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About vinnyvicious

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  1. vinnyvicious

    Starting point for game editor

  2. vinnyvicious

    Weapon recoil as spring?

    Sharing some interesting experiments with recoil: https://www.youtube.com/watch?v=E_Aj7Q8R2LA Sadly, animation is not affected in any way.
  3. vinnyvicious

    Weapon recoil as spring?

    @Scouting Ninja, by using on the model you mean applying the formula on top of delta time and model transforms? Do you use different formulas for rotation, or you just apply on translation? Do you do any IK too? I'm not trying to emulate the real world, just apply a good "feel" to the weapons without having to animate them individually. I want to procedurally change some generic variables and have a set of those for each weapon in the game. It's not a realistic game at all (arena shooter). I'm just trying to understand how I can use easing formulas and other techniques to juice the whole animation.
  4. vinnyvicious

    Weapon recoil as spring?

    I was reading CryEngine's codebase, and specifically, the procedural motion bits in the weapon module: https://github.com/CRYTEK/CRYENGINE/blob/26524289c15a660965a447dcb22628643917c820/Code/GameSDK/GameDll/Recoil.cpp Their recoil implementation is very interesting. It seems to be some sort of spring, applying the effect on the world position of the weapon model (and arms). No IK, no bones, Seems to be the whole object. Does anyone have any material on this subject? Or is this very unique? How everyone else is doing this? I'm very curious about this kind of thing. They also seem to add a jump bump motion procedurally, as well as sway and movement, but I still haven't found those pieces of code. I'm suspecting a classic Lissajous curve.
  5. Does anyone recommend a minimal OpenGL + Bullet scene example? Something simple, like rolling a ball (marble blast style), but that covers most implementation caveats and details.
  6. vinnyvicious

    Batch rename bones in FBX?

    A freelance company produced tons of additional content for our project, but unfortunately, although the bone structure is the same as ours, they #*@!ed up on the naming convention. Now I have a bunch of models that I need to rename 30+ bones. Does anyone know any quick way of doing this? A Blender script, an Assimp tool, anything?
  7. vinnyvicious

    Merging shaders in OpenGL?

  8. I've just finished most tutorial steps on learnopengl.com and I'm really excited about starting to write very small model viewer. Unfortunately, I have no idea how to combine all the shaders in the examples that were given. I mean: how can I do the shadow mapping shader also work with the diffuse/normal one? Is that what render passes are? How is this usually structured in a rendering class?
  9. vinnyvicious

    Current market state for web games

    I'm not really worried about learning curves, or learning a new system. That's not really relevant and usually is fun. What really matters here is that if there's is good money to be grabbed. Does anyone know any public revenue reports from developers on Kongregate or other portals? Are we talking about few cents a day or more Flash-like numbers like 1 or 2 dollars a day, from ads?
  10. If i blend Left and Forward, for example, how can i associate the blending amount from A to B based on the direction vector? As for mirroring, why would i need mirror bones? Maybe just invert the values?
  11. I used to earn a lot of money with Flash games 5 years ago. Either by selling whitelabel games to portals or just publishing them on MochiMedia, i was earning about $500/month. Since MochiMedia died and the popular FGL website all died, and everyone went to mobile, i stopped working with that. I was thinking about returning, but i'm curious about the current market state. Is anyone earning money selling games to portals? Are portals buying that? If so, where's the current hub for people to do business on? Is anyone earning money by putting ads into their games and publishing to portals? Is anyone dedicated to desktop web games?
  12. I'm currently working on a small third-person shooter along with a friend, who is an artist. Today, i've finished the state machine that controls all the possible states that the player can be in. My friend was going to use that as a reference to start animating the player model. Unfortunately, since we are just two guys, i think the combination of states is going to affect his productivity. I mean: Walking_WithRifle Walking_NorthWest_WithRifle Walking_Backwards_WithRifle StrafeLeft_WithRifle Crouched_Walking_WithRifle Crouched_StrafeLeft_WithRifle We have several other weapon types (Melee, Pistol, RPG, Grenade, Mine, etc.). I'm trying to find a solution for this problem with code, but the engine i am using (Urho) is limited on what i can do. For the different weapon types, since they mostly affect the upper body parts, i was thinking about asking him to animate just an idle pose with each of the weapons, and then i can use that to blend with other states (Walking, Running, Crouched Walking, etc.) However, for the NW, SW, and other diagonal movements... what can i do? A rotation of the pelvis bone? What do you guys suggest? Also, for the StrafeLeft/StrafeRight... is that something that i can also do with rotation?
  13. vinnyvicious

    Software design patterns for UI behaviors?

    I can't have a single flag. Panel A might fire his own "close" event, but the listener of that event can't simply set IsOverlayVisible to false because he needs to know which other panels are using the Overlay.   I already have events in place, but that only means that all my spaghetti is inside the Mediator (which i call Controller).
  14. So, i'm building the UI for my strategy game and i quickly got trapped into a big spaghetti. I've got a design that works something like this:   [attachment=33183:test.jpg] All panels trigger a dark overlay on the screen. (total black 70%) The blue panels slide from left and right, respectively. They can be present at all times, can appear together, and have the lowest zindex. The red one always appears on top of everyone, but does not force others to close The orange one makes any other panel slide back to their "hidden" position. When the orange slides up, the blue ones slide back and the red one slides up. I also can have centered "popups". Right now, my code is a mess:   Since all panels are independent objects, they share an instance of an Overlay object. They can call the methods hide() and display(). Calling close() on the left blue panel should not close the overlay if the right blue panel is still open, so i implemented a counter inside the Overlay object: I only really hide it when the counter reaches zero. Kinda like a refcounter. I also have to wrap every open()/close() method of my panels into conditional, to check if the panel is not already open, in order to avoid refcounting the overlay incorrectly.   Clicking on the overlay should also trigger all panels to close instantly. So i have more ifs. And i have even more nasty ifs to make a difference between the red and orange panels. When i started doing the popups, which are dynamic, i lost my mind.   So, this mess is already too difficult to maintain and i could not think of a decent solution. Can anyone guide me to a good book on Software UI architecture and proper design patterns? I've been working for too long with Java Web API's and i got too dumb for realtime programming. :P
  15. There's also CDLOD: http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf
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