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DevBlazer

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About DevBlazer

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  1. Hi all, I am currently playing around with making a 2D underwater survival game (pet project, not too serious) but I need someone I can sit with for like an hour or so, to help me flesh out some reasonable mechanics for the behavior of liquids and gases in relation to gravity, pressure, etc. (Sorry guys I totally failed science class and have no intention of studying it now). There obviously has to be a balance between what I'm willing to code for and realism and then assistance with understanding some mechanics and how their formulas, etc would work. Some additional info, I am making the game in javascript (web browser) and dont plan on using any physics related engines or libraries. Also my first interests (as a starting point) for development lie in managing water vs oxygen vs immobile material in terms of gravity, weight, flow and pressure, both individually and against each other. The game will naturally use a basic 2D block/grid system similar to what you would see in a game like oxygen not included. If a voice chat not going to be so practical, then here are some of my starting questions: Water has weight and is therefore pulled down by gravity, I know this. I have also heard that water does not compress well, so I probably don't have to worry about deeper water having a higher density due to large amounts of water weight above it. So assuming some constant or formula for gravity and water weight, if you have one tile filled with water, and nothing underneath it, it all falls straight down (not caring much about atmospheric interference). But if you have solid mass underneath, then the water should probably fill tiles to the sides instead. Im guessing a good way of doing this will be to multiply your chosen flow rate by the difference between the fuller tile and the more empty tile or something like that in order to calculate change over time? There should probably also be something else at play here, as the liquid tile falling straight down would be very fast surely vs the 'flowing' into a neighboring tile or am I wrong? Another consideration is how do you handle the concept whereby I believe the water would flow downwards (gravity) first before attempting to flow to neighboring tiles (or am I just being naive here)? Also does gas or high pressure gas have any noticeable effect on any of the 'flow rates'?
  2. Hi all, I am currently playing around with making a 2D underwater survival game (pet project, not too serious) but I need someone I can sit with for like an hour or so, to help me flesh out some reasonable mechanics for the behavior of liquids and gases in relation to gravity, pressure, etc. (Sorry guys I totally failed science class and have no intention of studying it now). There obviously has to be a balance between what I'm willing to code for and realism and then assistance with understanding some mechanics and how their formulas, etc would work. Again, I'm not trying to recruit anyone here, just looking for someone knowledgeable to have a friendly chat with for a little while.
  3. Hi all, I am busy working on a small project where by I wont to use a webcam to track a users 'eye position' (vector from persons eye position relative to the center of the screen) and use this 'camera angle' to manipulate a threeJS scene (or maybe just straight webGL) such that it looks like the screen itself is a 'window' into a 3d environment. Too accomplish this I believe all that is required (assuming you already have the 'eye camera angle') is to manipulate the view matrix. For instance the image on the left would be a typical view frustum for a standard view matrix given a straight camera angle. The image on the right would be the ideal matrix and resulting view frustum if the 'eye camera position' were moved upwards. Is this as simple as swapping out the standard view matrix used? What would said matrix look like. Please bare in mind when answering, that I know as much about linear algebra as a first grader. Also for further details, this project will be browser based using webGl and javascript.
  4. DevBlazer

    Would you play a game like this?

    Hi all.  I recently dug up an old project of mine now that I have some more time on my hands these days and was wondering if it was worthwhile continuing with it or not.  So the question really is would you play this game.  All comments / ideas welcome.   The game: "Adaptor"   Basically in this game you have 'templates' which are oddly arranged hexagonal grids on top of which you can place 'adaptors'.  These adaptors are like little programming building blocks which connect to each other to 'do things'     When you are satisfied you take your templates to a battle field and then create 'instances' of them on the battle field.  These instances are simply called bots and these bots should fight it out with enemy bots.  Templates are free to design but fabricating instances of bots from them on the battle field costs 'minerals'.  So you got create cost effective useful bots or you'll just be wasting your resources.   The concept is a bit to take in I think, so I created a little playable demo that shows the concept.   https://drive.google.com/file/d/0B4R1dtfUm4ypcWZPcm4wR0NXSlU/view?usp=sharing   [sharedmedia=gallery:images:8046] [sharedmedia=gallery:images:8045]   INSTRUCTIONS:   Download and run the exe.   You are give three templates to work with (bottom left) and a whole bunch of adaptors to play with (top right). Place adaptors to satisfaction on your templates (hover them for info on how they work).   When ready click the 'return' button to go to the battle screen.   When in battle, select the templates youre using in the bottom left of the screen to tag them for keyboard access. Then click on the playing field to launch your 'mother ship'.   The mother ship is controlled with arrow keys and pressing 'a', 's' or 'd' will create an instance of the tagged template where your mothership is located.   If there are any questions feel free respond here. All feedback welcome.   Please note this is just a rapidly prototyped demo of the concept and has nothing to do with the platform, tech stack or graphics of the game I would actually build.
  5. DevBlazer

    Template test

  6. DevBlazer

    Looking for WebGL projects to join

    Hi Andrew, to answer your question, I was originally using threejs for the engine, but when dealing with this level of data I obviously had to be creating models on the fly for sections of map in visible range for sake of load/bandwidth/javascript speed, and it turned out to handle dynamic content like that very poorly despite trying a few different methods.   I threw it out and now use raw webgl so that I have a much greater level of control over the rendering pipeline and most importantly memory, as the true cause of my issues turned out to be due to the browsers having a large time reallocating large array buffers. I now use mainly one large fixed array buffer for building vertex data to eliminate these issues, just keep reusing it. To manage the enormous amount of data required for maps of that kind of size, even in chrome, I use a multi tiered system. Actually what is generated is a custom compressed data format that stores the map data in 8x8x8 sized chunks As you move through the map the data for chunks in your region is decompressed and stored in full size in memory Then as you move the camera, the chunks that are in your visible range, get models built for them (vertex data) and stored for display every tick So its a three tiered system.
  7. DevBlazer

    Looking for WebGL projects to join

    Sorry for late reply, i didnt receive any email notification. That mapgen is set to 64x64x64 at the moment, but the browser can handle upto 1024x1024x1024 but that takes several weeks to generate, not very feesable.  I am busy working on serverside prerendered maps upto 512x512x512, that will then simply be downloaded and stored in localstorage of browser (starting a new map will be as simple as downloading a 200mb map file at that point. You can hit me up on skype if you want: aroux@impactradius.com  
  8. DevBlazer

    Looking for WebGL projects to join

    Hi there, I run a few interesting webgl projects in my sparetime, but time is always limited so I am always looking for help, but there are not that many people in this field of things. Let me know if you interested, here is one example of my work.   You can see some of my work in this tech demo: (browser based minecraft clone with gamepad and vr support)  http://test.elemental.co.za/samples/digger_vr If you load it up on a pc you will see a minecraft ish clone (awsd, space for jump and lmb to dig). If you load it up on an android phone you will need a bluetooth gamepad and a google cardboard and then you can experience the same thing in vr.  Please note: - this is a tech demo and only supports chrome browser on windows or android (will not work on mac/iphone) - when you load it up it will remain black for a few minutes while it generates the world
  9. WHATS THE BIG IDEA? I am building a game called Adaptor (name may change). The idea is to use 'templates' (layouts of oddly shaped hexagonal grids) to create a 'circuit' (a program) using 'adaptors' (hexagonal building blocks with inputs and outputs that each do something specific).  You then take a few of these ''programmed' templates into battle on an arena. When in battle you can 'fabricate' instances of these 'templates' resulting in on the spot construction of robots with your 'templates' program. Your bots will fight enemy bots, the goal being to wipe out your enemies. There will be a kind of open world level selector that will have a mix of pve, pvp and even pvp team match levels. Each template has a specific hex grid layout for placing adaptors on it and built in power supply adaptors (power is required for all adaptors to work). As you progress you will find/craft additional templates and rarer adaptors. Adaptors range from things as simply as the 'random movement adaptor' and 'turn to face closest enemy adaptor' to things as complex as 'logic gate adaptors' and signaling and combatant identification.  There will be hundreds of different adaptor types, as they make the game interesting and are not that much work to create on top of the code base I've already built for them. I WANT YOU FOR THE .... I need a 3d modeler to create models for different 'bots' and levels and other elements. I was thinking of simply shapes and colors, with little to no textures as the look and feel. This will also limit the amount of work needed, since we will be a small team. SHOW ME THE MONEY The game will be a freemium model, the exact monetisation methods will be decided later on. I offer an even split of all profits, for now there will be just me and you. I am hoping to self produce or purchase any other assets that may be required like music and sound effects, but there is always the possibility that this wont pan out and we have to bring more people on. ITS ALL ABOUT ME I have been programming with countless languages for 20 years, 10 years of which in a professional capacity. My current job is as a 'Senior Javascript Engineer' at a cutting edge international affiliate marketing company. I am also no stranger to game development or client server architectures, real time communication, scaling, etc. You can see some of my work in this tech demo: DIGGER VR (browser based minecraft clone with gamepad and vr support)  http://test.elemental.co.za/samples/digger_vr If you load it up on a pc you will see a minecraft ish clone (awsd, space for jump and lmb to dig). If you load it up on an android phone you will need a bluetooth gamepad and a google cardboard and then you can experience the same thing in vr.  Please note: - this is a tech demo and only supports chrome browser on windows or android (will not work on mac/iphone) - when you load it up it will remain black for a few minutes while it generates the world THE THINGS I'VE DONE The work I've done so far is a lot of the core architecture for the bot execution/generation, adaptor programing and execution systems with a number of test adaptors constructed. The platform in use is web browser with webgl to reach all devices and operating systems without too much costly development foreach platform.
  10. Hi all, is there a website where one can upload and share pixel/vertex shader scripts with others.  It does not necessarily have to be a website dedicated to it, at least just a site where such code is appropriate.  Some kind of community thing.
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