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Found 739 results

  1. Hi! We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity. Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well. We are looking for someone to work with us pro-bono (just like we're doing) as a 3D character artist. The skills needed are creativity, a hard working attitude and an ability to make minor animations (things like idle, walk, block and very rudimentary attack animations). A perk to have would be the ability to make some VFX. If the game makes it on steam and money starts coming in, you'd obviously be compensated for your hard work, but as it stands this is a hobby project to garnish your portfolio. A bit more about the game: This game will be an online multiplayer game where each user gets to pick up to 10 characters to place on his half of the board (this would be done before even entering matchmaking. Think runes in League of Legends for example). The user can place his 10 units of choice anywhere he likes on his half board. Some units can be used more than once. So if you want 4 knights and 2 mages or even if you want 10 clerics, you can do as you please. You can then save your setups for future use. The goal of the game is to wipe out the enemy team. Each character or Hero (except premium and abyss characters) start with 1 ability and they can ascend (either by playing a certain amount of matches with the character or by forcing the ascension with real money) to gain a new ability or passive. Acquiring a new character can be done by using in-game currency that you earn from playing matches or using real money with the exception of Abyss characters which can only be acquired by winning certain rare matches. The goal is to offer a freemium game with lots of customizable elements while making sure that no user can "buy power" with real money. We want everything that a paying user can get to be available to non-paying users who play the game a lot. Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes. We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
  2. Hello guys, Please tell me! How do I know? Why does wavefront not show for me? I already checked I have non errors yet. using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me. I am mad now. Because any OpenTK developers won't help me. Please help me how do I fix. And my download (mega.nz) should it is original but I tried no success... - Add blend source and png file here I have tried tried,..... PS: Why is our community not active? I wait very longer. Stop to lie me! Thanks !
  3. Arpago - Troglodytes

    From the album Arpago

    Troglodytes are a playable races in Arpago - they usually don't talk much and most of them lives near water sources.
  4. Arpago - Fox Folk 2

    From the album Arpago

    a Fox in a dungeon :)
  5. Arpago - Fox Folk

    From the album Arpago

    Fox Folk is one of 3 playable races in Arpago.
  6. Sandman

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy
  7. Sandman

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy
  8. Sandman

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy
  9. Sandman002

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy
  10. Holding toy cube

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy

    © Virva 2018

  11. Quest objects

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy

    © Virva 2018

  12. Finger light

    From the album Screenshots

    Downloadable at: https://virva.itch.io/sandman-academy https://gamejolt.com/games/sandmanacademy/329088 https://www.indiexpo.net/en/games/sandman-academy https://www.gamefront.com/@sandmanacademy http://www.indiedb.com/games/sandman-academy

    © Virva 2018

  13. I am developing a mini golf game in Scenekit. I have applied dynamic physics body to the ball and static physics body to the grass surface and the brick walls show in this image. Issue: When I apply the force to the ball, the ball’s linear and angular speeds change as shown in the graphs. The ball’s speeds don’t reduce to zero (so that the ball can stop) but remains constant after certain value. Ball linear speed graph Ball angular speed graph Analysis Tests: When I increase the values to both the rolling friction and the friction, the ball speed is reduced quickly but remains constant after certain value (similar to the above graphs). When I increase the values of the linear damping and the angular damping, the ball speed behavior is same as the point #1. When I set the gravity value to -9.8 m/s2, the ball’s linear speed remains constant after 0.1 m/s. If I reduce the gravity value to -5 m/s2, the ball’s linear speed remains constant after 0.05 m/s. The friction, linear friction, linear damping and angular damping are same throughout the motion of the ball. There is 1 millimeter overlapping between the ball and the surface of the golf course. Questions: From the analysis test #3, I think the gravity is causing the constant ball speed issue. Is my assumption correct? If yes, how can I fix the issue? I can’t remove the gravity field as without the gravity field the ball will not roll along the grass and it will slide. Why the friction and the damping properties are not affecting the ball speed after certain value? Are there any other physics properties can cause such issue? From the analysis test #5, are there any chances that the ball is receiving upward push to correct the position of the ball? I would appreciate any suggestions and thoughts on this topic. Thank you.
  14. Arpago - Fox in a cave

    From the album Arpago

    Screenshot made in a cave leading from tutorial dungeon area. Shows one of the playable races - Fox Folk.
  15. unity game developing help

    Hello everybody, This is my first time doing anything like this and I need some advice. As part of my school assignment, I need to create an educational video game about mutation. Here is my idea - there are three levels, each level has two arcade type games and the number of points earned in each game is the level of mutation you can cause to your character. Ultimately in each level, the mutations you cause to your character in the game will result in how ready they will be for the boss battle at the end of each level. The first two levels will have an interactive text battle and level three will have animation. I need help creating this game and feedback to make it easier because of the time constraint. I will keep updating on how the game is but this is my first time with Unity so I would appreciate any sort of feedback. My game design document is attached if any of you want further details on the game. Game Design Development Template.docx
  16. Clockwise angle between two Vector3

    I am trying to compute the clockwise angle between two 3D vectors. I searched a few hours on that question and experimented the solutions found but it just doesn't work. A lot of threads answers redirect to this : https://stackoverflow.com/questions/14066933/direct-way-of-computing-clockwise-angle-between-2-vectors/16544330 Reading this article, I found out that the best solution to what I want is the algorithm that uses a triple product but I just don't understand what is the n vector. Here are my variables : v1 : The first direction and normalized vector (starting from (0, 0, 0)). v2 : The second direction and normalized vector (starting from (0, 0, 0)). vCross : The cross product of the v1 and v2 vectors in this order to be clockwise. dot : The dot product of the two vectors. n : ??? Algorithm : // Using jMonkey Engine 3.1 in Java vCross = v1.cross(v2); dot = v1.dot(v2); det = n.dot(vCross); angle = atan2(det, dot); Here's n definition : The problem with that is that my axis of rotation is actually the cross product of v1 and v2... My question question is : is there an algorithm that takes two 3D vectors and then returns the clockwise angle [0, 2𝜋] between them?
  17. I wasn't sure if this would be the right place for a topic like this so sorry if it isn't. I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds. I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run. if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
  18. Real-Time Rendering, Fourth Edition

    Hi, This book was announced since such a long time. It seems still not released (from amazon.com) or temporarily out of stock (amazon.fr). I was first thinking to buy it and had even made a pre-order. But I canceled it. Mainly because it is not cheap (at least 70€). Also because I had recently bad experiences with products that were giving announces long time before the release. And also because except the PBR and GI part, all the rest seems to be the same as the previous edition (but I only own the second edition). So I would like to know your intents about this book. Will you buy it for sure ? Will you prefer another one ? I actually don't have any books about 3D and real-time rendering which is recent. I guess that the most recent ones are real-time rendering 2nd edition and game programming gems 6... What I'm looking about is/are books about real-time GI mainly (but not only). And not books that are telling what everyone knows or can easily check on the Internet. I'm more interested about things I can learn, things that can give me ideas, things that could be applied in some near future. Thanks for the lecture.
  19. Could anyone please explain why the FOV and the monitor aspect ratios (when doing the actual import) would affect how the mesh(es) itself are being imported, such as 3dsmax? thanks Jack
  20. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter TALENT NEEDED 3D Animator 3D Modeler Unity Engine Programmer Please note that all of our current positions are remote work. You will not be required to travel. John Shen HR Lead Starboard Games LLC
  21. The making of a BIZARRE video!

    Servus! The new sprint starts today. During the last 5 weeks, we built a lot of 3D furniture for Clearwater’s apartment. We UWV Unwrapped the furniture, i.e. his home office, his kitchen (see pic below, WIP), etc. and we'll now continue with their texturing. The video is taking place in Clearwater’s apartment, where he’ll face his first bizarre visions. That’s why we want it cozy there. 😉 Furthermore, we implemented a player controller in C++ to control the movement of the player actor. The UI for the player control is made with Blueprints as you can see in the pic below. You’ll find the finished control elements in the new video. For the player controller we had to implement touch bindings (a link between the user interaction and the code) to analyze the touch gesture in order to decide which action the player wants to evoke. Additionally, the player controller provides a bunch of useful information that can be consumed by the UI to visualize the action. Based on the users’ gesture, the player controller rotates the camera or initiates navigation command to make the player move in direction to the 3D world position that matches the 2D touch coordinate. The UI uses Blueprints driven by the provided values from the player controller to display the corresponding visual elements and trigger animations. We also improved all animations that Clearwater is supposed to perform during the new video, i.e. the shooting animation, the walking and running animation. What we haven’t finished yet! On our mobile phones, we found some ‘inhuman bugs’. What does that mean? It’s quite difficult to make a thousands of polygons to look like a realistic human. The movement, the textures, the light, the skin, the face, etc. So, we need to fix all ‘inhuman inconsistencies’ of main-character Charly Clearwater. 😉 After the upcoming 4 weeks, we want to have him ready for the video. The evil power behind Clearwater’s head shot and his bizarre visions and dreams, the dark might behind these 13 bizarre wishes that Clearwater is going to fulfill during the game, is a queen of an Ancient Egypt culture. She wants Clearwater to set her free to take control of all humans on earth. We’ll create a new, a so far undiscovered Ancient Egypt culture that is using an own Scripture, an own language, own rituals and insignia, and so on. We’ll publish some drawings as a draft for our later modeling and realization of this might. The book BIZARRE Episode I is half written. The 5th bizarre dream is almost written down. When the writing of this book is finished, we’ll start to plan and arrange all game elements and game scenes that are planned to be realized in the final game. Of course, we intend to publish the rough structure of the game for you to see. We published a first reading sample of the book BIZARRE Episode I (in German). You can find the link below. C u in 4 weeks! :-)
  22. Hello, in my game engine i want to implement my own bone weight painting tool, so to say a virtual brush painting tool for a mesh. I have already implemented my own "dual quaternion skinning" animation system with "morphs" (=blend shapes) and "bone driven" "corrective morphs" (= morph is dependent from a bending or twisting bone) But now i have no idea which is the best method to implement a brush painting system. Just some proposals a. i would build a kind of additional "vertecie structure", that can help me to find the surrounding (neighbours) vertecie indexes from a given "central vertecie" index b. the structure should also give information about the distance from the neighbour vertecsies to the given "central vertecie" index c. calculate the strength of the adding color to the "central vertecie" an the neighbour vertecies by a formula with linear or quadratic distance fall off d. the central vertecie would be detected as that vertecie that is hit by a orthogonal projection from my cursor (=brush) in world space an the mesh but my problem is that there could be several vertecies that can be hit simultaniously. e.g. i want to paint the inward side of the left leg. the right leg will also be hit. I think the given problem is quite typical an there are standard approaches that i dont know. Any help or tutorial are welcome P.S. I am working with SharpDX, DirectX11
  23. Setup golf ball physics

    I am developing a simple Golf game (using Scenekit) as shown in the below image. I am facing below issues: 1. Even if I apply small amount of force, the ball continuous move along the grass? Grass friction is not stopping the ball. 2. Sometimes, the ball speed is increased after colliding with the walls instead the ball speed should decreased after collision with the walls. The walls are having box collider. 3. Sometimes, the ball reverses its direction after colliding with walls. Code: Physics properties of the ball: ball.physicsBody.affectedByGravity = true; ball.physicsBody.mass = 0.0450; ball.physicsBody.restitution = 0.8; ball.physicsBody.friction = 0.3; ball.physicsBody.allowsResting = true; Physics properties of the grass: golf.physicsBody.friction = 0.8; Physics properties of the walls: leftWall.physicsBody.friction = 0; leftWall.physicsBody.restitution = 0.8; I have set the physics world gravity value to -9.8. I am looking for suggestions to fix the above listed issue. Thank you.
  24. Eight Hours Version 1.5

    Version 1.5 release. If you want, you can go directly to itch.io or gamejolt to play the latest free version of Eight Hours. A lot has changed over the past few months for Eight Hours. First, if you haven't, checkout our trailer! Trailer Big Updates Here is a list of some of our updates and details of went behind them. Entity AI. The entity itself was very lax and boring in previous versions of Eight Hours. So, we had decided to update the entity to appear sooner and more often at random intervals. It also has a scaling difficulty curve based on the amount of time played in the game. This will help limit game time plays as well as induce more stress the longer it takes a player to capture all the EVPs. Hints. Previously hints would show up and auto disappear after a few seconds. We now re-programmed the controls so that hints show for a significantly longer period of time after they are triggered. Secondly, objectives and hints are shown by default, and can be toggled on and off with the space bar (default binding). Tutorial. A lot of feedback we observed and received was along the lines of "How do I play". So, we had worked to introduce more helpful tutorial text during gameplay at relevant moments. We hope this will help players get into the game quicker and enjoy the investigation. Get It Now Go directly to itch.io or gamejolt to play the latest free version of Eight Hours.
  25. So I have probably common question but somehow I got stuck and need a little help. I managed to glue together skinned character animation player in C++/OpenGL (though it really does not matter). As an input I use MD5 (3d models from Doom) and Spine2d (2d animations in JSON). Everything works like a charm, with full blend tree support, skeleton deforming on GPU by supplied positions and quaternions, just like mama tough us with MD5. The problem started when I tried to add a proper animation from root bone: To make blending between 2 animations a bit better, I had to remove the root bone rotation and position so the bones will "morph" more locally - otherwise If I mix animations '90 degree rotating' with 'standing still' the bones would be placed in bad positions. This is because positions are lerped, so they move on straight line. At the end of animation I just add the root bone to the whole skeleton and everything looks fine. This also served as a base to object moving. As we all know, after the walk cycle such animation will pop to the start position. Unfortunately, to make object move, I can't just add the animation delta at the end of the cycle. This is because if I change the animation weight, the end position will get weighted too. I just checked the Doom3 source code and it looks like they are storing animation delta of the full step, but maybe it is for evaluating where the animation will end up (AI and such). For now I assumed that I just need position. I store the root bone position before the frame time update as some additional old_root_bone joint. Than I pass this old_root_bone with all other bone positions (including the root bone itself) and when I'm ready to draw I can extract the difference in step and add it to the character position. It works. Some minor thing to figure out is if I should take into consideration the Bind Pose of the root bone and add it somewhere. The problem is that I have no clue what to do with the rotation. I have noticed, that some animations (I 'borrowed' animations from Batman Arkham series, as those are well suited for full character animation) rotate root bone as they please - for example in running animation the character is leaning forward - and if I rotate the model by difference in animations - I end up with character moving like hamster in the wheel. So after this wall of text my questions are: 1. Am I doing the moving character from the root bone correctly? 2. Is this a common thing to ignore rotation and do it somehow manually in script? Eventually I can extract only single axis animation and use this, but I have no idea if that is a proper choice. 3. What are common practices for this kind of animations? I'm attaching a short movie how the things look like. The 3 buttons below are: - node stand/walk/run - anim weight - node stand/rotate90/rotate180 - anim weight - cross between the above 2 nodes (actually it is the weight of the turning node, but it is the same thing in this case) BatWalk0001.mp4
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