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Showing content with the highest reputation on 11/02/19 in all areas

  1. 2 points
    Huh, that's 'kinda neat moments... When you start over from scratch, design aspects become more important. I can't help what I have yet to discover but for the first of I suspect to be many, a happy moment. Mouse input ponder. The usual choice is to constantly redirect the mouse cursor to the center and act from the deltas. I'm starting to hate that. Something about it. So I changed it up a bit where I'm still clipping to the window but wrapping on the left and right edge. This feels better at least to not have to hide the cursor and still not allow to click focus lost. This is what my front end input handling looks like. Now I don't care about mouse sensitivity or delta timing on the camera yaw movement and perhaps puts a skill modifier back on the user. In a sense. #define imp_bool(x) if(input.pAction_map->GetBool(x)) #define imp_float(x) if(input.pAction_map->GetFloatDelta(x) != 0.0f) void Game::update(float deltaTime) { // user input pump imp_bool(cancel) { action_this_frame = quit; } // camera imp_bool(forward) { camera.move(FORWARD, deltaTime); } imp_bool(backward) { camera.move(BACKWARD, deltaTime); } imp_bool(left) { camera.move(LEFT, deltaTime); } imp_bool(right) { camera.move(RIGHT, deltaTime); } imp_bool(up) { camera.move(UP, deltaTime); } imp_bool(down) { camera.move(DOWN, deltaTime); } imp_bool(jump) { } float x = input.pAction_map->GetFloat(mouseX); // 0.0--->1.0 (l--r) float y = input.pAction_map->GetFloatDelta(mouseY); // upper ndc space also camera.ProcessMouseMovement(x * 360.0f, y, true); // yaw rotation based on horz screen position // pitch is accumulated and clamped process side // // todo: take into account the physical velocity of the mouse movement // high velocity user movement skips a beat at edge transition // solution: track previous movement and apply // priority: barely notice-able // POINT pt; ::GetCursorPos(&pt); // keep y component if(x<0) { // left and right screen edge cursor wrapping POINT pt_desired = { display.dims.width, 0 }; ::ClientToScreen(display.hwnd, &pt_desired); ::SetCursorPos(pt_desired.x-2, pt.y); // todo: refactor out the magic number } if(x>0.9985f) { // partial cause of refactor above (but it's decent smooth at 800 x_res) POINT pt_desired = { 0, 0 }; ::ClientToScreen(display.hwnd, &pt_desired); ::SetCursorPos(pt_desired.x, pt.y); } } we'll see how it goes.... Next up... [ Fix your timestep ] yup, I'm a believer. I've heard said, 'If you're going to do multiplayer, do it early'. Hard to argue, set up you system to play nice with something hard. I've always partially ignored the previous state - this state tween concept when it came to timing, but this really, really makes sense to me now. Oh yeah, we're keeping that... And the closer.. I'll be spending the week cleaning up and minor miscellaneous tweaks. I understand the importance of tidying up and now is the point to decide how I branch out from here cleanly. I feel now is a good time to give the [ RIP Method ] a serious follow through. I agree, repetition is key (at least for me) Thanks @DavinCreed, that's helping. I've only started to browse. Have to go to work for now though.
  2. 1 point

    From the album: SAMA

    We thought we would show you a little time lapse of the Halloween image that Kat did. It shows the build up of the image and how she layers it all. This is the same method she has used to do all the background work in SAMA! Steam: https://store.steampowered.com/app/1047870
  3. 1 point
    Hello, We are a group of indies and we know the difficulty in getting discover-ability for the contents we create. As a initiative we have started a new website "Indie Fusion" http://www.indiefusion.org/ where we are displaying contents related to games, comics,music, influencer list etc. At present we are displaying: Articles/Review related to games, entertainment etc Newly published games, comics etc List of youtubers/bloggers If you guys want to display your newly released games, post some articles/review etc then feel free to drop a message through our contact page with details. We are looking forward to all of your valuable feedback, support and suggestions Thanks
  4. 1 point
    The Khronos Group has released the Vulkan Unified Samples Repository, a central location where anyone can access Khronos-reviewed, high-quality Vulkan code samples. The goals as stated are to: Create a collection of resources that demonstrate best-practice recommendations in Vulkan Create tutorials that explain the implementation of best-practices and include performance analysis guides Create a framework that can be used as reference material and also as a sandbox for advanced experimentation with Vulkan Currently the tutorials cover the basics of Vulkan, swapchains, pipelines, render passes and render subpasses, command buffers, and AFBC. You can find the samples on Github at https://github.com/khronosGroup/Vulkan-samples. View full story
  5. 1 point
    Hi, I'm Woody, Project Director at SODWA Studios (which is just me and my programming partner). We're looking to add a 3d character artist to our small team. Our game, SODWA, is a tactical turn-based strategy game, similar to games like Heroclix, X-Com, and Final Fantasy Tactics. This should be a fun project for any fan of the Saturday morning cartoons of the 80s, like Masters of the Universe, Voltron, Thundercats, etc, as those series serve as the inspiration for our game world. Players get to assemble teams of colorful characters to duke it out in online 1v1, using a combination of melee attacks, weapons, magic, high technology, and superpowers. Right now we're getting our playable demo off the ground, which we'll use as the cornerstone of a Kickstarter campaign. Our demo is coming along nicely, but we're having to use 3d assets purchased from the Unity Assets Store. Feel free to join the SODWA Discord and our Reddit community. If you'd like more information, Discord is probably the best way to get a quick response, or you can comment on this post. Thanks for reading!
  6. 1 point
    Wow! I like the concept art. Best wishes on your project. Turn based games are my favorite.
  7. 1 point
    First weapon of choice: The sword Making this weapon of choice took some thinking for sure. For one, the design significantly changed over time (see the image below, or on my twitter for its dedicated thread), and took several iterations to get to this point, but I'm fairly happy with the results. Of course, I could work on it endlessly, but the project has to go forward; might come back to it at a later point, if needed. Old design (HP): New design (LP): I think many of you fine folks out there will notice that there's something different is going on with the blade. You see, I wanted to make this sword a bit more special than your average butter knife, and thought to add some meaning to its purpose. After all, there is more to it what meets the eye. It was crafted by the finest blacksmith that any soldier could afford; and was forged to honor the gods! The one who wields this fine blade shall carry the gift of its words.
  8. 1 point
    Hey, Kat again. It's finally time to share a character feature and not just any character, it's the Warmaster! Below are some concepts. My biggest concern for the character was the helmet and I wanted to keep the Warmaster's face hidden for two reasons. One was to portray them as someone who is powerful, strategic and unyielding. The second and most important reason is for the player to decide the Warmaster's face, that anyone could or can become the warmaster. For inspiration I looked at old military outfits and retro sci fi comic book outfits, however the retro sci fi focus would later shift to a more sleek techno look. I love crazy epaulettes and was able to keep that in the design without it looking like a costumed villain. At one point the character will be more customizable but the helmet appearance may remain the same. We have decided on a final default appearance from the color line up but I'll be keeping that a secret for now. Original post blogged on Rank: Warmaster Dev Blog. View the full article
  9. 1 point
    Just to be completely honest I don’t remember ever playing a horror video game but somehow when coming up with ideas for video games the one that was the most doable was a horror game. I have played quite a few horror board games though and the board game shelves in my house have an absurd number of lovecraftian inspired games on them. I’ve tried to do a decent amount of research into horror as a genre because of my lack of hands on video game experience. So why do people enjoy horror? Well according to the University of Chicago Press Journals(1) “Investigators generally use one of two theories to explain why people like horror movies. The first is that the person is not actually afraid, but excited by the movie. The second explanation is that they are willing to endure the terror in order to enjoy a euphoric sense of relief at the end. But, a new study by Eduardo Andrade (University of California, Berkeley) and Joel B. Cohen (University of Florida) appearing in the August issue of the Journal of Consumer Research argues that neither of these theories is correct. “We believe that a reevaluation of the two dominant explanations for people’s willingness to consume “negative” experiences (both of which assume that people can not experience negative and positive emotions simultaneously) is in order,” explain Andrade and Cohen in their study. They continue: “The assumption of people’s inability to experience positive and negative affect at the same time is incorrect.” In other words, the authors argue that horror movie viewers are happy to be unhappy. This novel approach to emotion reveals that people experience both negative and positive emotions simultaneously — people may actually enjoy being scared, not just relief when the threat is removed. As the authors put it, “the most pleasant moments of a particular event may also be the most fearful.” Andrade and Cohen developed and utilize a new methodology to track negative and positive feelings at the same time. Their method could apply to other experiences that seem to elicit terror, risk, or disgust, such as extreme sports. “When individuals who typically choose to avoid the stimuli were embedded in a protective frame of mind, such that there was sufficient psychological disengagement or detachment, they experienced positive feelings while still experiencing fearfulness,” the authors explain.” Dr. Griffiths complies a number of other reasons in his article Why Do We Like Watching Scary Films?(2) “According to a 2004 paper in the Journal of Media Psychology by Dr. Glenn Walters, the three primary factors that make horror films alluring are tension (generated by suspense, mystery, terror, shock, and gore), relevance (that may relate to personal relevance, cultural meaningfulness, the fear of death, etc.), and (somewhat paradoxically given the second factor) unrealism.” Unreal-ism seems like an odd factor to consider in the enjoyment of a video based medium. It plays into the idea though that movies and video games can be a vicarious way to experience emotions. You might be very scared but you know you are actually safe. This was a common theme in most of the articles I read on horror video games. Perhaps as video games mature as a genre of entertainment we will begin to see more horror games or maybe they will always be a sort of outlier when compared to fantasy RPGS and FPS games. (1) University of Chicago Press Journals. “Why Do People Love Horror Movies? They Enjoy Being Scared.” ScienceDaily. ScienceDaily, 31 July 2007. <www.sciencedaily.com/releases/2007/07/070725152040.htm>. (2) Mark D. Griffiths Ph.D. “Why Do We Like Watching Scary Films?” Psychology Today. Oct 29, 2015< https://www.psychologytoday.com/us/blog/in-excess/201510/why-do-we-watching-scary-films > The post Why do people like horror video games? appeared first on Gilded Octopus. View the full article
  10. 1 point
    Personally, my love of horror started in 1996 with the release of Resident Evil. I was just 7 years old. Then Silent Hill 2 released in 2001 and since that point I've been a massive horror nerd. I now own most horror games and films ever made, and I frequently read old horror stories like those of Lovecraft and Poe. Why am I so fascinated with this genre? I'll attempt to answer that here: I think there's a link between my love of challenging games and my love of horror. I think of these things like music. High-pitched notes create a lot of tension, whereas the softer, deeper notes give you release. So, "tension" and "release". In order to have that gratifying feeling of release, you first have to create tension. This is literally the "negative"(as mentioned in this article) amplifying the "positive", right? All games and films have this concept of tension and release, it's just that the horror genre uses the, well, horror, to create that tension. It's a negative that exists solely to be flipped in to a positive, making the effect of that positive so much greater. It works the same way in challenging games. Hell, in conversation, people even talk this way, right? They'll create all sorts of dramatic build-up before making their point so that when they do hit you with the zinger, you get that feeling of release, and they get to make their point much more persuasively and in a way that engages the audience. I see this concept of tension and release everywhere, and I think the Horror genre represents an extreme(or more potent) example of it. Also, I don't think this is very relevant to this discussion, but I also enjoy horror for the atmosphere and dark imagery. I enjoy Horror for its ability to bring uncomfortable truths out in to the open, even if it's just in a symbolic, metaphorical way. A straight-forward example of this is Lovecraft's insight in to the scale of the cosmos, and the relative insignificance of humanity therein.
  11. 1 point
    For voxels I would just store the diffuse lighting. To compensate specular light energy you can use same trick that UE4 use for fully rough materials. This way also metals contribute for GI. We also use this trick when rendering reflection captures. #if FORCE_FULLY_ROUGH // Factors derived from EnvBRDFApprox( SpecularColor, 1, 1 ) == SpecularColor * 0.4524 - 0.0024 GBuffer.DiffuseColor += GBuffer.SpecularColor * 0.45; GBuffer.SpecularColor = 0; GBuffer.Roughness = 1; #endif
  12. 1 point
    This whole hammers down to one problem - what you want to store in your voxel data. I did some research, measured performance of various approaches - and the most stupid way, of storing directly results of lighting in voxel data, and as 3D textures, were the winner. Although to be said, the game is using only dynamic lighting and lots of dynamic objects (be it physics or animated) - for this scenario storing normal and color (and injecting light) is a too heavy hit in performance (and doesn't bring in any advantage), as you will need to do it for many (if not all) lights. SVO may be an option - but due to previous, light bricks would need to be re-built constantly. If OP wants difference comparison for lambert vs. oren-nayar vs. disney diffuse F.e. inside VXGI, I can provide those - although probably not earlier than tomorrow. Sadly, I'm way too busy today.
  13. 1 point
    @JoeJ I've implemented several variants - with octree and without octree. Currently I do use version without octree in production - while octree uses less memory (it's not that much less, considering that you still need to store 'bricks' in 3D texture to get hardware filtering), creating it or updating it takes simply too much time. For performance reasons (and due to requiring support for physics heavy scenes - e.g. lots of dynamic objects) I was even more aggressive, and at current point I don't even store anything apart from resulting direct diffuse color in 3D texture for VXGI/reflections. It is just single bounce GI then, yet good enough for most cases - and fast enough to run on laptops with integrated GPUs.
  14. 1 point
    NVs implementation is very slow, i've heard (but that was many years ago). AFAIK it has not been used in a game yet. I think they used anisotropic voxels (6 colors for each), and octree. Anybody else ruled both of them out. Instead anisotropic voxels it's better to just use one more subdivision, and instead octree it's better to use plain volume textures for speed. That's what people say... personally i would give octrees still a try, though. Cryengines approach is very interrestig: IIRC they use refractive shadowmaps, and the voxels are used just for occlusion. Likely they use one byte per voxel to utilize hardware filtering, but using just one bit would work too. This means big savings in memory, so the resolution can be higher and the light leaking becomes less of a problem. They have detailed description on their manual pages. The developers of PS4 game 'Tomorrows Children' have a very good paper on their site. They really tried a lot of optimization ideas and have great results, so a must read if you missed it. An unexplored idea would be to use oriented bricks of volumes. So you could prevoxelize also dynamic models like vehicles and just update their transform instead voxelizing each frame. Similar to how UE4 uses SDF volumes for shadows.
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