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hpdvs2

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About hpdvs2

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  1. There isn't a hardware forum, and this seems the closest in relation to what I'm doing. I know we typically lose the ability to see past a certain FPS, but I'm working on a 3D tech, where the monitor will spin at 1800 RPMs, (30 / second) for an event. This means that any side you look at will start to define the shape from that angle. I've found some screens that claim 900hz, and I have some light weight renderings on my machine processing at well over a thousand FPS. Before I go and purchase the hardware, I'm wondering if the hardware can actually do it. (forget about wires and such, those issues are already solved.) my issue is whether or not, say a GeForce GTX 1080 ti could even output 900 hz. 900 FPS is easy, but it doesn't mean that the signal to the monitor is anywhere near that close. This is also an experimental tech, so assuming I can even get everything working as planned, it doesn't mean it will look good at all. I'd appreciate any knowledge on the 900hz/900fps issue, and also welcome frank discussion around the nature of this tech. Also, I don't need this to be 4K, not even 1080p. A 640x480 resolution could work, if we have a bandwidth issue over HDMI cables.
  2. When a new character walk on to the set of a movie or comic book, its often easy to tell their role by visuals alone. Hero = Confident stance, chin up, but not too high. Determined expression. Intelligent = glasses, sciency devices, cleanly dressed, but not with much style. Con-Artist/spy = trench coat, hat to hide face, eyes looking left/right a lot. Happiness/Anger/Elation don't matter. Those are emotions any character role can go through (villain or hero) I'm looking for a list of visual generalizations I can use for a piece of code I'm writing that assembles an avatar based on a plot point in the story. I can just start with a few, but if I keep adding them throughout development, I may want to start changing keyword uses along the way, which could negate the content already written. If you could offer more characteristics like this, that would be helpful, or if you know of a reference to somewhere things like this are already well-outlined, that would also be helpful. - Thanks.
  3. Good question, I just spoke with them and found out they *sort of* do, but not with game law. I also just reached out to a game lawyer near us to get more clarity. - Thanks.
  4. I have several Unity Assets I'm planning to publish through my current employer to the Unity Asset Store. But I'm worried about legal protection. I'm not really sure how to protect myself or my company from potential law suits. Not that I'm expecting them. It seems like I need to hire a lawyer to draft a EULA, but I'm wondering if there is some standard EULA that basically says use at your own risk. Or if there is an article that talks clearly to this topic. - Thanks. The products will be 100% self developed code, and self developed models, no fan art With Source Code included
  5. @Madolite, Thanks for your feed back, but I have a lot of what I believe are good reasons. First off, I have developed a lot of game concepts, especially large scale games that never saw the light of day. My professional title is VR Solutions Architect, and I'm a Microsoft MVP for my work in 3D. (mostly business focused and educational) I bring this up to emphasize that my issue is not ability to code, or work with the technologies. The specific issue I'm trying to get through is faster completion of PoC's, and to have experience in a larger variety of game mechanics. Not just theoretically, but functionally. I'm trying to expand my abilities to be comfortable in game jams. Also, much of my professional work requires pulling together a game concept for business purposes very quickly. Also, I want to be able to get through Game Jams easier, and have trouble minimizing my goals into more manageable tasks. I want a lot of different code bases, So I don't get stuck in just a couple that keep growing, but instead focus only on the absolute minimum to get a concept or mechanic done. You are absolutely correct that I will end up having a lot of pieces repeated. But hopefully in different ways and approaches. Things I can try to shorten down a lot. May also make good blog posts.
  6. @JaminGrey - Thanks, This is really useful, Second comment on it lead to http://www.squidi.net/three/, which has around different game mechanics.
  7. I'm planning to build 100 tiny games, (the specific number is not so important). The general idea is to improve my skills, by pushing my comfort zones in game development. I'm looking for a breakdown list of 100 tiny game concepts. These are genre's, but then also pushing different concepts, like AI, physics, graphics, animation, etc... Any thoughts on this. Or if there is another post or article you can point me to. - Thanks!
  8. Great! Utility System AI was it. I'd seen it before but trying to find the name based on the description was proving near impossible. - Thanks!
  9. I remember seeing a name for this, but I can't find it anywhere now. In one of my courses, I use a weighted list to decide the choices for an AI. Basically, each AI class has 2 standard functions: Value and Do. [Value] returns a float, a percentage of how imperative it believes it is that it does this. I.e. when your base is under attack, sending troops to defend returns a high value. [Do] executes the AI. Then an AI Manager gets the value for each AI choice, and chooses to do the one with the highest value. I've seen a more formal name for this, but I don't recall what it was.
  10. @jbadams, 'idle/incremental games' seems like it was pulled right out of a list.  I've seen a few lists of genre's, do you have a link to where that one was defined.  I.e. I'd like to look through the rest of its list.      - Thanks! 
  11. I can agree it could fall under a "sim" title, but I think the term "sim" is bloated.  Most games "simulate" something else.  Battlefield is a sim game, in the sense that it simulates shooting.  But the general mechanic is shooting, and so the game is a shooter.   But since the game play mechanics for the title "management sim" could vary so much, it renders the genre title useless in describing its game play. My general belief, is that if all I read was the Genre, I should know something about how that game is played.  I.e. Shooter, Racing, Side Scroller.  These all tell me about how the game is played.  
  12. I have to disagree with that.  I think you might be confusing Genre with Theme.  The only difference between the games "Mafia Wars" and "Street Racing" is the text.  Its the exact same mechanics for both.  I can create a tick tack toe game with tire irons for X's and wheels for O's, but it still won't be a racing game.  If the Genre doesn't describe the general mechanics of the game, what's the point of genre's?     This makes far more sense to me.   Thanks!   Thanks everyone for your answers.
  13. Sounds like you might need to go a code route.  Personally, I would use multiple spheres, that are connected with Spring Joints.     https://unity3d.com/learn/tutorials/topics/physics/physics-joints   Then use Physics.IgnoreCollision to prevent them from messing with each other.     https://docs.unity3d.com/ScriptReference/Physics.IgnoreCollision.html   Then I'd connect the oobleck spheres with half hour glass shapes between each other, that resize and/or dissapear based on the size/distance of the ooblecks.    finally, I'd either work on writing the code for this, or purchasing an asset that can slice up models.  I.e. oobleck through a fan.  Though your still going to have work remerging/melting the oobleck in other ways.     *UPDATE*, I found this: I imagine you may be able to bend the code to get more of what you need, or use it as a base to rewrite your own. Check out this: http://wiki.unity3d.com/index.php?title=MetaBalls   (source shown)  
  14. I just thought of putting on a Kinnect, and getting a count of how many people are watching.  The more people start showing up, the more it adds effects.  if people start walking away, add some boost to sound effects to draw them back.   I never really thought of crowd manipulation before.  
  15. Another goal could be Reward for confirmed kill.  I.e. you've become well enough known that your enemy's are targeting you.  Additionally Reward for confirmed kill could be reversed.  I.e. Bounty for enemy npc's.
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