N01

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About N01

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  1. A few more screenshots, showing how later locations from the game look:      
  2. Nowhere 01

    Screenshots from a third-person survival horror game i'm working on - Nowhere-01(http://Nowhere-01.com)
  3. N1 iskra2

    From the album Nowhere 01

  4. N1 iskra1

    From the album Nowhere 01

  5. N1 4th subdivision

    From the album Nowhere 01

  6. Hello, gamedev community! I'd like to present you with the project i've been working for quite a while. It's called Nowhere 01 and it is a third person survival horror game, set in a surreal world which gradually shifts into darkness and nightmare.     The game is majorly inspired by early Silent Hill titles(and a lot of other things, you don't wanna me to get started on). However, it doesn't suffer from many classical survival horror problems. It has free third-person camera, no auto-aim or clumsy controls. But it compensates it with the fact that there's no cross-hair and you need to compensate for recoil. Enemies are not easy to defeat, you'll need to search through darkest corners of Nowhere to find ammo and supplies, to find hints about what happened lately and what is awaiting you, to find your way out.   The game currently is in development by a single person. I am responsible for both programming and art. Nowhere 01 uses custom engine, written in C++ with use of OpenGL and PhysX. The game will be available for Windows and very likely to be ported for Linux.   [sharedmedia=gallery:albums:762]     For more information and screenshots, you can visit indiedb page or game's official web-site. You can also follow me on twitter, facebook or google+ to get updates about the project and like or share it to show your support!   Any  feedback and questions are welcome!
  7. N1 first presentation2

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  8. N1 first presentation7

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  9. N1 first presentation6

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  10. N1 first presentation5

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  11. N1 first presentation4

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  12. N1 first presentation3

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  13. N1 first presentation

    From the album Nowhere 01

    for more, visit [url="http://Nowhere-01.com"]game's official site[/url] or a page on [url="http://www.indiedb.com/games/nowhere-01"]IndieDB[/url]
  14. in case someone's wondering, here's source of basic, quick and dirty reproduction case: http://pastie.org/private/exnuwpr2qrez9tigslt3bq you can watch simulation with PVD, and notice, that unless you comment line 114:  "mCharacterFilterData.word0 = 1", character controller will fall through the "floor". i'd like someone to point out possible mistake.
  15. Hey, another problem with PhysX. What i'm trying to do is prevent Character Controller interacting with certain type of objects. So i thought, i can use filter data, it works for normal shapes. In order to provide filterData for PxController, i pass it while calling to PxController::move(...) with PxControllerFilters. So for a quick test i do it like this: PxFilterData characterFilterData; characterFilterData.word0 = 1; PxControllerFilters characterControllerFilters; characterControllerFilters.mFilterData = &characterFilterData; mPlayerController->move(PxVec3(Player.moveOffset.x, Player.moveOffset.y, Player.moveOffset.z), 0.1f, deltaTime, characterControllerFilters, NULL); and that's enough to cause mPlayerController to stop interacting with the world(it just falls through stuff). the weird thing is the line that causes such behavior is "characterFilterData.word0 = 1;". so i found out that it happens if i set any of characterFilterData member variables to value other than zero. can someone explain why? and BTW, it happens even if i use simulation shader like this one: PxFilterFlags PhysicsMainFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0,                                       PxFilterObjectAttributes attributes1, PxFilterData filterData1,                                       PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize) {     pairFlags = PxPairFlag::eCONTACT_DEFAULT;     return PxFilterFlag::eDEFAULT; }