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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About mfdesigner

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  1. We have successfully implemented FABRIK into our cloud-based game engine. It  is many times faster than Jacobian solver. Have a look here:   https://youtu.be/igq2gH5C3M8   You can play with the hand here: https://www.otakhi.com/petridish?load=https://www.otakhi.com/public/otakhi/Animations/IK%20Testing%20Ground/IK%20Hand   Each finger starts out with a ball joint constraint at the base and hinge joint constraint for all the the upper segments.  
  2. The ability to perform Remote Procedure Calls (RPC) is the key enabler for supporting complex distributed web applications and games over our software object distribution framework, where multiple software agents in different roles can conduct business via diverse communication acts. Unlike traditional RPC where a few developers dictate its design and consequently limiting the scope of distributed applications, our system allows any user to create his own RPC that can be executed by any remote host.  Essentially, it is server-mediated Peer-to-Peer Remote Procedure Calls. A user initiates a call by specifying the software components to be pre-loaded from our repository, a remote script acting as application logics, its input parameters, and a short greeting.  Once it is executed with peer's permission, the result is immediately returned to the caller using Server Sent Event with near real-time performance. Our RPC's workflow looks like this:       Here is the tutorial video on how to set it up...   https://youtu.be/yUzTdXldTSE   Visit https://www.otakhi.com/archive to see all our previous tutorial videos.    
  3. Introducing our new bloom filter featuring Gaussian blur, dynamic scene luminance calculation for automatic color range correction, and selective application (to selective meshes only).  When applied to our Navier-Stokes simulation, realistic explosion can be created as below:   https://youtu.be/qbcVEN_jTPo     Use our many other post-processing filters to enhance visual impact of your scene:   https://youtu.be/W5-c2yNqaFM
  4. I would like to introduce the release of our Molecule Pack Development Template for creating custom molecules for extending our framework.   Our engine allows app developers to define custom Object Design and Object Semantic interactively in a top-down fashion.   Unlike conventional bottom-up approach where low level OO design are dictated by a few developers which often results in rigid workflow limited to a set of fixed API.   Here is a short video demonstrates the potential of Molecule pack development.     Because of our top-down approach, our engine is technology-agnostic.     Molecule packs can be created by wrapping libraries built on drastically different technologies (e.g. three.js, babylon.js, or raw WebGL)   Visit our technology showcase here:  https://otakhi.tumblr.com/   and our tutorial video archive: https://www.otakhi.com/archive     https://youtu.be/-u89XYF8zKI
  5. Our industry-first WebGL Real-time fluid simulation system is now highly extensible and customizable.   (1) Dynamically add fuel to 3D scene and control background's ambient and fuel's ignition temperatures to trigger explosion.  Manually control temperature, density, and divergence expansion ratio and their dissipation coefficients for optimal effect.     https://www.youtube.com/watch?v=r5GyBu0hlJo   (2) Tornado - create custom atmosphere phenomenon by dynamically setting each voxel's density, temperature, velocity values in a custom shader. Use a spline path to control tornado's funnel shape.   https://www.youtube.com/watch?v=ltlaaXm73Fk   (3) Turbulence - control 3 octaves of perlin, fractal, and curl noises to increase the entropy of a fluid simulation.   https://www.youtube.com/watch?v=43bpP02x7No   (4) Automatic obstacle's position and velocity detection. It is now possible to create realistic air turbulence effect around helicopter's turbine blades.   https://www.youtube.com/watch?v=pTV1G246NfQ
  6. While AR is still in its infancy both in hardware and software, for desktop, by combining our game engine, oTakhi platform, and google streetview photosphere, we can create a mildly entertaining interactive AR experience.  360 video can also be used as substitute.   https://www.youtube.com/watch?v=9rV_mnRs01o    
  7. An art directable tornado simulation using our fluid simulation engine.  The funnel shape follows a spline path drawn by the user.     [attachment=32047:tornado.jpg][attachment=32048:tornado01.jpg]
  8. This explosion effect is built using our real-time fluid simulation engine in combination with the following techniques:   (1) Perlin noise turbulence   (2) Sample jittering   (3) Anisotropic scattering   (4) Multiple forward light scattering   (5) Full implementation of Blinn-Phong optical model in our RayMarcher.   (6) Dynamically injected density, temperature, divergence to create expansion upon fuel ignition and later contraction.   To see it in action, view this project in PetriDish - our free online editor.     [attachment=31974:explosion01.jpg.c67f10300804ba2f028ee86294b195ab.jpg][attachment=31975:explosion02.jpg.856e5c017dc22a921b7a1821a9c21851.jpg]
  9. We are very proud to have completed the first WebGL-based fluid simulation system implemented entirely on the GPU for real time performance.   Here are a few early sneak peeks.     https://youtu.be/pTV1G246NfQ     https://youtu.be/T7ge2efpHKM     Visit this sample app to see how obstacle velocity affects smoke dynamics.   You can also play with the flamethrower project in our free online editor: PetriDish.     Note that when WebGL 2.0 is released, it will get 10x performance boost and much better quality from free tri-linear interpolation of texture3D and multiple render targets.
  10. In welcoming new year, we've added three new tutorial videos showcasing our WebGL based character animation system.   (1) Key-frame based path animation   https://youtu.be/HE5AeuDA2bQ       (2) Animating softbody using Spline-IK   https://youtu.be/suUWfqNroSk     (3) Motion capture driven character animation   https://youtu.be/dg60od7WWzg       oTakhi Platform is a biological system inspired, cloud based application design and component sharing framework wherein low level capabilities can be atomized into individual molecules.  Inside our web-based editor, users drag & drop molecules into droplets to form higher level reusable, shareable components which in turn can be assembled into end applications.   Visit our video archive  to see all past tutorials.   You can test drive our editor here .    To import models, textures, and images, simply drag and drop them into the editor from your desktop.
  11. We are pleased to announce our latest feature, Real-Time Voronoi Shatter and Fracture, for our cloud-based application and game development platform.  This is the only known WebGL implementation.   (1) It is based on Boolean Intersect of Constructive Solid Geometry (CSG) and can be used to shatter wide array of geometries.   (2) The generated fragments preserve the original UV coordinates on the mesh.   (3) The engine runs on worker thread and has minimum impact on app performance.   (4) Capable of both uniform and cone-shaped voronoi point distribution to simulate realistic impact shattering.   Here is a short video introduction.       https://youtu.be/j78voCH7gfk     oTakhi Platform is a cloud-based game development platform.  Developers use top-down object-oriented design patterns to wrap lower level codes (Javacript, WebGL shader code, and emscripten-compiled c/c++ code) into reusable components and assemble them into applications in our visual editor using mostly drag and drop.   Visit our video archive to see what is possible on the web today.    
  12. Using object composition, we can package complicated post-processing steps for generating global godrays effect into a reusable, self-contained component.  For an external scene wanting to use godrays effect, all it needs do is to provide a scene pointer to itself and setting the sun's world position.   Here is a tutorial video detailing this process.       This scene depicts the depth map generated for calculating the occlusion effect in the shader.     https://youtu.be/gloOiGtUhQw      
  13. For those who are familiar with Object-Oriented Design Pattern, this tutorial video demonstrates our new design tool addition - the ability to embed reusable components following the best practice of designing reusable OO software using object composition.       https://youtu.be/EDJ78HwqExo     oTakhi Platform is a cloud-based game development platform.  Developers use top-down object-oriented design patterns to wrap lower level codes (javacript, webgl shader code, and emscripten-compiled c/c++ code) into reusable components and assemble them into applications in our visual editor using mostly drag and drop.   For more information, please visit our tutorial video archives.
  14. Consider the following setup.  A population of 500 individuals, each with a chromosome of randomly generated printable characters, is subjected to (1) random selective breeding (chromosome crossover), (2) survival of the fittest, and (3) adaptation by learning, while freely evolve in a simulated environment.  At each generation, the fitness of an individual is evaluated as the distance between its chromosome and a target string:     "The very essence of instinct is that it's followed independently of reason."   The adaptation stage uses a simple hill-climbing algorithm to advance each character of the chromosome.  This simulation is performed for 100 generations.  At the end of each generation, the fitness score and chromosome of the highest ranked individual (the fittest) are displayed.   Click this link to watch this evolution in action (click the play button at the bottom right to enter runtime mode):     The jsGAUL droplet is a direct port of the Genetic Algorithm Utility Library in C++ to Javascript.   Steve
  15. Dear game developers,   I am pleased to announce that we have successfully ported Open Motion Planning Library in C++ to javascript and it is now accessible on the web.  Specifically, we included it in our special web object format called droplet and published to our repository.   Without registration, you can see jsOMPL in action here in our public component testbed called Petri Dish: https://www.otakhi.com/petridish?load=https://www.otakhi.com/public/otakhi/Math/jsOMPL/Path%20Planning/Multi-Objective%20Path%20Planning     (Performing multi-objective path planning on a 2D canvas.) oTakhi platform is an application and game development platform for the web. It features a top-down object-oriented design pattern that allows users to wrap lower level codes (JS, C, C++, HTML) and assets (images, videos, 3D models) into reusable components and optionally share with others to build applications and games in our web-based editor.    Steve