Jump to content
  • Advertisement

Search the Community

Showing results for tags 'Environments'.



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

  • Audio
  • Visual Arts
  • Programming
  • Writing

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

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 84 results

  1. Hi. My name is Jan and I'm working on horror adventure game called Akolyta. I work togheter with my friend on the game and we are working on demo version for early access. We would love to see new talented developers who would be willing to help us with the development for free in their free time. If you would like to know more about the game feel free to visit game website: http://akolyta.pterosoftstudio.com We are currently looking for: 3D Environment Artist Prop Artist Marketing Manager Concept Artist Sound Designer/Composer C++ Programmer If you're interested, feel free to contact us via email (info@pterosoftstudio.com) or on our Discord channel.
  2. Allezore

    aspiring environmental artist

    i hope this is in the right area for this question. If not please point me in the right direction. I want to get into environmental design and would like to know what skills are important to be on top of. I have some skills with UE4 and only one class of 3ds max 3D modeling under my belt. I'll be graduating soon and would like to get started in designing the next generation of amazing game environments for future generations to enjoy. All i need is a point in the right direction and advice on what to expect in my endeavors.
  3. Hello everyone! My name is Nikita Yashukov. I'm a 3D Artist looking for projects to participate. I have been creating 3D stuff for about two years and I'am interested in teamwork experience. You can see my works here: https://www.artstation.com/lof My contacts: shvartznik@gmail.com Thank you.
  4. Hi, I'm trying to set up my visual studio code environment for my c++ project that I compile with gcc. The makefiles are made with premake. A problem I have is that predefined macros and things from the precompiled header are not detected by vs code which means I get incorrect highlighting and intellisense errors. How do I let vs code know about these things so it can get properly highlighted?
  5. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeler to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: 1. Create 3D models conforming to the polygon-count requirements. 2. Skinning and un-wrapping of models created. 3. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D modelling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller 3D Animator REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  6. Brain

    Level 8 - The Generator Room

    From the album: Mr Boom's Firework Factory

    The generator's wheels rotate and the engine vibrates. Don't send a crate into the firebox to the front of the machine, or you'll soon find out what a mistake that is. Both junctions leading to the firebox are linked together and can only be changed by clicking on buttons on the rear of the generator.
  7. Mikael Henriksson

    Eight Entry - February 23, 2019

    Hi! This is the eight entry of my development blog for my project 'Tracked Mind'. I was planning on releasing a new video to show you all what the game looks like right now, but I discovered a bug when the Player interacts with some items. So the video will have to wait until I have fixed the bug , I decided to upload a few new screenshots instead. One of the screenshots shows an early version of an abandoned house that I’m currently working on. In the next blog post I’m planning on uploading another screenshot of the house to show you the progress. Items affected by physics are now making noises when moved or hit by something, they all make different sounds depending on what material they are made of What's new?: - Water reacts to the Player and creates ripples. - Items that are affected by physics will now make sounds when moved or hit by something. Known issues: - A bug stops the Player from interacting with some items. Take care! /Mikael Henriksson
  8. FishingCactus

    New Screenshots of Nanotale!

    Hey guys, We have new screenshots of our game in development showing you the art style. And even if there is still a lot of work to do, things missing here and there, and unfinished textures, we can say that we are quite happy with it. I hope you will enjoy them. More screenshots on our Steam page Thank you for reading!
  9. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeler to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: 1. Create 3D models conforming to the polygon-count requirements. 2. Skinning and un-wrapping of models created. 3. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D modelling suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller 3D Animator REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. thekingofdemons

    Tkodo Lava Pit

    From the album: Tkodo Colossus Arena

    Just a simple preview of the lava and environment within the world.

    © Content Copyright 2011-2019. Tkod Online Productions. All Rights Reserved.

  11. ProjectTaival

    Dev Diary #001

    Re-Release from 7th of January 2019 Dev Diary; Welcome to the first actual Dev Diary. I will release a Dev Diary every week on Monday to keep you updated on the progress of the game, Project Taival. Unfortunately I don't have a lot of new content to share today, as I got a flu on the next day after posting the announcement, but I did manage to get the ground level rooms finished before my condition worsened. I still need to do the plasterboard walls and windows which I will begin to work on tomorrow. I will begin on working the minute details, like the skirting boards, cupboards, stoves, as well as window frames and panels after the whole building is first ready. To summarize some features of the game, here is a short list of things; - The game will be in First Person perspective. - It is going to be divided in multiple games, so be sure to expect a sequel. - All the final assets are going to be original content or modified from free assets. - Paid assets remains a possibility, depending on the amount of donations and pre-orders. - The game is based on modern days, but the roots of the story are much deeper in time. - 2 layer game world, similar to Silent Hill, but different. Want to help out? I'm also exploring ways to give some unique extra content to those who have pre-ordered or donated a certain sum. If you can give pointers on the most efficient and secure way to do a database, in which I could easily handle the distribution these special game codes to those who have funded the game in this very early stage, please let me know. A tutorial to setting up such a database would be much appreciated I'm also toying with the idea that if this project gets a funding of 100 000 USD in total within a year, it could be possible to hold a raffle among all the sponsors, in which one lucky person could get an artwork based on the Lore of the story. I saw this amazing looking glass art on a video and thought that it could have a fitting look for a physical collectibles item of this game, as well as be fitting for anyone, gamer or non-gamer alike. But there is still plenty of time to figure that out What do you think, should there be physical collector's items for the early buyers? I'll also post a brief get-to-know-me post at some point here to introduce my self and my aspirations for all to see. No matter how ambitious my vision for this game is, I do know that the road will be long and hard and I probably can't achieve as much as I hope for, in as little time I wish a could. But I'm committed to this project so deeply, that I wish to do it for my livelihood. Thats it for todays Dev Diary, have a splendid week and tune in for more on next Monday! Edit; to re-organize the dev diaries in order.
  12. Why hello there, and welcome to this 27th weekly update! I've been cooking up something literally game-changing (sorry for the pun). Hang on tight and be careful not to fall, and let's get right to it! Steppin' In my previous post, I've ended on a bit of a teaser. I've talked about an algorithm that helps to create varied types of floors. In essence, the idea is to be able to "paint" different floor type onto a 2D array (or an "image" if this is abstract enough for you). Once that image is painted, we simply render it and generate special floor types all around the level. The Array Because I've previously used this Unity tutorial as a basis for building my level generate, reusing it was really ideal. I've simply added another 2D array that describes floor types at a given position. Because I've also previously worked on another 2D array algorithm for prop placement, I've also taken the liberty to reuse those drawing algorithm too. By mixing both codes I was able to create a reliable 2D array that was easy to modify and access, which is arguably really nice to have. The Rendering Now that the array is set, we now need to somehow render that array to the level, which wasn't as straight forward as it seems... Because I've followed that tutorial, the algorithm I use is the mighty Marching Square algorithm, which does work nicely on binary maps... However, my floor map isn't binary. This creates a pretty glaring issue: corners. While I can treat each floor type as their own binary map (and consequently as their own mesh altogether), their corners won't match up and will create holes where there should be none. Notice the small bright pink triangles on this map So we need to tweak the algorithm to fix that: we don't want the ground to be swiss cheese... Patching-up holes After thinking about it thoroughly I could list up the "problematic" cases. First, we could narrow down the problem by simply stating that because a square only has 4 sizes then there could only be as much as 4-floor types per square. this limits the amount of case to search. Then it was only a matter of visually scanning every problematic case possible. Here's what I've found: As we can see, there's a pattern forming. We can state that problems only occur when the following conditions are: The floor type we are currently rendering only has one active node for a problematic floor square. There are more than one floor type for that square The biggest sum of the total number of active nodes between two types of floors is less than 4. Aside from that, there's also the idea that only non-corner floors can be problematic. One thing to note is that there are two configurations that are exempt for it: As you can see, when there are exactly 3 types of floors with these configurations then there are no holes at all... The algorithm In order to fix those problematic cases, a new algorithm was in order. After snooping around and searching different marching squares tutorial and/or general discussions, I've decided that the best course of action was to use dual squares at these junctions. For those who don't know, dual squares are the more conformal cousin of marching squares. From left to right: marching, dual In essence, with marching squares, we want to create a "triangular" meshes with "rounded" corners (Think of it as a "smoothing" function for pixels), while with dual square we take their dual point. Like marching squares, dual squares also works by building indexes for particular squares. It's just that when it comes to rendering, duals are far more square that their marching counterparts. To illustrate this, here are the possible configurations for marching squares: And here's the same thing for dual squares: One particularly alluring thing about dual squares is that I can simply reuse the code for building marching cubes meshes but just create another vertices-creating function which creates those squares meshes. This is far easier to plug into the previous code. Walkable floors types Another important thing to note is that even though we now have a hole-free ground we also need to do another step in the rendering. The way the enum is organized is that there are certain floor types that are marked as "non-walkable" (i.e, they aren't your typical floors). Every non-walkable floor type has a chance to be completely invisible. This means that the player could see holes where those type of floors would be. Not really aesthetic if you ask me... So, in order to fix these, I've decided to create walls that would surround every walkable floor. Thus, if a non-walkable floor is completely invisible, there would be a wall and possibly a dark "bottomless" pit too. Because the tutorial also shows how to create walls you would think that just reusing that code would be great, and you'll be partially right. Although that walkable floor map would be binary, we also need to take into consideration the aforementioned junctions, and more specifically their configuration. If we have one of these dual junction squares then the extended walls need to only encase walkable floor. Otherwise, you'll get holes in the floor again. Notice the black triangle on the upper-left. To fix this we'll simply store an additional square for each junction that actually describes not whenever or not there's a floor there but whenever or not that node relies on a walkable floor. This way, while building those extended walls, we could simply check these "junction" square instead of the real ones. Paired with a nice fading shader this makes for a believable bottomless pit. Foor patterns Much like the props placement algorithm, this one also comes with room-specific floor patterns. It works much like the prop placement ones, but it renders directly onto the floor type map. Right now, aside from a generic random one, there's only one other arrangement: the Island pattern. Basically, the pattern consists of a central island surrounded by non-walkable floors. There are also ridges along the rooms' entry and exit wall side. Everything is connected by semi-procedurally generated bridges. There will be a lot more different floor patterns... There will also be huge structures here and there too, like lakes or chasms. Of course, some room patterns will override these, but not all of them. Floor types Now that the technical stuff is done then let's talk about the floor types. Normal Floors This is your typical floor. Nothing special here Grass Floors A typical grass-filled ground. It is very noisy and will get instantly noticed by enemies while walking on these. I'm not sure how to make this type of floor more interesting... (A Geometry shader perhaps, or maybe an actual separate mesh of simple billboarding triangles...) Grass Wetness One particular thing to notice is that this type of floor will have different coloration depending on the wetness level of a room. To achieve this I've decided to have another 2D array of the float that describes the wetness of a particular square. Like the floor types 2D array, there are many utility functions to draw on that array. I've also wanted to have some blur going on so I've decided to look into the gaussian blur algorithm, which is quite useful here. With it, I can control the amount of blur applied between different zones. After that, I store the wetness of a particular floor square in an unused UV map. In the shader, I just sample the U coordinate of vertices to get their wetness and that's it. Take a look: Here's the algorithm I've looked at. Sand Floor (WiP) This is a sandy floor. Jumping from it yields a really low jump. Mud Ew, mud! Careful not to get yourself dirty! You can't go really fast while walking in mud. Chasm This is a chasm. Falling into them results in death, so be careful. Lava (WiP) This is your old friend lava. It is a heart-warming friend that is always there for you. But seriously, don't get in there or you'll catch on fire. Ice A nice clear floor, yet it's quite solid. It is quite slippery, so be careful. Water Ah, nothing feels quite like a nice swim, especially when you're on fire. Poisonous Water This isn't like your normal water. Bathing in it will poison you, so be careful not to slip! Liquid Nitrogen (WiP) This is quite a scene: a sea of liquid nitrogen. It's impossible in real life, but this is a video game. But like real life, touching this will freeze you, so be careful! Spikes (WiP) I didn't finish their design yet, but it's your old friend the spikes. You get the gist: stepping on them will hurt you so be careful! Love Potion (WiP) A bit of a stretch, but it's there! Stepping in this will make you frenzied, so be careful! Liquid Floors Another thing to mention is that I've also cooked up a wavy vertex shader that makes models wavy, which is quite useful to simulate big bodies of liquids. Here's a good look of the shader in action: wavyWaves.mp4 I've followed this tutorial to achieve this if you're interested Minor updates I've finally decided to fix most melee weapons hitboxes. Previously I've used the actual weapon's hitbox to basically see if the attack hit something. This was unreliable at best, mainly due to by both animation and code being wanky. I've changed it so that hitboxes are now more reliable and will always hit where the player aims their crosshair. This makes weapons like sword relevant again! This applies to both players and AIs Next week Last week was insane! That floor algorithm really took a lot of my time and I think it can really pay. With things like chasms, jumping now gets the importance it should have. Lately, I'm trying to somehow fit AI in this. I want to give the player the ability to "push" enemies in chasms. Right now AIs are restricted to their navmeshes, which is neat but it makes them immune to chasms, so there's a lot of thinking ahead. There's also some polishing to do with, especially with floor formations and stuff. I also need to change the visual of some floors, like for example the spikes or the grass. Afterwards, I really want to diversify enemies. This would be an important step towards having a public demo of some sort.
  13. Hello everyone, In this article I want to introduce Zibbs - Alien Survival, my new game in development. Zibbs - Alien Survival is an open world game where you play as an alien trying to survive on the unknown planet - Earth. Alien research mission makes an emergency landing due to spacecraft malfunction. The landing place - unknown planet called Earth. Playing as an alien, the player must survive in the extreme conditions of a foreign atmosphere, as well as look for the necessary materials to repair the spacecraft. The aliens have unique abilities that will help them remain unnoticed when interacting with intelligent beings of the planet - humans. Being on Earth requires careful handling of the local flora and fauna, as well as constant monitoring of body temperature. Scanning the environment will help to find the necessary elements for the alien nutrition. Only the most experienced players will be able to successfully explore the unfamiliar and dangerous planet and safely leave it! Features: Play as an alien who arrived on Earth. Unique nutrition and crafting system. Interesting patterns of interaction between aliens and humans. Explore the environment using unique alien capabilities. Beautiful open world map. So, what is ready and what is currently in development? The game is an early stage of development. In the Early Environment Preview below you can see landscape and some inventory features along with nutrition of the alien. The next step will be adding some new animations. When it is ready I plan to add some humans and AI. Early Environment Preview: Steam page: https://store.steampowered.com/app/1001960/Zibbs__Alien_Survival/
  14. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ENVIRONMENT MODELER We are looking for a 3D Modeller to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D models conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modelling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeller REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  15. Good evening. Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair? I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go. Let me know if this needs clarification or if this is in the wrong subforum. Thanks.
  16. Hello, I'm currently looking for a talented and passionate concept artist that would like to join our team that's creating a small horror game (which would be created in 3 months or so). At the moment we're a team of 6 people. You must be able to create environments, creatures/monsters and characters. The game is a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book scene, where a group of prisoners are left behind in an abandoned underground facility. If you are interested or would like to know more about the project you can DM me through here or in discord (world_creator#9524)
  17. About me: Hi, my name is Christian and I am an enthusiast for games and simulations in the field of artificial life. I am an applied mathematician and have worked in my past for several years as a researcher on mathematical problems for damage mechanics. Currently I am employed as a software engineer. Physics engine: What I want to announce here is a 2D physics engine for damageable and glueable rigid bodys. Temperature effects such as radiation and heat conduction are also simulated via certain particles and internal energy distributions. The building blocks (nodes) of the bodys can be programmed by a simple assembler-like language enriched with physical actions, communication, sensoring and procreation functions. Portions of code is stored in each node as machine code and also potentially subject to changes. The code is processed by tokens moving/forking on a directed graph which constitutes the body. To get an impression of how the engine looks like in practice I attach some screencasts showing different examples. The engine performs multithreaded computations and is encapsulated in a C++-framework. I think it could be used to create realistic effects for space games. I am very interested in your ideas, opinions and constructive criticism. https://www.youtube.com/watch?v=DG61uprKzWg https://www.youtube.com/watch?v=2L3Cr2WwHDc Performance: With the current implementation one could simulate rougly 50k - 100k building blocks with 30 fps using 8 CPU threads (measured on Core i7-6700). There is still no finished GPU implementation but after experimenting with CUDA I would estimate that 300k can be simulated on my GPU (GeForce 960 GTX). To get an idea of of the computational effort please think that every building block in the scene (size of a pixel in the video) can be glued or detached to/from a body and performs calculations or other physical actions. The high degree of dynamics in simulation (damage and coalescence, function of nodes can change) was one the biggest challenge in the development. For broader applications it would be quite nice to port this engine to Unity. But I fear that the performance would then decrease substantially. Editor: In order to demostrate the engine I had developed an editor/simulator named alien. It allows to create and modify simulations filled with bodys. alien provides a pixel view as well as a graph and code editor for designing and visualizing every detail in a scene. As an demonstrating example I have designed a replicating machines that consumes nearby materials (see video below). More complex machines with sensoring, communication and attacking skills are also conceivable. Thus the material in the simulated world could be equipped with life-like or even intelligent behavior. https://www.youtube.com/watch?v=Slba3g7-LK4 More information and download: alien-project.org (it's opensource)
  18. PROJECT OVERVIEW: Beyond The Frontier is a open galaxy RPG set in an galaxy far far away. its a game i have envisioned for years!, The Game will be developed in Unreal Engine 4. in the game you will be able to be who YOU want to be, Fly Epic And Fast Ships, But Most Importantly, Go On Epic Quests! Become A Pirate, Kill The Pirates, Join Factions And Go On Epic Adventures Through The Galaxy! im currently in the middle of designing the game however i need concept artists for the gdd, then we will go from there eventually getting 3D Artists And Unreal Engine Programmers. Recruitment Details: - Concept Artists: responsibilities include creation and design of environments, Weapon Concepts And Ship Concepts. DEVELOPMENT PLAN: PHASE 1: Concept Art Planning Future Development + Brainstorming Game Design Document Completion PHASE 2: 3D Character Modelling +Environment And Prop Modelling And Texturing Basic First Person Set Up With All Player Character Features And Inventory And Quest Log. Early Marketing (For Kickstarter Or To Grow A Community) We Will Be Adding Phase 3 And 4 which Will Include Much More Questing Stuff. APPLY: email me at rioishere14@gmail.com
  19. Hi, I am developing my own 3D engine in C++ using Vulkan, called Fusion3D - See my post elsewhere on this forum - and to help test it and develop new features, I wish to design and develop a 3D game inspired by the Deus ex and Cyberpunk 2077 games - It will be a mission based(small singular stories) tech demo, that may become a commercial game at some point, or at the very least, a free tech demo to promote the engine. So we need the following. 1- Artists to create maps/environments, with textures. 2 - Artists to create animated characters, both player and npc. 3- 2D artists to create GUI/UI elements, logos and menus. If you can do more than one of the above, that is fine too. Pls reply here or via email: antonyrwells@outlook.com I am happy to offer royalties(We can discuss how much later) if either the engine or game makes money. fair and equal.
  20. leduardocarvalho

    Showing you a game I made

    I recently made a game in a 48h Game Jam. It would be awesome if you could go there and play it and please leave a rating for us to see if your're enjoying! Thanks a lot!! https://itch.io/jam/game-jam-plus-/rate/285252
  21. Hello All! We Are HeavyLight Entertainment, A small startup studio. we are currently making our first game together and are looking for members! Now, you are probably wondering... Whats Your Role?: im the game designer/quest writer and project lead (For now I’m the project manager aswell) im currently working hard on the gdd and the story for the game. What We Are Looking For: - 3D Artists(Animators, Character Modellers, Riggers, Environment Artists Etc Etc) - Unity Programmers (Must Have Knowledge Of The Coding Language Unity 5 Uses) 2D/UI Artists (Must Be Able To Make UI Or Concept Art) And That’s all for what we are looking for, now, for the game info. The Game: You are a nobody, you wake up in a dungeon underneath the city of walak, a very poor city filled with thieves and thugs. when in the mine a ghostly figure appears in front of you telling the player that the world of Opinius (WIP NAME) is in eternal danger as the god of death, Karn has escaped the box of anakera., a realm between realms. And now he is killing everything in his path. now, you must stop him. ————————————————————————— as I said before all the names are a WIP but yeah that’s a snippet of the main backstory. If Intrested Contact Me At rioishere14@gmail.com
  22. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  23. Check out my new Youtube Video to find out how to get 75 (or 380 MB) high quality Sound Effects and Atmospheres !
  24. Hi guys! The second entry for Pixelpunk XL devlog is here. All new and interesting from the development is described below. In the last week I was working a lot on the new constructions and sci fi panels to decorate some rooms and tunnels. Now the biggest rooms have completely different look and it changes every time after random generation of the level. I am still working on the post procession filters which make the retro style look. Work on lighting never stops and here are some new examples and screenshots. There is still a lot of work on random levels, but now I'm starting to think about bosses. What will they look like? We'll see.
  25. Any self-respected JRPG has always an iconic city, a place that will stay forever in the player’s memory for years to come. There are so many examples of this kind of places in the industry. A fact that makes it more complex to come up with new ideas. Despite all this, at Abrego’s it has been clear to us that the main city of our game had to be special. Inspired by ancient greek and japanese culture, we aimed to create a place that would not only serve as a place to pass through but that could be as meaningful as the protagonists, a nexus between the story and the characters. From this desire, Shinn is born, one of the most important city in Feros. The cruel war between the North and South have made Shinn into a fundamental emplacement for each opposing forces. Shinn is a city surrounded by everlasting flows of clear water, and the draught that is hitting the south of Feros makes its control essential for the survival of both sides, so, ruling Shinn is one of the most powerful weapons to win the battle between North and South.This conflict has also been fundamental in the conception of Shinn. Before the war, the city didn’t have a wall around it and it was really only a small village surrounding a temple, but after the conflict began this circumstances changed, Shinn became then a bastion against the attacks of the enemy. Life in Shinn had began around the temple devoted to the Synchrony, the discipline used by the northerners to synchronize themselve with their allies and enemies, to control, improve or weaken their minds and bodies. The lasting battles made them build their homes, businesses and other places, with easy to repair materials like wood, but placing them on strong and solid rocks. The city layout is inspired by The Acropolis of Athens, but with clear reminiscences of traditional japanese villages. If we walk around Shinn, we’ll see all those characteristics of the old oriental cities, livened up by a soundtrack that will take us to those magic places, where the wind embraces honor and dreams. The final creation of Shinn in the video game has been as tough as fulfilling. The amount of details contained in the city, is only a little proof of the care we have put in its development. Shinn is not just an accidental location or a setting to place the story, it is where players will want to stop and watch the surroundings, interact with its citizens, improve their equipment and feel every little piece of story like a gong hitting their heart. As Leonardo Da Vinci said “water is the driving force of all nature”, in Noahmund’s world, Shinn is the power that will put in motion the charm from each corner of Feros. The second demo of Noahmund is out in www.noahmund.com
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!