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Found 603 results

  1. Hi I have a procedurally generated tiled landscape, and want to apply 'regional' information to the tiles at runtime; so Forests, Roads - pretty much anything that could be defined as a 'region'. Up until now I've done this by creating a mesh defining the 'region' on the CPU and interrogating that mesh during the landscape tile generation; I then add regional information to the landscape tile via a series of Vertex boolean properties. For each landscape tile vertex I do a ray-mesh intersect into the 'region' mesh and get some value from that mesh. For example my landscape vertex could be; struct Vtx { Vector3 Position; bool IsForest; bool IsRoad; bool IsRiver; } I would then have a region mesh defining a forest, another defining rivers etc. When generating my landscape veretexes I do an intersect check on the various 'region' meshes to see what kind of landscape that vertex falls within. My ray-mesh intersect code isn't particularly fast, and there may be many 'region' meshes to interrogate, and I want to see if I can move this work onto the GPU, so that when I create a set of tile vertexes I can call a compute/other shader and pass the region mesh to it, and interrogate that mesh inside the shader. The output would be a buffer where all the landscape vertex boolean values have been filled in. The way I see this being done is to pass in two RWStucturedBuffer to a compute shader, one containing the landscape vertexes, and the other containing some definition of the region mesh, (possibly the region might consist of two buffers containing a set of positions and indexes). The compute shader would do a ray-mesh intersect check on each landscape vertex and would set the boolean flags on a corresponding output buffer. In theory this is a parallelisable operation (no one landscape vertex relies on another for its values) but I've not seen any examples of a ray-mesh intersect being done in a compute shader; so I'm wondering if my approach is wrong, and the reason I've not seen any examples, is because no-one does it that way. If anyone can comment on; Is this a really bad idea ? If no-one does it that way, does everyone use a Texture to define this kind of 'region' information ? If so - given I've only got a small number of possible types of region, what Texture Format would be appropriate, as 32bits seems really wasteful. Is there a common other approach to adding information to a basic height-mapped tile system that would perform well for runtime generated tiles ? Thanks Phillip
  2. Hello, without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles, where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language. Thank you in advance.
  3. Level 2 Freezer

    From the album Area 86

  4. Level 1 Special

    From the album Area 86

  5. Level 2 Shoot

    From the album Area 86

  6. Level 2 Special

    From the album Area 86

  7. Tasks In Level

    From the album Area 86

  8. Kepuh's Island is Multiplayer 3D Survival Game where you survive on the Kepuh's Islands, confronting challenges that are not only other players but also bosses, and even the environment itself. We have a lowpoly faster battle-royale idea, where about 12 players on the map fighting for survival! Also adding some more things into that style such as bosses around the map giving you abilities and much more such as vehicles, weapons, skins, etc... Now we are on cartase which is a crowdfunding online which purpose is to raise funds for the development of the game. Come and be part of this development. Link for Cartase: https://www.catarse.me/kepuhsisland?ref=project_link We post updates and trailers on Twitter: https://twitter.com/pcqnhastudios Facebook: https://www.facebook.com/pacoquinhastudios/ Site: http://pacoquinhastudios.com.br If you could check out it would be great Thnks Some images:
  9. Hi, first post here. I'm making a simple Augmented Reality game from the known 2D puzzle game Slitherlink or Loopy. This will be the first time I'm using shaders, so I'm on a bit of a steep learning curve here. My concept is that AR will look really nice with self illuminating objects, instead of normal materials where the shadows would be missing or wrong, as would be quite striking when composited to the camera feed. So I'd like to make the game as "laser-beams" levitating above the table, which is technically saying displaying and illuminating using tube lights. This is where I'm stuck. I've implemented smooth 2D line segment rendering by creating rectangles perpendicular to the camera and shading them in the fragment shader. I also looked into area lights, but all I could come up with was just "getting the nearest point in a rectangle" concept, which is: - looking nice on diffuse as long as it's a uniform color - but is totally wrong for Blinn and Phong shading My biggest problem is how to get the tube light illumination effect. Instead of the uniform white area on the screenshot below, I'd like to get colored, grid-like illumination on the ground. The number of tube lights can be up to 200. My only idea is to render to a buffer from a top orthogonal projection, apply gaussian blur and use it for diffuse lighting on the floor. Does this sound reasonable? Also, does anyone know how to get spectacular reflections right with an area light? Nothing PBR, just a Blinn would be nice. The scene is very simple: floor on 0, all lights in the same height and only the floor needs to be lit. My shader (Metal, but pretty much 1:1 GLSL): fragment float4 floorFragmentShader(FloorVertexOut in [[stage_in]], constant Uniforms& uniforms [[buffer(2)]], texture2d<float> tex2D [[texture(0)]], sampler sampler2D [[sampler(0)]]) { float3 n = normalize(in.normalEye); float lightIntensity = 0.05; float3 lightColor = float3(0.7, 0.7, 1) * lightIntensity; // area light using nearest point float limitX = clamp(in.posWorld.x, -0.3, 0.3); float limitZ = clamp(in.posWorld.z, -0.2, 0.2); float3 lightPosWorld = float3(limitX, 0.05, limitZ); float3 lightPosEye = (uniforms.viewMatrix * float4(lightPosWorld, 1)).xyz; // diffuse float3 s = normalize(lightPosEye - in.posEye); float diff = max(dot(s, n), 0.0); float3 diffuse = diff * lightColor * 0.2 * 0; // specular float3 v = normalize(-in.posEye); // Blinn float3 halfwayDir = normalize(v + s); float specB = pow(max(dot(halfwayDir, n), 0.0), 64.0); // Phong float3 reflectDir = reflect(-s, n); float specR = pow(max(dot(reflectDir, v), 0.0), 8.0); float3 specular = specB * lightColor; // attenuation float distance = length(lightPosEye - in.posEye); float attenuation = 1.0 / (distance * distance); diffuse *= attenuation; specular *= attenuation; float3 lighting = diffuse + specular; float3 color = tex2D.sample(sampler2D, in.texCoords).xyz; color *= lighting + 0.1; return float4(float3(color), 1); }
  10. Unity New to GameDev and Development

    Hello, my name is Arrol Howze. I'm a trained animator and one half of the "Weird Castle" team. My sister and I are creating a Pixel/3D underwater platformer for mobile. Pics or it didn't happen right? We are pretty much finished with a playable demo of the "Basic Pond". My sister is coding this one, while I still learning (when I'll find the time, I'll decide on a small project). I'd say we just need to adjust the colors, she's working on the saving mechanism, and re-adjusting the assets for "player flow." Anyway we want to launch a Kickstarter to recoup some of our costs on the demo. When we release the demo, post it around and use that exposure to get some angel investment. We're going for the "activism game" market with ocean conservation, and want to work with various aquatic charities, etc. But none of this is possible without an Internet following. I've been told hooking up with a community would be smart for various reasons, chief among them advice. SO WHAT SHOULD WE DO? 1. Slowly try to grow our fan base on concept alone for the next 2 months (deadline), before a playable demo? 2. Launch a Kickstarter for the demo NOW and shop the campaign around? 3. Some other option I haven't considered? Weird Castle is also open for gigs: castleweird@gmail.com So if you like what you see, and want to PAY for some help hit us up with an email. We do 2D, 3D, Cinema Effects, Animation, Coding, Graphic Design, Pixel Art, Vector Art and more, between us. Don't be shy. www.weirdcastleinc.com
  11. There are lots of benefits of outsourcing 3D animation: Saving costs Outsourcing 3D animation costs up to 50-60 % less, compared to in-house development. Profitability Less operational costs boost profit margins. No overhead costs, no need for capital-intensive investment help utilise financial resources elsewhere Quality The outsourcing partners have an expert level in this field and have all necessary tools and resources. No overhead costs You do not need to pay for training and conferences for your animators, we take care of everything Our company provides both keyframe and Motion Capture-based animation, or combination of those. Wide experience and deep knowledge ensure highest quality that meets all requirements of our clients. Human, cartoon characters, creatures, engineering, medicine, machines, weapons, etc. – we are providing various types of 3d animation and not limited by particular areas. Our company works in different 3D software such as Maya, 3ds Max, Motion Builder etc. – we are flexible for adjusting workflow to client requirements. Please find more information about us at http://tavo-art.com/
  12. Characters design

    From the album 3d renders and assets

    Characters design for a mobile game promotional artwork. Project stages include: - Concept art - Character modeling - Texturing - Rendering and post processing. More 3d works are at: https://fgfactory.com/en/works/3d
  13. Forge 3d illustration

    From the album 3d renders and assets

    Forge 3d illustration design for a mobile game. More 3d works are at: https://fgfactory.com/en/works/3d
  14. Barn 3d illustration

    From the album 3d renders and assets

    Barn 3d illustration design for a mobile game. More 3d works are at: https://fgfactory.com/en/works/3d
  15. Finally, the main-character Charly Clearwater has been finalized! It's been a long trip. Out of a box, we modeled Clearwater's body first, then we modeled his head and face that was going to look like a drawing we made initially. Then we textured his body. He is wearing a business suit since he is a business man having his own company. In the game and book, he is more a rich and arrogant character. After this, we textured his face but weren't happy with the result, that's why we started creating a 4k appearance. We found a good texture editor and painted pores, eyebrows, a skin color with freckles and redness, irregularities, etc. on his face to make him look more real. We modeled and textured his hair, he's blonde and has blue eyes. We modeled and textured his eyes, his lashes, his beard, etc. Then we put him in front of a nice lighting and took some pictures of his face and body, but it took 2 days to render all 4k pics with several PC's! The first 4k pic is published, the others will get published on the new official game website that is due on May, probably. The thing is, the game blog is still like impersonal, and we need more game elements to make the game website more vivid. That takes time. A new video is planned, also for May XY, the first anniversary of the game BIZARRE. We hope to have finished all pieces till May. In this video Clearwater gets confronted for the first time with surreal visions leading him to insanity. These visions convince him to the realization of 13 bizarre dreams of unknown people. These 13 bizarre dreams are the basis of the game. The game elements. We focus now on the game play. Clearwater needs to learn how to interact with his surroundings, how to shoot, pick up objects, to walk, to speak, to move elegantly and smooth, etc. A lot of work to do!
  16. I've started a concept 10 years ago, I joined here a couple months ago knowing nothing. Now with in the last month, I'm starting to build the combat system of my hobby project, which is my first goal. To complete this faster I am offering this part to someone else. I'm not looking for fancy, I'm actually look for low poly graphics. Needed: 1 gender neutral 3D low poly character mesh rigged Idle, walk, run, sprint, rolls, dodges, left right and backwards movements. about a small handle full of cast animations some instrument playing animations blocking (shield) animations lots fighting animations. I'm not picky and I'm not any dead lines. I provided a mood board for what I'm looking for. *Remember low poly*
  17. Now I'm tring to implement a PBR lighting shader.I've learnt that I should calculate the BRDF, then multiply it with light color and cos theta according to the rendering equation.Now I need to ensure all the diffuse and specular are less than 1.A simple method is to calculate the specular brdf first,then the income of diffuse are only 1 - specular.But when I use the cook torrence model I can only calculate one specular ray in current direction, but there are a lot of rays are reflected in other directions at the same time.If I use 1- current specular ray, I can only ensure all the diffuse and this specular light are less than 1,but how can I ensure all the reflected rays and the diffuse light are less than 1?
  18. Hi All, We’re looking for beta testers for our new 3D publishing platform “3veo”. 3veo is a new YouTube like service for instantly publishing models, animations, and even full Unity projects to web, mobile and VR. We built 3veo to help game designers and game creators share working live interactive Unity previews, demos, experiments, indie projects, animations and experimental mini-games without the need to build, download and install apps. 3veo publishes standard Unity scenes/projects to the cloud with an on-the-fly streaming format where content can be easily shared and played on any platform. 3veo clips can easily be posted to Facebook and Twitter which helps you easily share your working Unity projects with your friends, co-workers and fans/followers. (Unity’s Classic Corridor Scene - To play this 3veo clip in your browser now click here Note: At this stage in the 3veo Beta cycle, we're recommending Firefox for viewing 3veo content. We’d love to have some of you give it a try - and we’re making it super easy by providing a small sample ZIP Unity project so you can easily just try it out here: Try it Out;- Publishing a Unity Project to 3veo in 3 Minutes We’ll also have a rewards program for top contributors in the beta program. Or you can go to 3veo http://watch.3veo.com/ and watch some of the Unity projects and models that others have uploaded. --------- About 3veo 3veo is a platform to instantly drag and drop to publish and share fully interactive 3D models, animations and even full Unity projects to the web, mobile, and VR. Platforms - Web - Android - iOS - VR (Coming): 3veo for Oculus, 3veo for HTC Vive, Mobile VR on GearVR, Daydream, and Cardboard Support for FBX, Collada, OBJ support (Maya, 3dsMAX, Blender) - Auto PBR material detection, setup - Orbit view for models, Tour for environments - Advanced lighting and full screen post effects - Easy to share on Facebook, Twitter with content URL Support for “Full Unity 3D Projects” - Physics, Cloth, Advanced Particles, Timeline, Cinemachine, Mechanim, Terrain, PBR, PostProcessing, Global Illumination (it’s Unity) - Cloud hosted on 3veo.com - available on all platforms immediately - PlayMaker scripting support (C# scripting support is coming) - Uploads published automatically to all platforms: WebGL, Android, iOS, VR (Vive, Oculus, GearVR, DayDream, Cardboard).
  19. Hi everyone, Glass Bear Studio is proud to present the official teaser trailer of ASTERION, a role - adventure game where you will follow a brave minotaur on his way out of the labyrinth. ASTERION will be released on PC and Mac. Follow us on: Facebook : @asterionthegame Twitter : @asteriongame Instagram : @asteriongame Web: www.glassbear.ml
  20. Oak Moon Games [oakmoongames.com] is looking for a 3D Character Artist to join the team on a revenue-share basis. If you are a confident character modeller who can adapt to stylised projects, drop us an email! THE PROJECT: Our project is an upcoming, story-driven adventure game inspired by Japan folklore and mythology. Players take on the roles of 2 characters, as they fight for survival, acceptance and truth. Our studio was founded to promote the progression of women in the games industry. We look to support female professionals in games, and encourage those working and studying their way into the industry, through meaningful game design, industry workshops and events. Of course, our aim to raise awareness of the value of women in games includes more than just those identifying as women. We encourage everyone who supports women in games to get involved with our projects, campaigns and events, regardless of gender! THE POSITION: - Work in a creative and collaborative online environment using team and project management tools such as Slack, Producteev and Google Drive. - Remote and flexible position. - Free to use your work in your personal portfolio. - Have creative input on the development of our game projects. - Model and texture a variety of characters and creatures. - Rigging welcome, but not necessary. - Choose your hours! - Attend industry events. - Receive full credit for your work. ABOUT YOU: - Able to commit at least 12 hours per week to the position. - Student or recent graduate of a Art, Game Development, or related course. - Have an online portfolio of your work or able to share a folder of examples. - Are self-motivated and passionate about your work. - Good communicator. APPLY: To apply for our 3D Character Artist position, please apply via email to info@oakmoongames.com with the following materials and information: - A link to your online portfolio. - A little about you, including: The games you love to play. Information about any other relevant work experience or hobby projects.
  21. According to https://en.wikibooks.org/wiki/GLSL_Programming/Vertex_Transformations and https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glViewport.xml, the relation between normalized device coordinates (NDC) and viewport coordinates in OpenGL is y_vp = (y_ndc + 1) * height / 2 For Direct3D however, it is said in section 16.1 of "Introduction to 3D Game Programming with DirectX 11" by F. D. Luna (https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228) that the relation is y_vp = (1 - y_ndc) * height / 2 I could not figure out the reason of this difference. Could someone kindly give me some explanation?
  22. retopology help

    someone know about anything tutorial of blender retopology?
  23. Heroes & Legends - Epic Audio Enticer

    From the album Heroes and Legends

    View our first Audio Enticer on YouTube. Subscribe to our channel and leave your comments, suggestions and opinions to our sound score! This is just 6 of the 50+ music scores we have planned! This include "Loves Labor Lost" for a dynamic, interactive fantasy romantic tragedy!
  24. After a technological disaster, most of the world's population is turned into zombies. The cities are in ruins, but a small percentage of people survived, and are now hiding in shelters. You one of the survivors and your task is to protect your shelter from the crowds of zombies and bloodthirsty mutants. Over 1.2M downloads already! > Windows Version: Download Free Full Version for Windows PC > Mac Version: Download Free Full Version for Mac
  25. Hello All, About 4 months ago I started a community driven Game Development Kit project on gitlab to teach myself OpenGL. It's slowly starting to pick up a bit of attention and i'm looking for more people interested in developing an open source tool which could be use to develop new game engines in the future. The library is written in C++17 and uses OpenGL core profile. Your graphics card must support opengl version 3.3 or higher. If you're interested in this project here is the gitlab: https://gitlab.com/oddly-doddly/salem-gdk There is a wiki page for contributors, but since the project is so new, a lot of the documentation is still in the works. I will be putting up setup instructions for windows, osx, and linux (Debian and arch based) this weekend. If you are interested or have questions, there is a discord link on the project's readme please feel free to contact me through discord or a reply to this thread.
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