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  1. Hi, I'd like to get & set the OpenGL View Port Matrix but it doesn't work I'm using the "GL_VIEWPORT" parameter any ideas?
  2. ThinkSmall98

    Capsule-Capsule Detection

    Hi, I used the 3D shortest distance between two line segments algorithm at this website: http://geomalgorithms.com/a07-_distance.html#dist3D_Segment_to_Segment This function in Python is checking if two capsules intersect. I checked the algorithm from the website and it seems to work. I tried implementing an epsilon to help with floating point error, but I don't think I did it correctly. Help would be much appreciated. def check_intersection(particle1,particle2): decimal.getcontext().prec = 100 epsilon = 2**-52 #implement epsilon small_num = 0.00000001 #number to check if they're closely parallel u = particle1.get_s() #s1 v = particle2.get_s() #s2 p0 = particle1.get_p1_position() #P0 q0 = particle2.get_p1_position() #Q0 w = np.array([p0[0]-q0[0], p0[1]-q0[1], p0[2]-q0[2]]) #distance from 2 particles from their p1's a = u[0]**2 + u[1]**2 + u[2]**2 #dot product of u*u. Always >=0 b = u[0]*v[0] + u[1]*v[1] + u[2]*v[2] #dot product of u*v. c = v[0]**2 + v[1]**2 + v[2]**2 #dot product of v*v. Always >=0 d = u[0]*w[0] + u[1]*w[1] + u[2]*w[2] #dot product of u*w e = v[0]*w[0] + v[1]*w[1] + v[2]*w[2] #dot product of v*w D = (a*c)-b**2 #always >=0 #Set all to defaults sc = sN = sD = D #sc = sN / sD, default sD = D >= 0 tc = tN = tD = D #tc = tN / tD, default tD = D >= 0 if D**2 < small_num: # checks if SCs are parallel sN = 0.0 # force using point P0 on segment S1 sD = 1.0 # to prevent possible division by 0.0 later tN = e tD = c else: # get the closest points on the infinite lines sN = (b * e) - (c * d) tN = (a * e) -(b * d) if sN < 0.0: sN = 0.0 tN = e tD = c elif sN > sD: # sc > 1 => the s=1 edge is visible sN = sD tN = (e + b) tD = c if tN < 0.0: # tc < 0 => the t=0 edge is visible tN = 0.0 # recompute sc for this edge if -d < 0.0: sN = 0.0 elif -d > a: sN = sD else: sN = -d sD = a elif tN > tD: # tc > 1 => the t=1 edge is visible tN = tD # recompute sc for this edge if (-d + b) < 0.0: sN = 0.0 elif (-d + b) > a: sN = sD else: sN = (-d + b) sD = a # division to get sc and tc if abs(sN) < small_num: sc = 0.0 else: sc = sN / sD if abs(tN) < small_num: tc = 0.0 else: tc = tN / tD # difference of 2 closest points dP = np.array( [w[0] + (sc * u[0]) - (tc * v[0]), w[1] + (sc * u[1]) - (tc * v[1]), w[2] + (sc * u[2]) - (tc * v[2])] ) # dP = w + np.multiply(sc,u) - np.multiply(tc,v) #S1(sc) - S2(tc) close_d = (math.sqrt(dP[0] ** 2 + dP[1] ** 2 + dP[2] ** 2) ) # closest distance b/w 2 lines # check if distance <= radius * 2, if so, INTERSECTION! diff = abs( close_d - (2*S_RADIUS) ) if(diff <= epsilon): return True else: return False
  3. JohnyBGooD

    PC Devlog #7: Building System.

    Greetings, Now our alien can build Holographic Bases with a variety of unique features. The building process consists of 2 stages: energy floor design and creating of items. The alien can create 3 types of energy spheres, they can be combined in many ways. This gives us different energy schemes for further building. The items require a certain amount of energy in the floor beneath. Currently 2 types of items are ready: nutrients farm and resource farm. I plan to add much more items with unique and interesting features in the future. In the video you can see the process of building along with an episode of building resources gathering. Video demonstration is here:
  4. RoKabium Games

    Aura enemies - Heeble

    From the album: SAMA

    Aura enemies – ”Heeble” is a spider-like creature that is closely related to the Creeble, Greeble and Beeble and it can crawl across any type of block. The ice-webs this one spins causes a lingering damage so stay clear and burn those webs from afar.
  5. My project started in 2014 but recently ended due to no funds. AltarisNine was a Minecraft project based on RPG. The concept was nine islands that you explore at a time to follow an in depth lore based on our own production team. This is where the 'Nine' comes in. With skepticism of future success we hope to make this tale into chapters. Such as the first one introducing Nine islands at time. It wasn't always the same though, my world did evolve over time and now I have a better idea of what it is better than ever. In the first island, Main Isle, is themed around jungles and wilderness. There's lore that stretches throughout the chapter which will engage the player. There would also be kinds of characters you can be such as any other RPG which could be talked about (because i'm still about what I have lol) My former team was designing a world players would get into interact with in various ways. Boss battles would be minigames and the RPG lore would be engaged in and something indie platforms would enjoy and talk about beyond platforms. In the minecraft varient I was a builder, the leader, and the story director which everyone respected. I led my own team of builders and story writers. While I chose certain individuals to be the head department of development and art design. The reason I am here is to find a new team to help take this away from minecraft and hope we can be successful about it. I'll happily commute each and every person that volunteers and will be accommodated down the line with promotions, wages, and definitely praised for helping start my dream up. Here are some questions that were frequently asked and that I can thoroughly answer: What is the goal of the game? If you've ever heard of Wizard101. I got inspired by that game a little. I like the concept of making yourself in this world of mystery and impressing people with new mechanics and events that they enjoy. I'd like for the game to be successful and be mostly on PC but if this keeps up we could reach out to other consoles. But for now, PC, one platform at a time lol. My goal personally is to give people the entertainment and enjoyment I think they'll deserve. Something thats not cheesy, not cliche, something new to keep evolving the gaming community Is this in first-person or third-person? This will be a third person game. We can play around with the camera angles but I kind of want it from a aerial pov I saw RPG in the post so can I assume that the game will have generic RPG elements, e.g. quests, npcs, story-line, items? Yes this will have generic RPG elements. But with a few surprises that make the game different. Such as making boss fights some type of minigame. I don't know how the audience will like or even if it'll flow with game play. But I'd still like to take the idea on for now. Will there be combats, e.g. vs. monsters, vs. players(?) ? There will be tons of concepts. As i've said before the 'Nine' comes in the Nine isles of this world we haven't named yet lol. Each nine islands we come up with will not only give players plenty of content to play, but something we break up into story chapters. Each island will have its on set monsters tied to the story or even monsters that are just natural in their environment. There will also be a PvP aspect which can't be brought up too much because its difficult to try to come up with a player style culture that isn't too predictable or generic or even cliche. I was wondering if it should be an initiated fight or a head on duel like world of warcraft. Is this a single player game or a multiplayer one? Definitely multiplayer. Will the game look like Minecraft? like a voxel/blocks game? I imagined it not looking like minecraft but maybe that can be a concept of its own down the line (like an island concept). I was thinking along the lines of a 3D style and not like minecraft. What are the core mechanics to be included, e.g. player movement, enemy movement, enemy AI? This question is more technical but there will be interactive things in the world, things to collect, natural occurring crafting supplies to make new loot and weapons with. There will be NPC's and thats a broad topic enough lol. I'd even a imagine a pet, housing, and gardening system. But thats for accessories in coding and to give more content in the game for later polishing. Is there a storyline already made? There is an indirect storyline. We've made a script for voice actors (and just what to make the NPC's say in general) in A9 v1. Are there goals already planned out? There are many goals to set out. One each at a time for separate upcoming departments The first 8 pictures were of our hub, the other 9 was our factions world. The factions world doesn't retain to this project I wanted you to see how dedicated I was to making this project. I built everything in the hub myself except for the giant pagodas. The last two photos were all the ones I could find of the RPG world
  6. Our team at Darkstar Games is looking for some motivated developers to join our new TCG MMORPG game called "Greater Powers". We are previewing KS for Q1 2020 and are set to create a unique and epic videogame ! Our team members work for corporate equity (corporate shares). Every team member who has shown active participation is granted stock option in the corporation. And Department directors will be distributing cash bonuses to team members who contribute significantly to the project during development. Skillset especially needed: -> Concept artist -> Rigger -> Animator -> C# programming -> Graphic design -> 3D modeling (especially for structures, creatures and skyships) -> Good knowledges level in Unity3D If you're looking to join in on an up and coming original game company send me your Portfolio to: flosambora123@gmail.com Hope to hear from you soon ! https://www.facebook.com/DarkstarGamesCorp/
  7. RoKabium Games

    Customization build items

    From the album: SAMA

    Each upgrade shows the amount of items and energy needed to build that component. This number of items will count down as you find more resources while mining. A green tick means you have enough items of a specific kind required for that upgrade. When you have all resources needed to build a specific upgrade a yellow dot in the top right corner of the icon will appear.
  8. intenscia

    PC Cross Platform Mod API & SDK

    mod.io is an cross platform mod service created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the REST API, C/C++ SDK or engine plugins (if available) Unity and Unreal Engine are ready to use with other engine plugins in development. Features include: Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated: Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you Benefits of using mod.io: mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers: A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss. Find out more: Visit mod.io | About us | Add your game | Chat on Discord These screenshots are from our Unity plugin:
  9. When ever another window gains focus (the most simple way is to press Alt + Tab) on the same monitor, the game window will be forced into windowed mode. I already called MakeWindowAssociation with DXGI_MWA_NO_WINDOW_CHANGES and DXGI_MWA_NO_ALT_ENTER. And it returned success. No Alt + Enter works as expected, the default handler is gone. But the forced fullscreen state change seems can't be turned off completely. Does anyone have any better idea about this issue?
  10. KrisWolfe

    The beginnings of a solar system

    Hello, I am alive. I've actually been split between projects, and I have been a little burnt out, but I am back. I decided to not force the player to only have one colony. So that means we need a solar system. In the original game, there was a squad grid that you could choose where to build colonies, and only on specific slots. However, I wanted something a little more modern. A solar system with a hex grid surrounding the planets, and you could choose from orbit where to pick. I've spent probably two weeks researching rotation and procedural planets. Shout out to Sebastian Lague and his amazing tutorial on Procedural planets on youtube that I used as a base. I couldn't find any tutorials on grids and rotating a planet, so I've had to spend the past two weeks with trial and error to figure this out, but I've finally done it. And it rotates! So if I click on a hex, it spins the planet to face the camera onto the hex I clicked on. Next step: Make the grids transparent, add some UI to pop up when a hex is clicked, have grid coordinates appear for the hexes, and start building a solar system to explore.
  11. We are a team of passionate developers! We are looking for people who want to make their first game or developing as a hobby. Our goal is to practice making games together and learn on the way! And eventually be a great game development group! We already got the basics for our game! Link to a review of the game: Link to a review of our game (we don’t have a modeller yet, that’s why the game doesn’t looks well) Explanation of the game will be found in the #game-design channel Non profit (At least for now) We mostly need 3D modellers but anything else will also be great! This is our discord: Link to our discord server If the link expires, you can contact me in discord: Cringey Boy#1615
  12. Venatus Games

    Nightfall - DevBlog #2

    NIGHTFALL DEVBLOG #2 I'd like to start this post by saying - This week has been absolutely insane! In just over a week's time since the last DevBlog, we've reached over 100 members in our Discord community, added three new team members to our team at Venatus, and broke ground on terrain generation... successfully. Yup! You read that correctly. We have actual world generation, in Nightfall, in less than two weeks and this time we'll have actual gameplay to share with you! In a big part, this is due to some of our additions to the team and the hard work that the entire team has been putting in for all of you in the past couple of weeks. Combined through Discord, our posts here on GameDev.net, Twitter, and Patreon, there are over 1.5 thousand people who are interested in Nightfall. This is an insane number, especially after the short amount of time that we've been at this... and it's going up every day. This is a driving force for us and the support people have shown us is inspiring! We are super motivated by the engagement we've had with you guys and are loving hearing your suggestions and answering your questions on the Discord! Now with all that said, I'm sure you're all looking forward to hearing more about how Nightfall is coming along, and we can't WAIT to share it with you. In today's DevBlog, we'll take a look at some more concept art for features and biomes, discuss terrain generation, take a look at some of the new models and art for Nightfall, learn more about all of us over here in the Dev Team, and get a first look at the Nightfall pre-pre-alpha gameplay! Wow! That was a mouthful. That's enough of an introduction, let's get started! What is Nightfall? We discussed this last DevBlog, and we'll keep it brief, but in case you aren't coming from our Discord or our previous DevBlog on GameDev.net, here's the gist of what Nightfall is all about. "Nightfall is a block/voxel type game being developed by Venatus with influence from Minecraft, Castle Miner Z, and other predecessors. It is a base-defense open world sandbox game that pits you against dynamic and dangerous enemies along with other players. You can work together or go it alone to try and survive the harsh nights of Nightfall. The game is an open world sandbox where Players can do whatever they want. To survive, players will need to gather resources and construct a shelter. However, when night falls, things get much more difficult. Players will need to defend against difficult dynamic enemies and survive to the next morning." Yes, that's the same blurb as last time, and if you want more information than that, click here to head over to our Discord or here to read last week's post for more information. I don't want to bog you down with repeat information, so this is the last time we'll add this basic description of the game to the post. Yay! Biome Concept Art The Badlands Take a look at this beauty. Another incredible concept piece by Crimmy. These are the badlands, and yes, they're bad to the bone. No literally... You'll actually find large skeletons here of creatures that may have roamed the land. This is a pretty unforgiving biome, but the terrain generation here will be miles different from anything you've seen before. We're aiming to have huge spikes (as seen above), large skeletal remains, and sheer cliffs that drop far below. The consistency of the rock/stone you'd find making up these spikes would be that of volcanic rock. A good way to picture this biome is to take a look at this scene from the Lion King, and add some more pointy outcroppings of rock. Unique biomes like the Badlands are something we are working hard to implement into our world generation. We have a LOT of new mechanics to our world generation that you probably won't be expecting, and we can't wait to share more of them here. Our goal is that exploring the world of Nightfall will not feel monotonous or empty, and that you'll be rewarded with fantastic sights and new materials for your travel. This applies to our surface world, but also the depths below... but that's for a future DevBlog! Door and Entrances Who doesn't like to make a dramatic entrance? Say goodbye to the days of doors that are two blocks tall and one block wide (although, we will have those as well) and hello to the grand entrances of Nightfall. We're currently working on a concept feature for larger doors and entrances in the game. This means doors, hatches, and gates that are not just you usual proportions. Crimmy took some time this week to concept out a bunch of possible entrances you may see in Nightfall. We want to allow for you to not have to limit your doorways to be a certain size. This will make allowing creatures larger than the average human into a building easier, but also make for more impressive builds. We're also planning on incorporating it into our dungeon system to allow for epic entryways into the horrors of Nightfall. Barn Doors (Sliding) Still don't understand what I mean? Take a look at these sliding barn door options. If you have a barn for your livestock, it may be smart to use these doors to seal the barn up during the winter, but still allow for animals to pass through easily when it's time to take them back out for the warmer weather. These doors not only look good, but they'll actually have functionality as well. And just like in real life, these barn doors may be higher than your head compared to the average sized door. Speaking of average sized doors... Other Door Types Nightfall is not without those either. Here's a concept for a more reinforced door and even a jail door in case you want to lock up your friends or even your enemies. We're open to suggestions for all of these doors or even individual features for each method of entrance. Should the jail door require a key? Can the flaps on the reinforced door be opened to pass items through or take a peek at who is there? You tell us! We want to have unique options for the player that provide both use and visual appeal. Take this garage type door as another example. A player might be able to grab this door and pull it up for a vertical entryway. This might take up less space and would be a good way to take or move larger things out of your base. It also looks pretty reinforced. Imagine gearing up with your squad and popping out of one of these babies to take on the approaching horde. Don't worry, we didn't forget dungeon doors either. We want to have unique entrances to some of the larger non-player built structures as well. These could be harvested by the player after completing the dungeon to be used in builds or as decoration, but would also provide a certain vibe to the entrances of a crypt or a foreboding castle. We have a lot of plans for our dungeons, but that's something we'll touch more on in a later DevBlog. In the image above you can see some concepts for fences (A, B, D) and fence gates (C, E). Obviously there's still a lot more ways we plan to take these structures, but this is another example of the variability we want to provide for you in the world of Nightfall. Trapdoors, Hatches, and Other Entrances Coming in last but certainly not least for our entrance concepts, we have hatches, trapdoors, and other cool entrances. In image A, and B, we've got some concepts for a different kind of hatch -- traps. These could consist of spikes or launch pads and be used on players, enemies, or maybe even other things. The player would be able to conceal these in a hatch similar to some of our trapdoors which is why we included them here. In Images C, D, and E, you can seem some examples of wooden hatches/trapdoors, and in F, G, and H, you can see something similar done with stone. Specifically if you look at image G, you can see that we're currently tossing around the idea of doing some more hidden entrances as well, like the fake rock. Once again, these fantastic pieces of concept art were done by our very own, Crimmy. We actually worked on these while answering questions on our brand new Developer Twitch, which you can check out here. I'll talk more about this at the end of the DevBlog, but we'll be doing more live streams here in the future where we work on Nightfall, answer questions, and hang out with the community! Tools/Weapons This week, Alde spent some time working on some placeholder tools and weapons for us. Unlike your typical block game, Nightfall has a lot of unique tools. While Nightfall does have your basic four (Shovel, Axe, Pickaxe, Sword), don't limit your thinking to just the generic set. We're working on some concepts for other weapons, tools, and equipment that can be used for various purposes. We will have various tiers for the tools/weapons depending on the type of material it is made with, and ways to increase their strength, efficiency, and ability. This is something we'll talk about more in a future blog post. Pictured above from left to right, you can see our placeholder model for a; Shield, Spear, Sword, Knife, Hoe, Pickaxe, Hatchet, and Shovel. Keep in mind that these are just placeholder models that we'll be using while we develop the functionality of these weapons and tools and that eventually the actual model will reflect what tier you are using. What this means is that basic tools will app ear more primitive while higher tier tools will be much more refined. Take a look at some of these placeholders closer up below; Gameplay Well, well, well... the moment I'm sure you've all been waiting for is here! How far along is the gameplay in Nightfall? Let's take a look. (Pre-Pre-Alpha) But first, an important disclaimer. What you're about to see is a pre-PRE-alpha version. There's plenty of bugs and a lot to be done, but we're showing you this now for two reasons. The first reason is the initial promise we made to ourselves and to you of being honest developers. This is truly where we are at in the development process, and we want to show you. The second is -- we're proud of what we've accomplished in such a short time and want to share it with you all who have been asking us every day for the past two weeks how much progress we've made. Is this the complete game? No. Is it a start? Hell yes. In less than two weeks we've created a fairly robust world generation system that's getting better every day, and are already able to do so much of what we thought would take us months to accomplish. This is a good sign and this is the foundation for us to create Nightfall on. Back to the disclaimer, however. Please remember that anything you see here is subject to change and is NOT A PUBLIC build. No, you can not yet play the game, and when a build is ready for public testing we will first release it to our Patrons over on Patreon. With all of that out of the way, here is what we've been working on. World Generation For starters, we've been tackling arguably the largest beast first, world generation. This past week, Jacob and Owen spent time on implementing the world generation system into Nightfall. Right now, we're focused on the basics, which is making the world appear, be modifiable, and save the modifications that players make. We're making sizable progress with this and getting closer and closer to being able to implement complex biomes and terrain. Right now, we've got a few basic blocks like grass, dirt, stone, and sand implemented into our generation engine. We also have a rudimentary form of water, but there is still quite a lot of work to be done in fluid physics. The world generation system is already nearly infinite in the same sense that Minecraft is, which is an impressive feat in itself. Over the weekend, Jacob and Shelby really cracked down on getting our current gameplay builds and world generation builds merged together. At this point we've successfully implemented both of those and are working on stabilizing everything and making the terrain and player flow smoothly. We did have some issues with terrain clipping and weird generation at the start though that ended up being quite... interesting. (This GIF is from a very early build that is now vastly out-dated. Textures in this video are not ours and were purely for testing, we now have our own textures as shown previously) Overall, the entire system is built to be heavily expandable and within the next few DevBlogs we're hoping to share more biomes and world generation both surface and underground! We have some custom textures on the blocks in our world now which you can see in some screenshots or below, although they're very tiny here. We're currently deciding what size our textures will be (16x16, 64x64, etc) so if you have any opinions or suggestions, let us know! The Player Our original alpha player you might have seen pictures or clips of is now dead. Long live alpha blue... He is now a Discord emote! His replacement who is still unnamed is now being implemented into the game. We're not entirely sure the direction we want to take character creation in yet, but we've fallen in love with this goofy blockhead made by Trevor! He's making his way into our current build and we're working on some new animations for him. POV We're working on a First Person Perspective AND a Third Person Perspective for Nightfall. You can check out the basic implementations of both of those below. Our Player's arms are still a bit goofy in first person, but we'll eventually have them nicely swing into view when you're walking or running! Alex is working on some new forms of movement for our character which we'll get into in a future DevBlog. Multiplayer Yup! You heard that right. We have basic Multiplayer functionality already working pretty smoothly! (Ignore my terrible apartment WiFi ping.) You can do quite a bit already as the heart system and breaking and placing blocks are both implemented in their early forms. Here is the first ever... uh... "special" statue built in Multiplayer Nightfall. We've made quite a bit of progress here and all of this is synced up between players. Overall, Multiplayer is doing very well in early testing and we are super excited for what's to come! Health System Check out this graphic to learn more about our health system. We've taken inspiration from some of our favorite ways of doing health and combined them to make our own unique form of health. Hearts are measured in half heart increments and you can go down to one half of a heart before dying. You may have noticed some hearts in the top left of some of the screenshots we've shared. This is the basic implementation of our Heart System which you can read more about above. We've actually changed the way these hearts look from the screenshots and the placeholder to be a new design by Trevor. Here you can see a normal heart, Golden Heart, and a poisoned heart. Profiles and Friends Profiles In Nightfall, we're working on a non-gameplay related system for you to show off your stuff. We're planning to have an in-game area to view your profile and see all of your statistics and achievements all in one place. We will also have som