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About Carradine

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  1. Hello! I am looking for someone to create some simple female sounds effects for my "cave woman" model in my game Vantage: Primitive Survival Game". I only need 8-10 simple, very quick "grunts" and other primitive noises. I already have the male versions as a guideline, so I only need someone to create these with a female voice (with their own artistic flair of course ) If you want more information, just check out my Steam page here: Vantage: Primitive Survival Game
  2. Carradine

    Vantage: Primitive Survival Game

    Synopsis: Vantage is a game where you play a prehistoric cave person and the objective is simple... to survive! You search a massive persistent open world in search of food, drink, and shelter. The game has a realistic, complex, yet intuitive crafting and skill system. Crafting in Vantage is heavily researched to be as realistically accurate as possible. For example: to create a primitive fire you must first create a wooden spindle and hearth, as well as find some tinder (dry grass for example). Then with these items you attempt to create a fire using the "hand drill" method. Crafting uses time and energy, as well as many skills which make your crafting easier. If your crafting skills are to low then you may fail at your professions until you work to get better at them. You can brave the large world alone, or with friends online! Create your own village, or even an entire town with your friends. You can also gather your friends to go hunting for animals. You can go spear-fishing, take out rabbits with your sling, or go for bigger prey like Sabertooth Tigers. And if you are up to the challenge, you can get a group of friends together into a hunting party and you can try your hand at hunting mammoths! Be careful though, the bigger the animals, the more dangerous they are! You can check out more information on the game's Steam website here: Facebook: Game engine: The game uses its own custom game engine designed in DirectX called VantEdit. It is capable of creating massive sized pre-generated worlds using plate tectonic algorithms, temperature and moisture terraforming, and much more. The engine procedurally generates all the objects on the world as the world is explored by the players. It is capable of generating and manipulating millions of objects. In the future, the world generation and item manipulation framework will be available to players of the game so they can create their own massive world to play in (currently not available at this time). Philosophy and Roadmap: The motivation for making this game was to make a realistic and educational survival game where the fun factor was still top priority. Playing a fun game, and learning something in the process is one of the most rewarding types of video games for me. This is why I have spent so many years working on this and why I have been so passionate about it. It is the game I have always wanted to play and I hope others feel the same. The plan for the game is quite simple: Start at the beginning of human civilization when humans learned to create fire and make the simplest tools. From this point forward, I plan to add content to the game one item, craft and skill at a time. I will systematically update the game with more technologies and game play mechanics for these new crafts and skills, and continue to move forward into the future of human civilization, keeping with the guidelines of making the game fun, realistic and educational. The limit of how far the game can progress is nearly infinite: Bronze Age? Renaissance? Industrial era? The timeline of human advancement is a massive one!
  3. ( The position has currently been taken, thanks! ) Hello! I am looking for someone who would like to make some music for my game "Vantage: Primitive Survival Game" which I plan to be releasing on Steam Early Access soon. I already have title music, however I would also like to have some in-game music as well. The theme of the music is of course "primitive". To have an idea of what I am looking for, take at a look at the Early Access Steam page here, and watch the video for a sample of the type of music. Contact me if interested at: Thanks!
  4.   I have absolutely no problem putting the citations into the game for the excerpts of the text that I use if that was the issue.     But I suppose I will play it safe, and just do my own research as you suggested if even posting citations after the text still may cause an issue.  It is a little extra work but I can do that.  I greatly appreciate all your responses, there was a bit more to doing this than I originally thought!   Just one more question just to be safe:   In the worst case scenario that for some reason I got called out for violating some copyright in my game by posting text from another website.  Could I just immediately remove the text in question to avoid any other legal issues?  Or is there a "It's too late, I caught you" clause?
  5. Hmm, a very interesting point.  Yea I was planning to have educational descriptions in my game just as interesting "flavor text" so players could actually "learn" something if they wanted to.  I may have to do my own independent research to the point where I am not citing any specific texts for this to work.  My plan was just to throw some quick information in about objects in the game for a quick read.  I guess this may prove to be a much more delicate matter than I originally believed.  My reason for this was so I could focus on game development instead of doing exhaustive research for a non-critical portion of my game.   I may have to abandon this whole idea for now.
  6. Ah thanks, I knew of that page but I was unsure of how much information was legally needed, but then I was the "cite this page" link on the side of the article.  And that was the answer I was looking for, sorry, I guess I wasn't looking hard enough :)
  7. Hello, I am currently developing a game that has many real object in it, and in the description of these objects I would like to show a little "educational" excerpt of text in order to add some "flavor text" to the objects in the game.  I usually just take a few sentences or a paragraph of text from a Wikipedia page and put it into the game.   Is there a specific way I need to cite the text?  After doing a bit of reading it looked like I could just reference the article like using "Parenthetical Reference" like so:   Most sandstone is composed of quartz and/or feldspar because these are the most common minerals in the Earth's crust.  ("Sandstone," Wikipedia: The Free Encyclopedia )   Later I wish to start doing my own research on the subjects, but for now I just want to get a quick bit of information into the game.   This this type of reference acceptable for citing text in wikipedia?  Do I need to provide more information?  Do I have to search for publish dates, or Authors each time I want to do this and add them in?    
  8.   Were you able to thread functions that use the D3D Device as well?  Like threading a LoadMeshFromX() function that uses the D3D Device parameter?  I attempted to thread my mesh loading but it seems it is a bit more complex getting the D3D Device into a thread.  It locks up my game when it gets used.  Apparently I may need to be using "Critical Sections" but my knowledge on such things are limited.   
  9. Thanks, I have actually been attempting that approach.  Synchronizing with a D3D Device seems to be a bit more tricky than I was expecting however, but at some point I plan to implement this further.   For now I found two simple ways to fix my loading lag issues.  One was the fact that I was using a lot of text-based .X files and reading those files.  I now compress them into compressed binary files, which actually has been lowering the file size to more than 1/10 its size!  This has had a huge impact, as well as using InMemory() load functions to top it off.   I also "Sectioned" out my loading code so not all the processing of loading a mesh is done in one frame, instead it is spread out into many frames (loading 1 texture per frame etc. )   Some simple implementations of course.  But that with threading, or splitting up the loading of the file will be something I look forward to finally implementing.   
  10. So I am thinking of a slightly different direction to improve the performance of resource loading in my game.  Simply put, some assets in the game "lock up" the game for up to several seconds while they load in the mesh/textures and set them up to render, as is usual.   Since the way I have the game set up most of the time I do not need the resource loaded "immediately".  So, would I be able to put all my mesh/texture resource loading code into a thread and let it process on the background until it is ready?   Will the game run smoothly for the most part while resources are being loaded? Will file access while loading resources in a thread also work in the background and not "lock up" the main game thread?  Or do I need to look into something more involved like Overlapped I/O or asynchronous loading?
  11.   Ok thanks, good to know!  That helps a lot.
  12.   Hehe yes I know, however I don't want/need to update right now.   So it seems that using .x files for now do not have as large of an impact as I thought they may have.  Aside from what you suggested about loading data directly into memory with the InMemory() functions, it does not really seem that the time it would take to upgrade my code would not really be worth it at this time if I understand you correctly.  And I do not wish to get into concepts like loading directly into the vertex buffers until I wish to really to some serious upgrading of my mesh and animation system. 
  13. I am currently in the process of doing some large updates to my game, and my next possibly large task is to overhaul my mesh object and animation loading system, and I am really in need of some advice and information on how to go about this next step as I have some specific reasons I want to do this.   The main reason I am posting this is because I really need to have some specific questions answered which will greatly help me in figuring out how I can go about this before I jump into a code overhaul that may be futile if it does not give me what I want.  My specific questions are listed at the end of the post.   Simply put, I want to upgrade the code I use to load objects into the game.  The main reasons I want to do this is:   - I am currently using only outdated ".x" file formats and would possibly want to use other formats, as I have heard that .x files may actually be not very optimal for loading purpuses.   -  I wish to attempt to make the load time for objects quicker, including the possiblility of asyncronous loading/multithreading options (if possible) by allowing other types of files which may be more efficient than .x files.   My game is coded in C++, using DirectX9.  My main loading functions are LoadMeshFromX() functions calls, which are functions that no longer exist past DirectX 9 if I ever wish to upgrade.   My current research leads me to think that my best bet is to convert to the "ASSIMP" library.  It seems like It is a popular library to load objects. I am NOT looking to upgrade my actual in-game mesh/animation systems.  I still wish to store all loaded information back into the DirectX9 framework.   If anyone can answer or guide me in answering these questions I have It would be greatly appreciated!   Questions I would like to know the answer to:   - The overall main purpose of this is to attempt to make my load times for objects faster, if even just a small amount.  Is loading other types of exported formats (like .OBJ files) more efficient/faster than the outdated .X file format?   - Would convering to a new library like "ASSIMP" even be useful, since I can can convert most art assets into .x mesh/animations files from virtually any art program.  Are .x files that much different from more popular export types like .OBJ files?  Are .X files slower to load or do not hold as much useful information as other export types?   - Is the "ASSIMP" library the best option?  Are there other suggestions of code/libraries to use?   - My game is already set up to wait to load in objects while the game is running and only display them when they are loaded and complete.    Does anyone have any expereinces, or know of any other good online articles that may describe asyncronous/multithread loading of objects?   Thanks for any advice you can give me on this!  
  14.   I am a bit confused about something however.  Is this the code I use within my HLSL code for calculating the shadows with the depth map?  Or is this outside of the HLSL code as well?     I assume dx/dy/dz is cameraPos - vertexPos so this would be done in the shader, correct?     Since these are render states outside of the shader, how do they apply to my final shader caculation to finally apply the shadow?  What are they doing to the rendering of the primitives?   I think I am just confused what implementations I am supposed to be doing inside and outside the shader for the calculations.
  15. Interesting, thanks for the informative information!  I did see that a lot of examples set the render states outside of the shader, but just assumed that there was always an HLSL version which always seems to be more optimal. 
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