Through these tasks, gamers will see out something regarding Tamril throughout the former Disposition. In addition, in the event the old scroll has attracted an individual with plots and routines, then this old slip will surely make a person more anxious. Although mainline tasks remain distinctly thready, a considerable number of feeder tasks actually really encourage players to explore freely because they use scrollbars. The Elder Scrolls On-line gives a game experience that is absolutely beyond typically the wildest imagination of many players. As an on-line game, its huge globe, rich skills system plus excellent task design may make it a powerful competitor for the brand new generation of MMORPG tub. The story in the older scroll took place 1000 years ago, about 700 in years past, in the old scroll 3: Morning Blowing wind and the old scroll 4: Annihilation. Like Browse 5 and Scroll 4, the movie will begin as a possible action blockbuster, where participants wake up in Hell Prison on a Satan Airplane and join within the escape underneath the guidance of a mysterious prophet.
  3. kalle_h

    Weird lighting when translating object

    General case is not same as optimized case. Not transforming normal(but light instead) only work if you are using forward rendering and have very small amount of lights and don't sample from any cubemaps. This is very special case which is not all that common nowadays. Also this adds extra cpu usage per draw call. You also need to send this data per draw call. In otherhand couple ALU's at vertex shader is rarely bottleneck.
  4. Today
  5. Hello, I'm K. I'm interested in your project. My main goal is to build my portfolio as a concept artist and illustrator. I need to work on environments as well and not just characters. I'm a traditional and digital artist. I went to school at the Academy of Art University for Ilustration. Currently I work as a Graphic Designer and trying to devote myself to a project to get focused on art again. I'm working on some sketches from the description you have. 🙂✌
  6. I see so much int and even type casting. I thought int is only for indices into arrays. For loop variables. Pointers are Indizes into a byte Array. Positions are real numbers and always better stored as floats. Let the graphics library index into pixels in the frame buffer! I think OpenGL allows one to specify everything using floats (64bit). You may need to an index into a tilemap and an index into a list of sprites. Such stuff. Also time is float. I am scared by 2032 where we need more than 32 bit in the integer part. I would always use time since program start.
  7. Gnollrunner

    Fantasy MMORPG in Development

    All I care about is if gnolls are playable characters: D OK just kidding ……..My main comment is that I think you need a document with a few charts and pictures to explain things better. I’m sure it makes sense in your head, but the wall of text is a little hard to parse, at least for me. So as an example, if you play table top RPGs the rules have to be clear enough that a player can generate a character, understand how he interacts in the game, and level him up. Of course a computer game is somewhat different, but still I think you should try to aim for a document similar to that. The rules themselves seem not so far from the standard fair. That’s not really a bad thing. As I said before, I think the key thing is the implementation. Also the main thing for an MMORPG is immersion. The origjnal EverQuest had pretty basic game mechanics, but it had a great game world that you could get lost in. That’s what made the game great. WoW added a more or less seamless world which again gave a big boot to immersion. This is where I think a lot of subsequent games that came out soon after fell down. I remember playing WoW when Age of Conan came out. Before its release there was a lot of hype and a lot of people were saying it’s going to kill wow. However the world design was horrible. Everything was instanced and again it went back to hard zone boundaries which were confusing and far worse than the original EverQuest. Also the high end contents just wasn’t there, but me and my friends had figured out the game was sub-par long before we ever got that far. So I guess what I’m saying is the rules and game play while important, are not the most important thing with MMORPGs. One thing I will specially mention is I don’t like it when players can raise their starting states a lot. I’ve seen games where it seems the starting stats hardly matter because at high level, they play such a small part in your character. People are born with certain traits and while you can modify them to some extent they still have a major impact on the person. A guy who is genetically muscular will retain that trait into adulthood. Same goes for someone who is very intelligent. Of course this is only a game, but it’s just kind of my take and I think it’s one more little thing that adds to immersion. One idea I had is to even base the character model on the strength stat. In any case that’s all I have for now. I’ll give it another read and maybe I’ll post some more specifics later. I’ll probably also put a few game design entries in my blog at some point when I get the time. Good luck with your project BTW….
  8. Have you seen this section? It's a little quiet over there still but that could change.
  9. Graphy, a free plugin described as the "ultimate, easy to use, feature packed stats monitor and debugger for your project", has released a new 1.5.1 version now with a feature to hide Graphy from the Game view when disabled. Features include: FPS Memory Audio Advanced device information Debugging tools Graphy is also available as open source on Github: https://github.com/Tayx94/graphy.
  10. Graphy, a free plugin described as the "ultimate, easy to use, feature packed stats monitor and debugger for your project", has released a new 1.5.1 version now with a feature to hide Graphy from the Game view when disabled. Features include: FPS Memory Audio Advanced device information Debugging tools Graphy is also available as open source on Github: https://github.com/Tayx94/graphy. View full story
  11. Lendrigan Games

    Help on crafting a game plot and setting

    What if W1 takes place in a science-fiction/cyberpunk setting? Recreational prosthetic replacement can both spice up real-world activities and cover large portions of the gap for "manifestations of the MMO." One possible villain would be a moral elitist who's acquiring rights to various chunks of the game's code (perhaps the game is a cobbled-together pile of parts from a bunch of in-house engines). As he gets the rights to various chunks, he re-writes values within those chunks to what he thinks they ethically should be. The team (or the rest of the team if the villain is one of them) is trying to roll with the punches because they love their playerbase, but they're so busy with the work that they have trouble combating the real-world antics.
  12. One simple thing you can do is to have each pixel always use the tightest cascade that overlaps it. They describe that here on slide 27: This won't fix your cascades overlapping with each other, but it does at least make sure that you're utilizing the higher-res cascades as much as possible: I have this implemented in my shadows demo if you change the "Cascade Selection Mode" setting to "Projection"
  13. Awoken

    Link It Up! | It's Released!

    I finished the rest of it. Great little game! p.s, next time just let me know to try a little harder
  14. JTippetts

    hex grid

    Since this has veered quite off topic, and since phil has decided not to make a hex game, I'm going to lock this. phil, if you have further questions please remember what you have been told before, about how to ask your questions.
  15. Ajanis04

    Open-Source C# RPG

    Cool
  16. JohnnyCode

    Weird lighting when translating object

    Games are in general case GPU bound in stead of CPU bound, so performing per vertex matrix transformation of normal instead of a single CPU transformation of light to bring it to same space is not the "General route" as you appointed?
  17. Rutin

    GC : Explosive Balls (game state)

    Wow very cool! I like how your movement adapts to the terrain changes. Great work!
  18. phil67rpg

    hex grid

    yes you are
  19. GoliathForge

    hex grid

    I'm special today it appears.
  20. phil67rpg

    hex grid

    wow you got two downvotes goliath
  21. GoliathForge

    GC : Explosive Balls (game state)

    I'm going to skip a blog week and just throw up a video progress. This week was character/animation controller. Nice to start thinking about the action bits. Thanks for playing.
  22. Alexander Villagran

    Open-Source C# RPG

    Sounds like a very interesting project. I like to use Unity for the 2D graphics, and it sounds like fun.
  23. Yesterday
  24. GoliathForge

    hex grid

    Make (it) how ever you wish. Just make it yours. Go forth and create.
  25. Hello, I have been implementing CSM and applying some of the methods found on the Internet for stabilizing the cascades to fix shadow shimmering. While implementing the algorithm, I followed both Microsoft SDK code (link to SDK) and MJP's version (here) (which I found quite clear and great). While the general algorithm works okay I have found out an issue which I'm not exactly sure if it's my fault or if it works as intended. My camera has a FOV of 60º and is divided in three different frustas, each one of them covering a percentage of the whole camera frustum and giving shadows for a given area. For each one of these frustas I compute a Bounding Sphere that contains the corners of it and is centered in the middle point of the frusta. The code works ok and I get a bounding sphere that covers the frusta completely. The issue is that such bounding spheres seem to be so big that they completely overlap each other most of the time and, while fov or depth changes for each of the frustas make the overlap bigger or smaller, they still overlap by more than a half most of the time. This makes the quality of the shadows for the bigger frustas to not be too great as the amount of unused space is quite big. While googling for a solution I also found this blog from The Witness creators in which they detailed their approach and had a similar issue. Nonetheless, I would like to see If somebody knows if there may be something wrong with my approach and how to fix it if possible. Below I attach some captures of the problem and the code for the BS computation. Captures: https://imgur.com/a/FhGBwvW The code for the computation of the BS can be found below (I decided to skip the code that gets the frustums corners in WS but I'm quite sure it's working okay as I can see the points being in their position in my render): // This code is repeated for each cascade. // Calculate the centroid of the view frustum slice. // cascade_frustas_corners contains all the corners of all the frustas the camera is divided in. // Their positions are already in WS. Vector3 frustumCenter; for (unsigned int j = 0; j < 8; ++j) frustumCenter = frustumCenter + cascade_frustas_corners[cascadeIdx * 8 + j]; frustumCenter *= 1.0f / 8.0f; // Calculate the radius of a bounding sphere surrounding the frustum corners. float sphereRadius = 0.0f; for (unsigned int j = 0; j < 8; ++j) { float dist = (cascade_frustas_corners[cascadeIdx * 8 + j] - frustumCenter).Length(); sphereRadius = std::max(sphereRadius, dist); } // Store the radius for this frusta. sphere_radius_frustas[cascadeIdx] = std::ceil(sphereRadius * 16.0f) / 16.0f; Hopefully somebody can shine some light on my issue. Thank you very much.
  26. Microsoft has released PIX 1904.23 with a preview of the new Timing Capture implementation and improvements to DXIL shader debugging and pixtool. You can download the new release here. Highlights from this release include: Preview of a new implementation of Timing Captures (see below) HLSL variables are now available during DXIL shader debugging New pixtool features: Use “take-capture –winml” to capture a WinML workload Use “take-capture –frames=5” to capture multiple frames Run “pixtool –help take-capture” for more details Information in timing capture’s Resources & Heaps view can now be copied to the clipboard Format is tab separated and can be pasted directly into Excel WinPixRemoteMonitor now has a UI ARM64 support Get all the details from the PIX blog.
  27. Microsoft has released PIX 1904.23 with a preview of the new Timing Capture implementation and improvements to DXIL shader debugging and pixtool. You can download the new release here. Highlights from this release include: Preview of a new implementation of Timing Captures (see below) HLSL variables are now available during DXIL shader debugging New pixtool features: Use “take-capture –winml” to capture a WinML workload Use “take-capture –frames=5” to capture multiple frames Run “pixtool –help take-capture” for more details Information in timing capture’s Resources & Heaps view can now be copied to the clipboard Format is tab separated and can be pasted directly into Excel WinPixRemoteMonitor now has a UI ARM64 support Get all the details from the PIX blog. View full story
  28. phil67rpg

    hex grid

    well I am unsure of how to proceed further? should I give up?
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