Advertisement Jump to content
  • Advertisement

Search the Community

Showing results for tags '3D'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • GameDev Unboxed

Categories

  • Game Dev Loadout
  • Game Dev Unchained

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum
  • Unreal Engine Users's Unreal Engine Group Forum

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • Advertisements
  • GameDev Gear

Developers

Developers


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 1000 results

  1. Hi, here is my entry for the Dungeon Crawler Challenge. I will not have much time in the coming weeks so I have published what I could do right now with the time I had. Only had time to make one level. I will write the Post-Mortem in the next few days. The download file is a .zip, and there is no installer so you need to find the .exe in Binaries/Win64. Controls are WSAD keys to move around, left mouse button to attack, mouse to move camera around, H key to drink health potions, M key to invoke in game menu. To open chests you just touch the front of the chest with the player, and walk over it when opened to pickup the loot. Let me know how it runs because the build does not have resolution mode change options and I made a scalable build, which is only scalable on my system.
  2. Hello everyone! I'm trying to create a window with SDL2. This code works perfectly: _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0); However, this code already doesn't: _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!_window){ throw SDLException("Can not create window!"); } I don't understand what's the problem: the exception is not thrown. I'm trying to get OpenGL 4.2, because glxinfo shows it's available: However the window is not shown. Here's the complete code: if (SDL_Init(SDL_INIT_VIDEO) < 0){ throw SDLException("Can not init SDL"); } SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); _window = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN); if (!_window) throw SDLException("Can not create window!"); SDL_ShowWindow(_window); _gl_context = SDL_GL_CreateContext(_window); if (!_gl_context) throw SDLException("Can not create an OpenGL context!"); SDL_GL_SetSwapInterval(1); However it's not crashing the app!!! I can also play some games on my laptop: MegaGlest, 0 A.D..They all work. I also tried to add: set (OpenGL_GL_PREFERENCE GLVND) in CMakeLists.txt, but it also didn't help. Great thanks for your attention. I tried to find the solution in the Internet first, but I've failed to find it. I hope, I'm not the only person with this problem. p.s. Just in case, I'm also attaching the project. I'm doing it under Ubuntu 18.04, but it shouldn't make too much sense, since it uses Qt Creator and CMake. To build the project you need to have a CMake or Qt Creator installed. If you have CMake you can download just 'client(light)' file. So, to build and run it: 1. go to the client/build directory 2. run: cmake ..&& make && ./Arena client(light).zip arena-shooter_(full).zip
  3. After two years in early access, indie game Tank Universal 2 is now ready for your game library.Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived! Take control of your virtual tank and confront the forces of Gorgon in explosive first person 3d tank combat. https://www.youtube.com/watch?v=b5OL1Cs--c0 Steam link for more information https://store.steampowered.com/app/523030/Tank_Universal_2/
  4. Hello, I have a 3D triangular mesh(vertices, indices, uv coords) that I'm rendering to the screen. Let's assume that the UV mapping is one-to-one. I'm trying to find a way to find the 3D position of the point with UV coordinates equal to (0,0). I searched the internet but I only find answers that I don't find convincing. The solution that I found: - Find, in UV space, the triangle that contains (0,0).. let's call it T - Calculate barycentric coordinates for (0,0) with respect to T - interpolate the 3D positions of T's vertices using barycentric coords to get the result. this seems wrong to me. Here's why: Let M be the mapping between 3D space and UV space that associates UV coords for every vertex. Let A,B and C be the vertices of T. Let P be the origin of UV space ( P = (0,0) ). We have P = alpha*A + beta*B + gamma*C (alpha,beta and gamma are the barycentric coords of P with respect to T). We assumed the UV mapping to be one-to-one, so let M° be the inverse of M. We have : M°(P) = M°(alpha*A + beta*B + gamma*C) The solution in question assumes that M° is linear.. if that was the case you can have: M°(P) = alpha*M°(A) + beta*M°(B) + gamma*M°(C) But that is not the case (correct me if I'm wrong). So is there a way to find the 3D position of a point with specific UV coords? Thanks in advance.
  5. Hi all, The main project for this weekend was to get powerups tied to an actual level in the game, which i have now got working as in the video below: With this out of the way I have decided to progress onto the next feature of the game which requires development. This is the level select page, which you are presented with if you have previously unlocked any levels in the game, letting you revisit and replay them to get better scores and collect extra powerups. Within the menu, each level should have a preview image, or thumbnail, showing its appearance to allow for visual memory of which level is which. This was previously implemented on the .NET version of Firework Factory, as can be seen below: In the newer unreal engine version this must be re-implemented. In the previous version, screenshots were taken by spawning the entire level, taking a screen capture of the level and storing that in a texture. I decided to do something similar in UE4, only to find that doing so would be overkill, as instantiating a level is quite expensive, and would have to be done dozens of times on startup just to capture screenshots to render targets, which could then be turned into materials, and displayed in the menu. Instead, i chose to make a 'photo studio', and get the levels 'photographed'. Yes, you heard right, a photo studio. The solution for the problem is to first create a separate map. Within this separate map create a couple of strong directional lights to ensure that there isn't too much shadow in the images. Secondly, create a floor made of a non-emissive completely black material with no reflectiveness. Essentially, this floor is impossibly black, much like it has been painted with vantablack. Next, I set up a blueprint to incrementally load each level in a loop, wait 1 second for the postprocessing effects to settle, and issue the console command: HighResSnapshot 3.0 The code for this can be seen in the blueprint below: This causes the game to save a screenshot of the current level to the folder Saved\Screenshots\Windows, where it can be loaded into GIMP and autocropped, giving me an image like the one below, which is the one for level 4: These can then be associated with the levels as a Texture2D by importing them into the content folder, so that a thumbnail can be displayed. As i add new levels, i just re-run the process to generate the snapshots, pick the new levels images, autocrop them and drop them into content, which takes all of 30 seconds. This means i can ensure that all the images are taken from the same angle, with the same lighting, the same postprocessing effects, and have an image of exactly the same dimensions. Next on the list: Use these thumbnails for an actual level select menu! Feedback as always is more than welcome, stay tuned for further updates!
  6. Hello there, I've been developing a game for over a year now called TIRELESS, and here I shall explain what its all about! TIRELESS is a Challenging 3D Platformer video game which focuses solely on skill based gameplay. Collecting coins, running and jumping is what you'll be doing most of the time. The game however takes a unique approach to a standard 3D Platformer format by adding a game mechanic called the Adrenaline Mode, greatly increasing the boost in both speed and jump height turning the game into a even more challenging and visually stunning spectacle. A TRULY RAGE INDUCING EXPERIENCE! You like rage games? TIRELESS has got you covered. The game will try it's best to make you fail. It is punishing and unforgiving, which is why it makes for a good rage game. Many have tried, and many have failed. But don't be discouraged, the more you practice, the better you get and are simply bound to get good results. The game requires skill, and is not based on chance. But you'll surely find yourself screaming multiple times in your playthrough. GAME FEATURES VARIETY OF LEVELS Consisting of variety of different levels, each built in ways to push the boundaries and uncover ones true core skills, You'll be taken on a long and deadly road to victory. A HARDCORE CHALLENGE The game is of high difficulty and requires lots of skill to play. For a beginner, it can take up to an hour to complete just one single level, while a good player can pass it in under 3 minutes. There is even an in-game guide dedicated to a complete beginner in TIRELESS to help you get started and understand the very basics of the game. A TRUE 3D PLATFORMER EXPERIENCE Unlike most Platformers, TIRELESS removes any sort of combat or enemies, thus making the game's primary focus platforming. But platforming needs to be done right. TIRELESS takes platforming to the next level, offering a wide variety of levels and challenges for the player to discover. GAMEPAD SUPPORT The game was designed to be played with a mouse and keyboard, but there is a full gamepad support for anyone who prefers a joystick. SLOW MOTION EVENTS In every single level of the game there are slow motion events which are triggered automatically and really make for very cinematic and even more stunning moments in the game. ADRENALINE MODE There is a unique power up that plays a huge role in the game called the Adrenaline Box, collecting it triggers the Bright, Fast, and Flashy Adrenaline Mode, giving you an insane boost of speed and increased jump height turning the game into a visually stunning spectacle. This mode is used throughout all levels of the game, and it is advised to take time and learn how to properly navigate in it. IMMERSIVE MUSIC AND SOUNDS The game features some beautiful tunes, with each level having a special dedicated song. Featuring different styles of electronic music such as chill, melodic dubstep, hardstep etc. VOICE ACTING The game features fully voice acted characters such as Kyera, your guide to the game. AWARD SYSTEM As mentioned before, depending on the skill of the player, makes for how long it takes to beat levels in the game. After finishing each level, the player gets a reward based on time spent on that level, each level has a different "best time" based on its difficulty and length. LEVEL SELECTION After finishing a level you will be sent to a closed area called the Lobby. In the lobby you'll have access to all the levels and stages you've been to and can revisit them at any time. After finishing a level or stage, you'll be able to unlock the next one in the lobby. CAMERA FILTERS AND OTHER CUSTOMIZATION Customization is one of my favorite part in games, in TIRELESS, you can change colors of your character, along with the wings he's wearing. Other then that, there are also camera filters which change the overall color of the game to make it look different and offer a cool new experience to each level. It almost feels like you are in a completely different place. Try out the Free Downloadable TIRELESS DEMO Now!
  7. BearishSun

    bs::framework v1.1 released

    First major update for bs::framework has launched. The update includes a brand new particle system, decals, various renderer enhancements and over 150 other new additions and changes! For more information check out the detailed release notes. General information bs::framework is a C++ game development framework that aims to provide all the low-level systems and features you need for the development of games, tools or engines. It was built from the ground up to replace older similar libraries. It provides a modern API through C++14, provide extensive documentation and a cleaner, more extensible design. While also focusing on high performance with its heavily multi-threaded core, and use of modern technologies such as Vulkan and physically based rendering. www.bsframework.io
  8. BearishSun

    bs::framework v1.1 released

    First major update for bs::framework has launched. The update includes a brand new particle system, decals, various renderer enhancements and over 150 other new additions and changes! For more information check out the detailed release notes. General information bs::framework is a C++ game development framework that aims to provide all the low-level systems and features you need for the development of games, tools or engines. It was built from the ground up to replace older similar libraries. It provides a modern API through C++14, provide extensive documentation and a cleaner, more extensible design. While also focusing on high performance with its heavily multi-threaded core, and use of modern technologies such as Vulkan and physically based rendering. www.bsframework.io View full story
  9. I am new to shader programming. I was learning how to detect edges using shaders these days. And I found the UnityChan toon shader project. But I found it difficulty to understand when I read its implementation of sobel filter. Especially for these s few lines:(From Line166) depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B depthsDiag -= centerDepth; depthsAxis /= centerDepth; It seems to try to get the diagonal and axial depth values. But I don't know why we need to substract centerDepth from depthsDiag and divide depthsAxis by centerDepth? Another confusion comes from these a few lines when it tries to return the final color from fragment shader:(From line 191) float SobelX = dot(SobelH, float4(1,1,1,1)); float SobelY = dot(SobelV, float4(1,1,1,1)); float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); Sobel = 1.0-pow(saturate(Sobel), _Exponent); //NK float4 Col = tex2D(_MainTex, i.uv[0].xy); Col = _EdgesColor * Col * (1.0 - Sobel) + Sobel; return Col * lerp(tex2D(_MainTex, i.uv[0].xy), _TestColor, _BgFade); What does Sobel = 1.0-pow(saturate(Sobel), _Exponent) do? And what dose Col = _EdgesColor * Col * (1.0 - Sobel) + Sobel mean? Sorry for my bad English and hope anyone could help me understand this. Links to the git
  10. Valsi_Noen

    Noel's Hope - is alive!

    Noel's Hope - is alive! Hello! Not a little time has passed since the second post, but the project is still alive;) Moreover, after a series of successful and not very successful tests, the project is finally ready to try to go in Steam Shop and conquer your hearts! Noel's Hope - This is a story in RPG, Survival, Adventure style with a small of Roguelike genre. What game should be expected now? Collect resources for survival, build useful objects on the ship, improve your character, upgrade characteristics, explore the islands and dungeons, destroy bosses, solve secrets, help survivors, find satellites and etc.! There are dungeons/islands and some zones in the game, with auto-generation of traps, enemies and useful items. Also bosses, additional quests and many stories! Unfortunately, because I am alone make this game - I had to use a lot of Free Open Source models, textures, etc., which probably already become boring of games on the Unity3D engine, but without this, the game could not exist... An important aspect is the COMMUNITY and the feedback that will be. Your opinion about the mechanics of the game, about which points you liked / didn’t like, what needs to be changed, what to adds, what to news and etc. I really hope that "Noel's Hope" will like to those who love these genres of games! p.s. In the game is not fully implemented the plot, for several reasons - one of them, the lack of a good, high-quality translation into English. (Yes, I use Google Translate + some plugins + some help else, but this is not enough!). The game is in early access until the plot is fully implemented, like some new mechanics. Much of what was planned - I am implementing right now and in the future this will be even more! Thank you for understanding Trailer: Idk, why videos (.wmv) don't work here, so just a link on Steam Page (Trailer) Screenshots: Dungeon gate example: Magic Ocean: House on island: CHA-A-A-A-ARGE! Skill upgrade tree: Treasure: Steam Shop: Steam Page P.p.s. I’ve almost finished preparing a big update, in which appear the heavenly islands, new types of traps and something else. The work on Alchemy and tools of the ship, is also actively underway. Thanks for attention:) P.p.p.s. Download Trailer (file Promo.wmv): Promo.wmv
  11. DabbingTree

    Join my Ludum Dare team!

    I am joining a team for Ludum Dare 43, and I need a designer and an artist. We will use Unity3D for the game engine. https://crowdforge.io/jams/ludumdare/teams/2621
  12. Hey everyone! I'm a recent Diploma of Digital and Interactive Games grad, and I'm looking for a small team of people to help out in a small passion project I've wanted to do for a while. My Diploma didn't give me much in terms of portfolio material so I really want to get a head start before University commences! This game will be for mobile devices and relatively low-poly, so any beginners in their field are more than welcome to contact me. I'm a novice Programmer/Developer myself so this project would be ideal for anyone with similar experience, but of course if any professionals are looking for something to kill time then feel free! So, here's what I'm after... Team Members Required: Concept Artist/3D Modeler/Texture Artist/Animator (Doesn't have to be the same person!) Game Music Composer/SFX I really want to test my own limits with this project so I'd like to try my hand at programming and putting everything together myself, but I may need a hand from a more experienced Programmer/Developer so stay tuned! The Game: An endless runner mobile game in the same vein as Subway Surfers/Temple Run, where the player chooses from a variety of dog breeds, each with their own special abilities, and aims for the highest score as the dog runs endlessly on a bustling highway full of cars, trucks, and general obstacles. This project will be from scratch so there will be some commitment needed, but as I said it's a perfect first or second project to start building a portfolio. If interested please email me at cameron.g.rooney@gmail.com and we can go from there! Thanks for reading!
  13. Hi, My name's Jamie and I'm 19. I made a post similar to this one about a year ago, looking for a team. A little about me; I'm a 3D modeller and game designer. My primary modelling software is Blender, I have recently began to use Substance Painter 2018 for texture and material work and I have far more experience with Unreal Engine 4 than I did when I first posted here. Organic models are not really my forte and I tend to focus on hard surface modelling and environmental work. I feel now is a good time to get involved with a team and sink my teeth into a project. Whether it be an already formed team or a team which is just getting together. I don't have much of a preference as far as game genre goes but with me being a 3D modeller, a 3D based project is a requirement. I'd love to work with a group of similar minded individuals who are passionate, ambitious and who have a desire to learn and grow as developers. If you're interested in working together or have any further questions then feel free to send me a PM! Link to my portfolio: https://jamierwilcock.wixsite.com/jwportfoilio (If you have any issues accessing the portfolio link then please let me know - the link has been a bit hit and miss recently, apologies about that) Thanks Jamie
  14. Assuming that you know how many bones should be in the skeleton, and you have the bone hierarchy, is it possible to calculate the bind pose of the bones just based on the vertex weights? To elaborate it a bit, let's say you have a skinned mesh, and each vertex of this mesh has 4 weights (at most). So you have 4 weight values and 4 bone ids for each vertex. Also let's say you have a skeleton with 10 bones, and all you have is the bone hierarchy. You need to position the bones to match the mesh (bind pose). I am wondering if this can be done just using the weights/bone ids? I don't know how to approach this so any idea is appreciated. Thank you.
  15. Zemlaynin

    The Great Tribes Devblog #33

    Hello dears! And happy new year's holidays! It's been over a month since the last development diary. I have to say that I wanted to post a diary before, but faced with a intractable problem, which spent a lot of time. But all in order. According to the development plan, the first contact with AI was implemented: At the bottom of the screenshot you can see messages about crossing the army control zones with another army and the city. Now we had to develop an interface element that would display the event data: This screenshot in the upper l