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Showing content with the highest reputation since 07/12/18 in all areas

  1. 2 points
    It's not playable on the browser. But the client is very small compared to the 90GB+ that the entire game takes
  2. 2 points
    I solved this problem. For anyone who is interested in the solution I've come up with here is a quick visual representation. The technique I used was the following: - obtained distance from centre of sphere to camera's position. - obtained normalised vector of the centre of screen ( mouse.x '0', mouse.y '0' ) - multiplied scalar of normalised vector by the distance obtained in first step. - calculated circumference of camera movement path using the two vectors ( camera.position , centre of screen ) - using my own move left and right matrix calculations moved the camera to the left and right and then rotated the camera to point at the obtain a new centre of screen. Only downfall of this approach is that the centre of the screen slowly moves ever so slightly in little circles. But nat a big deal.
  3. 1 point
    I have adjusted the algorithm a little to address the problem with sharp features like corners. If the vertex has been smoothed out, I'm pretty much just taking the smooth vertex, averaging all the normals together (let's call this new vector A) and interpolating from the smooth vertex position in direction A to find a point lying on that line, where SDF (point) = 0. Also, I had to add a little bias to the new found vertex, but I guess that's just precision problems since I'm using floats right now. The average of the normals is represented by the black lines in the video. https://www.youtube.com/watch?v=C8s3rpk4pZw&feature=youtu.be I'll have to do some more testing to see if this new solution works for the general case.
  4. 1 point
    @Fulcrum.013, I have a question for you. If the techniques you describe are so effective, why is no-one doing them? This industry isn't run by purist artist types who insist on doing things the old-fashioned way out of a love of the craft. It's run by businessmen, who are out to turn a profit. If you can legitimately do what you're saying, go to EA or Activision or Bethesda or whoever. Show them what they're doing wrong and how you can save them millions of dollars. They aren't going to ignore you out of spite, or because they care about their employees. Those companies would fire their entire workforce tomorrow if they could.
  5. 1 point
    that looks like it exactly ūüėÉ
  6. 1 point
    This is probably the first time I've ever seen this idea for having a simulation game based on the movie industry. If you really want to make something like this go for it! I've worked on simulation style games before, so you really just need a 2D artist to make your layouts, backgrounds, portraits, ect... The rest of the game can run on events which is essentially spreadsheets full of data, events, ect... which runs on RNG based events to direct the simulation in different ways. You can still do this game 100% with text and a bare bone GUI then add on graphics later. If you're able to organize every aspect through spreadsheets, and come up with formulas for events, then you'll be good to go. Depending on what your goals are you could look into GameMaker Studio. I believe you can work with CSV files through it. GameMaker also has GML as it's language which you can use to do more advanced things. http://www.yoyogames.com/ Otherwise you can dabble in a programming language like Python or C#.
  7. 1 point
    In general, you should make the player entity not special (except for principled features, like connecting it to inputs and outputs) and assumed singletons one of an unspecified number of entities, components or other objects. The inventory screen should be able to render any character's inventory (maybe one day magic could allow the player to look into a monster's pockets); the enemy pathfinding system should reason about on a set of enemy characters within range (and be applicable to any group of hostiles and monster infighting situations); culling treasure rendering should ignore characters because centering the view on the player location is incidental and compare the location of the item with the extent of visible map regions.
  8. 1 point
    Honestly I love this idea for a game and I honestly think if you had worked out some of the bugs/flaws before launch it could've achieved more commercial success. I've never been too picky about bugs in games but it sounds like a lot of the negative reviews could've been avoided merely by having some testers try and break things. Granted you are a one person team, it's difficult to balance all these aspects at once and honestly I think you did an amazing job for the most part. The game looks fun and it is rewarding to successfully dodge everything. Heres what I noticed: Game breaking bugs (falling through the map) Jumping mechanic Music Game not 100% at launch Here's what I would personally do to solve each if you were to go back in time and relaunch this game: Give a few free copies to people who you know would try and find bugs. Even just to get a small community of people going who are interested in the game and giving you constant feedback. It seems like you had a nice community for the most part, just didn't have many people trying to break the game. Jumping is huge in racing games but jumping in this game reminds me of KOTOR (the singleplayer one) pod racing. That's not a good thing, jumping has to feel more aloof. I'm not the most well-versed in videogame creation so I understand there could be something that I'm missing here but I'm guessing that the jumping system you implemented was easier than creating a physics engine based jump. All in all jumping isn't satisfying and like another poster said, it's really a mechanic that people try to avoid. Again echoing Rutin, music is key and especially the retrowave games like this. People LOVE the retrowave especially with racing, and the soundtrack really helps people live that 70's vice city feel. Having a cool soundtrack would've been a major delight. I firmly believe if you had done testing prior and had done that huge reworking of the game before the official launch, you would've been much better off. People only refund the game if they feel that it's bad/not complete. An early access title could've helped reduce the amount of refunds. If you had planned the launch out more and timed it well, potentially getting marketing help before it was launched would've likely helped create a much more successful launch and therefore more incentive to keep working on the game. These are just my opinions and what I noticed. Please take them as constructive criticism because I know all in all that creating, launching, developing and doing it all on your own is incredibly difficult and although you didn't get your smash hit success, I would not chalk this up as a loss. Honestly it's a cool game, just has a few kinks. Also another thing I forgot to add is that those estimates are almost always wildly inaccurate. I personally wouldn't rely on these numbers most the time but you can get close to them if you create advertisements that deliver well. Although one thing to keep in mind is what media your consumers are using, and generally gamers aren't on Facebook or don't disclose it often there. I probably would've tried to do some more involved forms of reaching, like sponsoring some streams or trying to get an Indie booth at a convention. Twitter isn't a bad idea to reach gamers on either if you're thinking social media.
  9. 1 point
    The main question is what else runs in a different thread of your game? It dosent make sense to split a sepratate thread for timers if you have 10 other threads running whatever logic in the background. Animation is usually done using the time delta from last frame to current frame. I don't know any kind of engine that uses a separate timer class for anymations. Time delta is calculated by getting the time on the start of last frame and the time of the start of current frame, this way you know how much time expired between your two frames and can mult that factor to anything, any animation, any movement and whatever you also have. In my engine, I use a pooling for tasks that may run in any thread my scheduler gives it so I start a timer in one thread and check for it in another one for example on update loop or when reaching a code part that utilizes the timer. This is the reason why timers and timing functions write in there docs to wayt "at least a minimum ammount of time before executing callback". This is because you won't have exact timing even if you run a timer thread because threads may schedule from the OS and if you have a large list of timers, it becomes an O(n) operation until your callback returns. I use high precision timers, so my "Timer-Class" is just an uint64 value with the CPU tick count. To get the time elapsed I then throw that into a measure function that calculates the difference between my 'timer' and current CPU ticks, thats it. Timers are in my experience barely used except for gameplay features, anything else that is frequently updated, like ingame-time for example, is usually bound to the time delta of the frame
  10. -1 points
    Of cource i has seen how professional artist model a creature using sculpturing tools like Z-brush, than has add bones and animate it.. And it was not at youtube.But creature is not sculpture. So looks like he just has done a triple work, so it have to be done by conceptualy other way. Of course i has told with actual architectors. And thay mentioned that common enginering CADs perfect for generall machinery modeling but not a enought good tool for architect and especially interior design becouse make designer concerned on geometrical tricks instead of actual design, but tools that pretent to be professional architect and interior design tools not a tools at all. A i completely agree with them after has model couple of buildings. It is point from wich i has start. Exporting to poligonal form is a better way to make a triple work in level and other design.
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