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Found 136 results

  1. Hi everybody ! We are an indie startup called Darkstar Games ! We are just creating our first game called Greater powers, a novel type medieval fantasy TCG MMORPG with which we use unity. We develop our games for Android, PC, iOS, and we have a software kit developer contract with Microsoft to adapt them to VR Microsoft HoloLens and VR Magic Leap in the future. We are developing our own alpha for the Kickstarter campaign at the moment ! So we are actively searching for motivated programmers willing to take place in our project to build the engine we are creating of our own right now ! The game is coded in C# and any unity experience is greatly appreciated! We collaborate to the startup worldwide remotely ! Programmers collaborating to the project such as building the alpha become shareholders and are hired in the start-up launch ! Here are some links about the project: https://www.artstation.com/floriangionnane https://www.facebook.com/DarkstarGamesCorp https://connect.unity.com/p/games-greater-powers If anyone interested, please send your resume to flosambora123@gmail.com Have a nice day !
  2. Yesterday, Unity Technologies won its first Technology and Engineering Emmy Award for excellence in engineering creativity. Unity has won this award for their collaboration with Disney Television Animation on the broadcast-quality shorts Baymax Dreams. The National Academy of Television Arts and Sciences (NATAS), a service organization for advancement in arts and sciences of television, have […] The post Unity has won the Technology and Engineering Emmy Award for excellence in engineering creativity appeared first on Packt Hub. View the full article
  3. It's no secret that what makes or breaks a VR experience is whether or not the player feels immersed in the VR world you've built. Here are a collection of tested guidelines for creating a more captivating VR experience. Introduction In recent years, virtual reality (VR) technology has progressed exponentially to enable immersive environments in which users feel a heightened sense of realism—that “you’re really there” feeling in the created environment. Across the board, CPU performance, GPU performance, VR headsets’ visual fidelity, and VR-enabled software have all advanced tremendously. Games are the most obvious beneficiaries of VR technology and are already beginning to make the most of it. Other software genres can benefit from VR’s immersive capabilities as well, including education, training, and therapeutic usages. However, as with many new technologies, it’s easy to implement VR that looks cool on the surface but has fatal flaws that pull you out of the immersive experience or ultimately make you wonder why someone went to the trouble of creating the software. Developers run the risk of having an initial “Oh, wow!” quickly become “What’s the point?” Read more
  4. Arizona Sunshine* found success in the VR space after following Intel® Guidelines for Immersive VR Experiences. See how they became the fastest-selling non-bundled virtual Reality title to date. With a dazzling launch in early 2017 that saw Arizona Sunshine* become the fastest-selling non-bundled virtual reality title to date, and instant recognition as the 2016 “Best Vive Game” according to UploadVR, the zombie-killer game is not just another VR shooter. Combining immersive game play with intriguing multi-player options, this game takes full advantage of VR capabilities to promote playability in both outdoor and underground environments. Through its association with Netherlands-based Vertigo Games and nearby indie developer Jaywalkers Interactive, Intel helped add sizzle to Arizona Sunshine by fine-tuning the CPU capabilities to provide end-to-end VR realism. The power of a strong CPU performance becomes apparent with every jaw-dropping zombie horde attack. From the resources available when a player chooses and loads a weapon, to the responsiveness of the surrounding eerie world, the immersive qualities of the VR interface make it easy to forget that it’s just a game. Read more
  5. SandWitchStudio

    Origin Of Chaos - VR Game

    Hello everyone I would like to introduce you to a game created by me and my friends. Below is a link to the aforementioned game, I would be grateful for feedback and advice regarding what we can add to the game or change. This is our first game, so maybe it doesn't impress, but we hope you like it and then you like our fanpage. Greetings SandWitchStudio https://www.facebook.com/SandWitchStudio/videos/2107253369590028/
  6. The School of Information is accepting applications for the PhD program, for the incoming fall 2019 cohort. We are seeking students with interests in machine learning, natural language processing, text retrieval, virtual/mixed reality, or game development/design. Preferred incoming doctoral students for the fall 2019 cohort will bring strong computational skills. Having advanced object-oriented programming skills, experience with machine learning toolkits such as scikit-learn or Keras, or experience with widely used real-time development platforms such as Unity, would be a plus. Instructional experiences are also beneficial, and should be highlighted in application materials, but are not required. Funded positions will be available for select graduate students, those students will receive tuition remission and a stipend in exchange for research- related, grant support, or instructional work. The School of Information is an academic unit in the College of Social and Behavioral Sciences at the University of Arizona, Arizona’s only public land grant university. The School’s mission: “As Arizona’s iSchool, we collaborate across disciplines, drive critical research and development, and educate the information intellectuals and professionals of tomorrow to further positive social change that is rooted in the places where we live and that impacts the world.” The school and the College of Social and Behavioral Sciences are dedicated to creating a serious, open, free intellectual space for inquiry, one in which faculty, students, staff members, and community partners can participate fully, regardless of race, ethnicity, gender identity, sexual orientation, age, socio-economic status, citizenship status, size, abled status, language, religion, or any other characteristic. Strategically positioned to lead the University of Arizona’s status as a Hispanic Serving Institution, SBS foregrounds our awareness of the deep ancestral footprint of our region’s populations and cultures, including the Tohono O’odham and Pascua Yaqui people whose lands we inhabit. We honor diverse knowledge traditions and lived experiences, and we strive to foster accessibility and equity, the conditions in which our members together can produce new, rigorous, urgent, and evidence-based knowledge For more Information, please see: https://ischool.arizona.edu/phd-information. With quick questions about the applicant process or application materials, feel free to reach out to our administrative support team through Barbara Vandervelde, barbv@email.arizona.edu.
  7. SimonDarksideJ

    VR Mixed Reality Toolkit beta launches

    After months of hard labour, cross words and more debates that you can shake a relatively large stick at, the Mixed Reality Toolkit finally entered the Beta phase. This marks the first “release” ready for developers to start prototyping, building projects and hacking away to build fantastic Mixed Reality experiences. Featuring: A new cross-platform architecture Scriptable configuration A new componentized layout Support for WMR and OpenVR right out of the box (Just hit play) And Much, much more. It’s not at feature parity with its predecessor the HoloToolkit, but it showcases a new path / generation for the Toolkit, seeking to be more open, resolve old issues and strive to be the one toolkit to take on the world of Mixed Reality (or Cross-Reality if you prefer). It’s also not recommended for production use just yet (although legend tells, that it’s already being used for future projects by Microsoft and other MR Partners already). Dig in, try it out, see what you think and let the team know Good or Bad what you like or would want to see improved. Learn more about the Mixed Reality Toolkit here.
  8. SimonDarksideJ

    VR Mixed Reality Toolkit beta launches

    After months of hard labour, cross words and more debates that you can shake a relatively large stick at, the Mixed Reality Toolkit finally entered the Beta phase. This marks the first “release” ready for developers to start prototyping, building projects and hacking away to build fantastic Mixed Reality experiences. Featuring: A new cross-platform architecture Scriptable configuration A new componentized layout Support for WMR and OpenVR right out of the box (Just hit play) And Much, much more. It’s not at feature parity with its predecessor the HoloToolkit, but it showcases a new path / generation for the Toolkit, seeking to be more open, resolve old issues and strive to be the one toolkit to take on the world of Mixed Reality (or Cross-Reality if you prefer). It’s also not recommended for production use just yet (although legend tells, that it’s already being used for future projects by Microsoft and other MR Partners already). Dig in, try it out, see what you think and let the team know Good or Bad what you like or would want to see improved. Learn more about the Mixed Reality Toolkit here. View full story
  9. What is the game like I'm working on a game where the main mechanic is the player creates their own spells. They create spell using a sort of visual programming language Here is a diagram showing how the spell system would work The top spell would shoot fire out of the casters hand The second spell would shoot a projectile in a straight line until it hit something with no other effects The third spell would shoot a projectile and when it hits, explodes in a fireball Armed with only their knowledge of magic the player must navigate through caves and dungeons looking for artifacts and spells to allow them to become a master of the magic arts. What I have so far I prototype of the spell creation system. The user can draw symbols using an oculus touch controller in the air. The computer recognizes the symbol and the user can then move the symbols around to construct spells. List of spells I have working at the moment Fire - does damage, burns wood, and can light torches Wind - pushes objects and puts out torches Levitate - causes the target to become weightless, when used with wind you can push even heavy objects Light - a bright light used to light up dark areas What I need It would be great to have an artist to work with. I am going ahead doing the artwork on my own but having somebody who could take that too let me focus on the other aspects would be of great help I would also like if somebody would take on the role of designing levels. I think this game will rely on having many different interesting encounters to force them to come up with clever solutions to problems using their magic. It would be helpful to have somebody to collaborate with for ideas in the category and to focus on trying different levels out to help me focus on the programming.
  10. How could I animate a model that has been created from high-fidelity scans with blend shape-based facial rigs? Should I find a set of Unity|Unreal plug-ins and packages (middleware, libraries, tools, etc...) that separately do speech synthesis, lip sync, cheek movement, eye rolling, etc...? I know this is a broad question, but I would appreciate some pointers to help me understand how I can create verbal & non-verbal behaviors in such a model when I open it in Unity|Unreal in order to create a primitive virtual human.
  11. bravesttrojan

    I have an idea and Im curious

    There is a game called the Attack on Titan Tribute game (it runs on unity and has to be played in the browser): http://fenglee.com/game/aog/ If I would like to make it playable in first person and on PS VR with move controllers (with online multiplayer like the original), how should I do it? Will I have to start from scratch, basically making a whole new game thats just very similar or is it possible that I get all the recources from the developer himself if i reach out to him and explain myself. Is it very complicated to port such a game on a different platform (PC -> PS4 VR)? How do I get access to the technology that allows developing for PS VR? What are possible obstacles that could deny me access and how can this be solved? Is it possible to publish it in the PS store so its available for download? And if so how? Is most of the things I ask for even possible bc of the (aot) licenses? Is it only possible if its completely noncommercial? Will I have to change names and some aesthetics so it only strongly resembles AoT? And the most important question: Is this even possible and if not why? Please consider that im a big noob and excuse my englisch. Im excited to read the things you all have to say about it!
  12. Meet the Vive 3DSP SDK " HTC VIVE 3DSP is an audio SDK which provide applications with spatial audio, a key factor for an immersive VR experience. With the HTC VIVE 3DSP SDK, the spatial perception is simulated by specific functions and features, such as head-related transfer functions recording and improvement, higher-order ambisonic simulation of sound direction, room audio simulation, adding background noise floor, real-world acoustic property of distance, geometric and raycast occlusion, Hi-Res audio support, and many other features. " It also has youtube demo video inside the link, please try.
  13. Meet the Vive 3DSP SDK " HTC VIVE 3DSP is an audio SDK which provide applications with spatial audio, a key factor for an immersive VR experience. With the HTC VIVE 3DSP SDK, the spatial perception is simulated by specific functions and features, such as head-related transfer functions recording and improvement, higher-order ambisonic simulation of sound direction, room audio simulation, adding background noise floor, real-world acoustic property of distance, geometric and raycast occlusion, Hi-Res audio support, and many other features. " It also has youtube demo video inside the link, please try. View full story
  14. The Download Link of Vive 3DSP They have released the spatial audio SDK for Unity and Unreal platform. Is there anyone that try to use Vive 3DSP to make games before? How it works?
  15. 2019 Asia VR&AR Fair&Summit (VR&AR Fair 2019) Date: May 9-11, 2019 Venue: China Import&Export Fair Complex, Guangzhou, China Address: No. 382, Yuejiang Zhong Road, Guangzhou, China Website: http://www.vrarfair.com/index.php?lang=en Hosted by: Guangdong Grandeur International Exhibition Group Co-organized by: Guangzhou Virtual Reality Industry Association, Guangdong VR Industry Alliance, Shenzhen Virtual Reality Industry Federation, Shenzhen Virtual Reality Industry Association Overview As a thematic exhibition of China Guangzhou International Leisure & Recreation Expo (GILE),VR&AR Fair has been successfully held for two consecutive years (Twice a year, Guangzhou and Wuhan), becoming the One and Only Professional Demonstration and Trade Platform of the VR&AR Industry in Guangzhou. Over the years, we has gathered numbers of famous companies at home and abroad to display their latest products and technologies at VR&AR Fair, including JD.COM, 3Glassess, DP VR, Leke VR, PiXYZ Software (France), ICAROS(Germany), Ai6tech (Taiwan), VRway, Hirain, Royole, Super Captain, TPCAST VR, Shenlinqijing, Foldspace, NineD, TPcast, etc. VR&AR Fair 2019 is estimated to host over 250 exhibitors and co-located with 2019 Asia Amusement&Attractions Expo (AAA 2019) on a show floor of 10,0000 sq.m, which are going to cover sectors like VR helmet accessories, VR all-in-one machine, interactive multimedia products, immersive games and devices, immersive digital cinemas, virtual walk-through products, auto stereoscopic (glasses-free), 3D-9D cinema devices, multi-touch devices, AR equipment, AR game, environment modeling technology, realistic sensor (real-time) rendering technology, amusement equipment, Theme Park Facilities,etc. Concurrent event: 2019 Asia Science Museum & Exhibition Hall Facilities Expo 2019 Asia Multimedia Technology & Interactive Projection Expo The 10th Asia Theater & Filming Equipment Fair 2019 2019 Asia Amusement & Attraction Expo Why VR&AR Fair 2019? 1. Win face-to-face business opportunities 2. Seek professional buyers 3. Come into contact with business decision makers 4. Maintain existing clients and find new clients 5. Effectively improve brand image & awareness 6. Accurately position your company and brand 7. Grab market shares 8. Get access to the latest industrial development 9. Vigorously expand product and service scope 10. Establish extensive agent and investment attraction network Discover Your Opportunity at VR&AR Fair 2019! Aileen Chen Director of Guangdong Grandeur International Exhibition Group Tel: 82-20-29806525 Fax: 86-20-82579220 Mobile/Wechant: 15089702986 E-mail: grand.fi@grahw.com
  16. Greetings fellow gaming enthusiasts! I am the Product Manager for a VR game called Funny Farm VR. https://www.funnyfarmvr.com/ We have already have a proof of concept build of the game that is published on iOS, Android, Oculus Rift, Oculus Go, GearVR, Pico and Niburu platforms. Not a bad start eh? It's a 3D VR game built on the Unity platform. We are now looking to further develop the game concept and build on what we have to achieve the following: Introduce a game economy (power ups / rewards / currency) Add more levels We need 1 or 2 developers with experience in developing on the Unity 3D platform as well as a 3D artist and animator. This is a great opportunity to work on a fun game and inject your own ideas / personality into it. If you're interested in getting involved drop me a message and I'll get in touch. Looking forward to putting a team together! Liam
  17. Questengine

    VR Game Beta. Rift Only

    I made a VR game for Oculus Rift. It feature complete, but of course some assets are incomplete and balance needs work. If you have an Oculus Rift and you're looking for something to do with it, you could do worse! It's a puzzle/resource management game disguised as a space shooter. You're in a space ship cockpit and the guns are shooting the aliens, but that's all automatic and passive. You just maintain ammo supplies, manage heat, recover loot and keep the ship shielded. There's lots of switches and do-dads scattered all around the cockpit to keep you busy. It's very VR friendly: you have a mostly stationary cockpit, lots of reasons to turn and look and use you motion controllers, and games can be very short. This beta is very configurable too. There's a plain old text file where you can change lots of the static values the game uses. I'd actually like help balancing everything to be honest as it's a bit complicated. If you have an Oculus Rift I hope you'll take a look. http://www.questengine.com/vercs
  18. Leadwerks 3.0 was released during GDC 2013. I gave a talk on graphics optimization and also had a booth at the expo. Something else significant happened that week. After the expo closed I walked over to the Oculus booth and they let me try out the first Rift prototype. This was a pivotal time both for us and for the entire game industry. Mobile was on the downswing but there were new technologies emerging that I wanted to take advantage of. Our Kickstarter campaign for Linux support was very successful, reaching over 200% of its goal. This coincided with a successful Greenlight campaign to bring Leadwerks Game Engine to Steam in the newly-launched software section. The following month Valve announced the development of SteamOS, a Linux-based operating system for the Steam Machine game consoles. Because of our work in Linux and our placement in Steam, I was fortunate enough to be in close contact with much of the staff at Valve Software. The Early Days of VR It was during one of my visits to Valve HQ that I was able to try out a prototype of the technology that would go on to become the HTC Vive. In September of 2014 I bought an Oculus Rift DK2 and first started working with VR in Leadwerks. So VR has been something I have worked on in the background for a long time, but I was looking for the right opportunity to really put it to work. In 2016 I felt it was time for a technology refresh, so I wrote a blog about the general direction I wanted to take Leadwerks in. A lot of it centered around VR and performance. I didn't really know exactly how things would work out, but I knew I wanted to do a lot of work with VR. A month later I received a message on this forum inquiring about use of Leadwerks Game Engine for virtual reality applications for NASA projects. Now, Leadwerks Software has a long history of use in the defense and simulation industries, with orders for software from Northrop Grumman, Lockheed Martin, the British Royal Navy, and probably some others I don't know about. So NASA making an inquiry about software isn't too strange. What was strange was that they were very interested in meeting in person. Trip to Goddard Space Center I took my first trip to Goddard Space Center in January 2017 where I got a tour of the facility. I saw robots, giant satellites, rockets, and some crazy laser rooms that looked like a Half-Life level. It was my eleven year old self's dream come true. I was also shown some of the virtual reality work they are using Leadwerks Game Engine for. Basically, they were taking high-poly engineering models from CAD software and putting them into a real-time visualization in VR. There are some good reasons for this. VR gives you a stereoscopic view of objects that is far superior to a flat 2D screen. This makes a huge difference when you are viewing complex mechanical objects and planning robotic movements. You just can't see things on a flat screen the same way you can see them in VR. It's like the difference between looking at a photograph of an object versus holding it in your hands. CAD models are procedural, meaning they have a precise mathematical formula that describes their shape. In order to render them in real-time, they have to be converted to polygonal models, but these objects can be tens of millions of polygons, with details down to threading on individual screws, and they were trying to view them in VR at 90 frames per second! Now with virtual reality, if there is a discrepancy between what your visual system and your vestibular system perceives, you will get sick to your stomach. That's why it's critical to maintain a steady 90 Hz frame rate. The engineers at NASA told me they first tried to use Unity3D but it was too slow, which is why they came to me. Leadwerks was giving them better performance, but it still was not fast enough for what they wanted to do next. I thought "these guys are crazy, it cannot be done". Then I remembered something else people said could never be done. So I started to think "if it were possible, how would I do it?" They had also expressed interest in an inverse kinematics simulation, so I put together this robotic arm control demo in a few days, just to show what could be easily be done with our physics system. With the extreme performance demands of VR and my experience writing optimized rendering systems, I saw an opportunity to focus our development on something people can't live without: speed. I started building a new renderer designed specifically around the way modern PC hardware works. At first I expected to see performance increases of 2-3x. Instead what we are seeing are 10-40x performance increases under heavy loads. During this time I stayed in contact with people at NASA and kept them up to date on the capabilities of the new technology. At this point there was still nothing concrete to show for my efforts. NASA purchased some licenses for the Enterprise edition of Leadwerks Game Engine, but the demos I made were free of charge and I was paying my own travel expenses. The cost of plane tickets and hotels adds up quickly, and there was no guarantee any of this would work out. I did not want to publicly talk about what I was doing because it would be embarrassing if I made a lot of big plans and nothing came of it. But I saw a need for the technology I created and I figured something would work out, so I kept working away at it. Call to Duty Today I am pleased to announce I have signed a contract to put our virtual reality expertise to work for NASA. As we speak, I am preparing to travel to Washington D.C. to begin the project. In the future I plan to provide services for aerospace, defense, manufacturing, and serious games, using our new technology to deliver VR simulations with performance and realism beyond anything that has been possible until now. My software company and relationship with my customers is unaffected. Development of the new engine will continue, with a strong emphasis on hyper-realism and performance. I think this is a direction everyone here will be happy with. I am going to continue to invest in the development of groundbreaking new features that will help in the aerospace and defense industries (now you understand why I have been talking about 64-bit worlds) and I think a great many people will be happy to come along for the ride in this direction. Leadwerks is still a game company, but our core focus is on enabling and creating hyper-realistic VR simulations. I want to thank our user base for your support and all the suggestions and ideas you have provided over the years that have helped me create great software for you. Things are about to get very interesting. I can't wait to see what our community creates with Leadwerks Game Engine and future technologies we develop.
  19. OfficePassenger

    unusual music

    Dear frends, I would like to try myself as a composer for games, I make unusual music with an unusual mood and atmosphere, I like to work on sounds and details in music, below I attach examples of my works, [deleted by moderator] 1.mp3 2.mp3 3.mp3 4.mp3 5.mp3 6.mp3 7.mp3 8.mp3
  20. Hi, We have designed VR project with a large area database and when we are making our aircraft to move around the scene , we are facing a spatial jittering when trying to move far from origin any solution???.
  21. Hello, and welcome dear reader to my upcomming long term project 'Spark' I'm planning for a while now. My name is Bastian, I'm working as professional in games business for a couple of years as Senior Software Developer and hobby engine architect and am going to start running a project soon that is targeting the following thoughts based on this forum discussion Problem Many hobby projects and small studios out there don't have the financial/man-power capacity or experience to make good looking game maps as of the discussion above; but also while I read through this forum for some years now, I have seen more artist requests than any programmer requests. The reason might be systems like Unreal or Unity that themselfs provide a large non-coding game making support by blue-prints, asset store content and whatever is there in addition designers can take to reach there goal. While this is great for designers and small game creation teams, there isn't such a thing for pure coders (like me) that aren't capable of doing level design or modeling. The so called "programmer's graphics" This is sadly a factor that leads to most projects failure because people tend to support such projects that look beatifull but may lack some gameplay functionality against those projects that have the fully featured gameplay ready but dont get an artist to do the environmental work. And not every game developer has some artists in it's connections. This and the fact that I personally love multiplayer (online or mmo-games are just multiplayer) RPGs, I decided to go for tis project after doing game engine development from scratch over several years now. Spark Is a product of several thoughts combined into one single software package that supports a basic, modular game engine to extend for whatever multiplayer/rpg game one decides to develop, that already has a range of functions implemented to support all the necessary systems like character management, inventory management or UI, along with an SDK to provide utility functions for a range of use-cases like player authentication or content packaging written in C++ and C# (for the utility tools). I currently decide if the package should also contain a special game-server implementation that is supporting the general gameplay interface. But whait, what makes the project unique from what is already out there? The plan is to provide more game creation features and less content editing necessity in the first level of the game. Content like world maps, quests and even assets can be generated procedurally using a set of defined rules to tell a generator unit a context taken into account to decide what should be generated. This can be map data/landscape data, fully playable (maybe limitless) maps and even assets to place on those maps including environment, plants, trees and a lot more. Gameplay content can be created too. A generator can run in the background or on a server to create new quests while the game runs including any dialog and log text for supported languages as same as potentially voice overs. I'm currently doing the research for the translation unit that should be able to generate text in English and Japanese for now (other languages may be extended) as not fully perfect a native speaker would write but acceptable enougth and simple enougth to fit into the plan. But yeah, you reader may have still some doubts about it. Let me tell you from a talk I had past time with a good friend from a grand publishing and development studio. That friend told me that they are developing an AI for one of there games, that should create content for that game after learning from there best level designers and the community. You see, this isn't a crazy backyard idea but also something even an AAA studio is planning. I'm also playing arround with the thought to make this also VR compatible for current and upcomming technology so this wont be a one-shot project but something that we can base on and continiously enhance over the months and years. Motivation I'm totally self motivated to run the project simply from passion for playing games that have quality and mesmerize me with or without a story, regardless of fantasy, sci-fy or steam punk, RPG or shooter. Games worth playing are played but there is a problem with stagnanting quality over the past 20 years that makes me sad. I now want to tell my own stories, show my own worlds to others and play like I would live in the game while I have my all-day job so don't need to do this for profit (yet). So this is not only an SDK or game engine project but also a multiplayer RPG project who's core system can be used from other people for free to setup there own ideas, make there own stories and let others explore there own worlds with certain kind of compatibility between those games for player data and mods. While I develop on my every day practice with a team, I do it on my own in spare time so the decision for this request post was simply to get some people together that may or may not share my passion for good games and are also moivated and reliable enougth to bring this to a happy ending over the next year or two up to a playable demo version to maybe pitch for more support. Closure I thank you reader and congrats for reaching the last point of my post. What I want to do might sound as a huge never ending project that will fail but my motivation is there even after years and prototypes of game engine development so if you think you could hold this kind of motivation even a single bit, are reliable, experienced with C++ and/or C# or an artist (any other matching role could be also usefull for Spark) and could work at least a day in the week, then I would be happy if you would leave a message, either in this topic, as PM or Skype/Discord chat. I will meanwhile finish my framework work (ha double spending ) and do some technical and game design for this. Dont let me wait too long and thank you for reading! Greetings!!
  22. Hi I am just getting started with Unreal with the aim of putting together a rough and ready demo of an idea I have. I have found some free CGI of rooms and want to drop a 360 degree green screen video of a person into the scene. However it is going to look weird clashing CGI with real footage and would therefore like to convert my film into CGI. Ideally I would like to turn the person in the scene into an Avatar that I can then control at a later date. Does that technology exist? Any pointers on how to do this (with little or ideally zero budget) very gratefully received. thanks for your help Nick
  23. Hello everybody! I'm producer manager at HoloForge Entertainment. We are creating a corporation of MMORPGS creation that will suit on Android, ios, pc and Microsoft HoloLens VR glasses. We are just creating our first game called Greater power, a medieval fantasy TCG MMORPG. We would like to know if there are anyone interested to be part of the project! We principally search 3D artists and UI/graphics designers! As we didn't create Corp officially yet, we can't guarantee wages yet until corporation official creation but depending on contribution, people will get shares in addition of their wages when the corp is launched ! If anyone interested, don't hesitate to contact me! http://holoforge.wixsite.com/greaterpowers
  24. I`m looking for some project to boost up my portfolio, I`m not a pro but I`m not bad at all. Feel free to contact me.
  25. A developer I am working with has sent me a project that when packaged is in VR mode, however its not supposed to be. So when I package the project to windows in unreal engine 4, the screen is split in 2 as if its VR. Would anyone know how to get the project out of VR mode so that its just a 3D game? I have disabled VR plugins and chekced through the project settinsg to untick any VR setting, but still not managed to get it out of VR mode.
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