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About GeoffN

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  1. Hi everyone, My latest game, Hypergate, was released several weeks ago. It's a fast-paced, 3D space shooter game with an emphasis on combat and high-speed dogfighting. It features a 2 hour single-player campaign with 10 missions and instant action game play (single-player and LAN modes). It's received good ratings so far and is available on Steam. While there's lots of information on the GameDev Project page here, I've placed some useful links below to save some effort. Main website: http://hypergate.ca/ YouTube Trailer: https://www.youtube.com/watch?v=t0rW9TttGC8 Steam Store page: https://store.steampowered.com/app/809530 Twitter page: https://twitter.com/geoff_nagy I'd be happy to answer any questions about the project or its development. Any and all feedback is welcome!
  2. GeoffN


    Overview Humanity's warlike ways have continued into the space age. In Hypergate, you play a new recruit of the Novan Interplanetary Alliance---and your side is losing a war that could cost more than your lives alone. Master space fighter combat amid a crumbling Alliance. Shoot your way through enemy fleets. Fight in a single-player campaign, or build your own battles for single-player mode or for LAN play with friends. Pilot your fighter using the mouse, keyboard, or your controller of choice. Single-Player Campaign Fight for the Alliance and play a 10-mission campaign as a new recruit. During the campaign, you will engage in combat against a variety of fighters and heavily-armed cruisers. Choose strategic targets to limit enemy reinforcements and maximize your probability of success. Total campaign play time is approximately 2 hours and includes a brief tutorial mission. Instant Action Build your own customized battles, whether they're small skirmishes or massive multi-fleet assaults! Configure the presence and number of fighters, cruisers, and reinforcement gates. Up to five different fleets of any of the three factions are supported. This gameplay mode supports both single-player and LAN play. Upgrade Your Ship Collect credits in the single-player campaign and purchase upgrades for your fighter! Four levels of upgrades are supported for four different components: shields, laser cannons, missile packs, and coolant. Other Features Full controller, keyboard, and mouse support Support for 21:9, 32:9, 43:18, and other high-resolution and widescreen monitors Fight against a variety of enemy targets: fighters, cruisers, turrets, space gates, and more Configurable graphics and audio settings for optimal gameplay experience Fly with automatic horizon leveling for beginners, or instead control yaw, pitch, and roll manually for full orientation control Online leaderboard and 30 achievements
  3. GeoffN

    Master Thesis suggestions

    Ah, gotcha. Thanks for clearing that up. That's a tough situation. As you likely know, ultimately your examination committee should be (at least partly) composed of folks (again, at least partly) familiar with your topic. I'm not sure which university you're at or who you've contacted, but if you haven't already, I might start by getting in touch with faculty members at your university who have experience with software engineering/development in general, graphics/visualization, HCI, and possibly (multi-agent) AI or game theory. (Since, obviously, there's a lot of cross-over between those topics and various facets of game dev.) Themselves or possibly their grad students or postdocs may have connections to folks in academia or in the field who are working on game engine architecture-related research, or something similar enough that they can provide sufficient guidance on a project for you.
  4. GeoffN

    Master Thesis suggestions

    Part of the research process itself involves (surprise!) independent research. Since a new Master's student is not really expected to come up with a complete topic and research direction on their own, some gentle guidance should be provided by your supervisor. Have you chatted with them about this, and your interest in making improvements to a game engine? A good supervisor who is well-matched to your academic interests should be able to help quite a bit. [Nitpick alert: DirectX is not a game engine---it's a graphics/multimedia API.] I would start by familiarizing myself with existing game engines (Unity, Unreal) and reading the latest literature (via Google Scholar, etc.) on the topic. (One of my favourite quotes goes something like this: "A month in the lab will save you a day in the library.") If your aim is to improve (even if only by <epsilon>) such game engine tools then you must become familiar with them first. The mastery in your field that you are aiming to demonstrate necessitates an understanding of what's out there already. [Aside: A Master's Thesis does not necessarily have to make novel contributions to a field. However, this is preferred where I'm from (Canada), and this may be the case wherever you are, too.] Hope that helps.
  5. The official trailer for Hypergate is here! If you like 3D space combat games, be sure to check out the YouTube trailer below! I regularly post screenshots on Twitter, so if you're interested in Hypergate be sure to take a look: https://twitter.com/geoff_nagy Final release is scheduled for December 2018 via Steam: http://store.steampowered.com/app/809530/Hypergate/ I maintain a sort of development blog where I occasionally post large status updates or milestones: https://singlehandedgamedev.wordpress.com/ Enough blabber---here is the trailer!
  6. I'm pleased to announce that Hypergate, my 3D space-combat game, will be released in 2018. The game features a single-player campaign of 11 missions, upgradeable fighter components, and both single- and multi-player instant action modes. The game has just achieved alpha status. But, don't just read about it---watch the exciting demo mission on YouTube:
  7.   That's a nice suggestion, thanks. There's no reason you couldn't use the same techniques that are applied when rendering soft particles, I suppose: render the depth buffer to a texture and pass this into our fragment shader. We can then adjust our outgoing fragment alpha values based on some comparison of the incoming and existing depth values.
  8.   I had the same comment on my YouTube video. It just appears that the two end triangles are unused because the glow inside of the texture is relatively small compared to the texture size itself. If a larger glow (relative to the texture size) was used, those two end triangles would be coloured, too.   But, it's a good point---for the texture I've chosen to use in my implementation, those two end triangles aren't required because the glow is so small.
  9.   My implementation currently doesn't support multiple textures, but this is a simple addition to make. It would be very useful, and I'll definitely add this in the future. Thanks for the suggestion.       Interesting---I haven't seen that before. I see that they use a texture containing 4x4 tiles and select the most appropriate one based on the orientation factor. I guess the downside of this is that it requires one to build or have these textures on hand. This could be a painful process if you want different appearances (colour can be easily addressed in a fragment shader, but glow intensity would be trickier) for your volumetric lines. The paper also seems to suggest that even with their proposed corrections for smoother transitions between the textures, the effect won't be totally smooth.
  10.   There's no reason it couldn't be used for tracer-style bullets or shorter/smaller lasers, yes. In my provided implementation, you can vary the length, width, and colour. The base texture, which is coloured in the fragment shader, could also be modified to give a different appearance (such as less/more glow).
  11. Hello, While I'm unsure if this approach is entirely new, I've developed a technique for rendering laser bolts or lightsabers that looks realistic from all angles in 3D, even when viewed directly head-on. The effect also works with perspective distortion. It's not based on post-processing blur or traditional billboarding techniques, and it only requires 6 cleverly-positioned triangles, so it's cheap to render.   Here are two screenshots showing the effect with laser bolts of varying colour and width. Note that the red laser bolt looks realistic when viewed head-on, even in the presence of perspective distortion.   [attachment=33955:laser-shot-1.png][attachment=33956:laser-shot-2.png]   I've posted an explanatory 2 minute video on YouTube describing the effect. The video also depicts a wireframe overlay at one point to clearly show what's going on. Complete source code and executable for the program used in the video demonstration (and the above screenshots) is available here. A more complex example showing a lot of batch-rendered laser bolts is available here.   I hope someone finds this useful.   Thanks, Geoff
  12. GeoffN


    Album for Hypergate
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