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Found 852 results

  1. Hello, I'm in the midst of developing a simple 3d physics engine, but have been stuck on a problem for quite a while now. I would really appreciate it if someone could have a look at it, because I'm at a loss. The issue I'm having concerns the collision response code, which seems to fail spectacularly in some cases, generating wrong impulse magnitudes. Specifically, something with the angular part of it is wrong, since it works as expected when only dealing with the linear part. I'm still not sure if I calculate the inertia tensor in world coordinates the right way, so that could be one possible culprit (though I've tried a few different ways). Impulses seem to be applied correctly to the bodies, so I think the error lies in the calculation of the impulse magnitude denominator. I've checked it many times with the way the Bullet physics engine does it, with the formulas available at Wikipedia, and some other sources, to no avail. The bodies simply keep bouncing off eachother (even though there is supposed to be no restitution) or spinning wildly on collisions. Here is the code that deals with the collision response: Vector3 originA = contactOrigin - bodyA.Position; Vector3 originB = contactOrigin - bodyB.Position; Vector3 velocityA = bodyA.Velocity + Vector3::Cross(bodyA.AngularVelocity, originA); Vector3 velocityB = bodyB.Velocity + Vector3::Cross(bodyB.AngularVelocity, originB); Vector3 velocity = velocityA - velocityB; Matrix3x3 inverseWorldInertiaTensorA = Matrix3x3::Scale(bodyA.InverseInertia) * Matrix3x3::Rotate(bodyA.Orientation); Matrix3x3 inverseWorldInertiaTensorB = Matrix3x3::Scale(bodyB.InverseInertia) * Matrix3x3::Rotate(bodyB.Orientation); float normalVelocity = Vector3::Dot(velocity, contactNormal); if (normalVelocity > 0.f) { float impulseDenominator = bodyA.InverseMass + bodyB.InverseMass + Vector3::Dot(Vector3::Cross(inverseWorldInertiaTensorA * Vector3::Cross(originA, contactNormal), originA), contactNormal) + Vector3::Dot(Vector3::Cross(inverseWorldInertiaTensorB * Vector3::Cross(originB, contactNormal), originB), contactNormal); float j = -normalVelocity / impulseDenominator; bodyA.Velocity += j * bodyA.InverseMass * contactNormal; bodyB.Velocity -= j * bodyB.InverseMass * contactNormal; bodyA.AngularVelocity += j * (inverseWorldInertiaTensorA * Vector3::Cross(originA, contactNormal)); bodyB.AngularVelocity -= j * (inverseWorldInertiaTensorB * Vector3::Cross(originB, contactNormal)); } Thanks in advance!
  2. Hello Everyone! I am looking for a small team to do a rendering project with me. The roles I need are: -Character Modeller -Environment Designer -Environment Modeller(Found) You can use this in your portfolio and you will be credited at the end. If you are interested, please email me at marfo343@gmail.com. Thank you!
  3. Hi guys, I've been struggling to create a function to draw an arrow with 2 lines making up the arrowhead. The challenge is that I somehow can't get the rotation right. I've pasted the code below and an image of the result. Findings so far, when I replace the 3x3 part of the transform matrix to identity, I get the same visual result. Also when I switch colums A and C in the matrix, this specific arrow looks good (with is pointing in the positive X direction). Any input would be appreciated. bool CDebugDraw::AddArrow(const CR_VECTOR3 &pPos1, const CR_VECTOR3 &pPos2, const CR_VECTOR3 &pColor, const bool pDepthEnabled, const bool pPersistent, const uint64_t pLifeTime) { if(!AddLine(pPos1, pPos2, pColor, pDepthEnabled, pPersistent, pLifeTime)) return false; /* p1 ------- X / | \ | / | \ | / | \ | p2 -----|-----p3 | Z | | | | p0 */ CR_VECTOR3 arrowDir = pPos2 - pPos1; arrowDir.Normalize(); // model space CR_VECTOR3 p1 = CR_VECTOR3(0.0f, 0.0f, 0.0f); CR_VECTOR3 p2 = CR_VECTOR3(0.2f, 0.0f, -0.2f); CR_VECTOR3 p3 = CR_VECTOR3(-0.2f, 0.0f, -0.2f); // transformation: translate and rotate CR_VECTOR3 transl = pPos2; CR_VECTOR3 colA = arrowDir; CR_VECTOR3 tVec; if(colA.x != 0 && colA.z != 0) tVec = CR_VECTOR3(0.0f, 1.0f, 0.0); else tVec = CR_VECTOR3(0.0f, 0.0f, 1.0f); CR_VECTOR3 colB = CMathHelper::CrossVec3(colA, tVec); CR_VECTOR3 colC = CMathHelper::CrossVec3(colB, colA); CR_MATRIX4X4 transform; transform.m11 = colA.x; transform.m12 = colB.x; transform.m13 = colC.x; transform.m14 = 0.0f; transform.m21 = colA.y; transform.m22 = colB.y; transform.m23 = colC.y; transform.m24 = 0.0f; transform.m31 = colA.z; transform.m32 = colB.z; transform.m33 = colC.z; transform.m34 = 0.0f; transform.m41 = transl.x; transform.m42 = transl.y; transform.m43 = transl.z; transform.m44 = 1.0f; // transform = CMathHelper::ComposeWorldMatrix(transform, CR_VECTOR3(1.0f), CR_VECTOR3(0.0f, 90.0f, 0.0f), pPos2); // transform to worldspace p1 = CMathHelper::TransformVec3Coord(p1, transform); p2 = CMathHelper::TransformVec3Coord(p2, transform); p3 = CMathHelper::TransformVec3Coord(p3, transform); if(!AddLine(p1, p2, CR_VECTOR3(1.0f, 0.0f, 0.0f), pDepthEnabled, pPersistent, pLifeTime)) return false; if(!AddLine(p1, p3, CR_VECTOR3(1.0f, 0.0f, 0.0f), pDepthEnabled, pPersistent, pLifeTime)) return false; if(!AddCross(p2, 0.02f, CR_VECTOR3(0.0f, 0.0f, 1.0f), pDepthEnabled, pPersistent, pLifeTime)) return false; if(!AddCross(p3, 0.02f, CR_VECTOR3(0.0f, 0.0f, 1.0f), pDepthEnabled, pPersistent, pLifeTime)) return false; return true; } Incorrect result: Aimed/ correct result (independent of arrow direction):
  4. Hi people. The problem is that the floor moves with the player in same time. But if not draw walls i can see, that floor is just rotating but not moving in any direction — it is static. In the correct implementation, the player must walk on the floor. I attach the animation on which this effect is visible and my code that implements the collision with the floor. I have tried different versions of code for floorcasting (from forums, sources, including current version — from lodev). Note: I implemented level geometry as sectors (set of lines), not as blocks like in Wolf3d. I know that Doom uses bsp tree, and renders floor in different way. But I suppose that current way works with sectors too (but slowly). stripPosY = (ProjectionPlane.me().sizeInWorld.Y / 2 - (int)(stripHeight / 2)); stripPosY += (int)stripHeight-1; startPixel = stripPosY; while (startPixel != ProjectionPlane.me().sizeInWorld.Y) { float curdist = ProjectionPlane.me().sizeInWorld.Y / (2.0f * startPixel - ProjectionPlane.me().sizeInWorld.Y); float weight = curdist / (float)(minimalDist); float floorX = weight * ((PointF)minimalIntersection).X + (1.0f - weight) * (Player.me().worldPosition.X); float floorY = weight * ((PointF)minimalIntersection).Y + (1.0f - weight) * (Player.me().worldPosition.Y); int textureX = (int)(floorX * ProjectionPlane.imageFloor1.Width) % ProjectionPlane.imageFloor1.Width; int textureY = (int)(floorY * ProjectionPlane.imageFloor1.Height) % ProjectionPlane.imageFloor1.Height; textureX = (int)Math.Abs(textureX); textureY = (int)Math.Abs(textureY); SolidBrush b = new SolidBrush(ProjectionPlane.imageFloor1.GetPixel(textureX, textureY)); g.FillRectangle(b, stripX, startPixel, 1, 1); startPixel++; }
  5. Gregory Aaron Martin

    2D Short Story Into Game

    I'm writing a sprawling fantasy series. I've written shorter stories in the world I'm creating. I want to turn one of those short stories into a game. It can be 2D. It's about dragons. There's a story arc below that shows a starting point and an ending point. Details will be given if there's anyone interested. I'm a storyteller but I don't have much knowledge on game development. It would be an adventure game with light rpg elements. Synopsis: A young man with a very special gift returns to his mountainous home to find it invaded by a cult. The community he's been a part of his whole life has been cut off by the king to ensure the cult's influence remains limited as it's very influential. This cult believes the dragon they follow and worship rests in the mountains and with the king pulling his soldiers out, the cult can begin its dig underground. The young man learns that the last individual with the same special gift who held a coveted seat on the council was killed by the cult during the cult's takeover of the village community. The young man, like others with the same special ability as him, vied for the seat on the council but he was turned away either for his own safety or because of council secrets. The cult has its own members with this same special ability and they're very intimidating. The community is oppressed for months. Tired of this oppression and feeling abandoned by his king, the young man sets out with a few new comrades to battle this cult, putting on display his own talent with this special gift.They make it their mission to sabotage the cult's dig into the mountains in hopes the cult doesn't awaken their dragon. They also make it their mission to defeat the cult members who posses the special ability. They are successful with this and he is appointed to the coveted seat on the council. Thanks
  6. jbadams

    Free art assets

    The older version of this topic is getting quite dated, with some broken links and notable omissions, so after 8 years it's high time for an update. This is a list of free graphics for games but aims to avoid sprites ripped from existing games in favour of ones that may be legally used in your work. Please feel free to submit your own suggestions, but note that any off-topic posts and all spam may be removed from this topic. Be sure to check the licensing terms before using any of the linked graphics. Free Airplane Sprite Pack A free .zip package right here on GameDev.net containing various aircraft from different (mostly side or top down) angles. Includes fighter jets, bombers and cargo planes. Provided by our very own (but recently inactive) @Prinz Eugn (Mark Simpson). Free for any use with attribution to the author. Kenney Assets A huge collection of freely available assets (both 2d and 3d) for many different styles of games, available under CC0 1.0 Universal licensing terms. In addition to the free assets, Kenney's work is supported by the sale of cheaply available asset packs which you'll find linked at the top of the page, and the fantastic Asset Forge which allows the easy creation of customised game assets. SpriteLib GPL A free .zip package of 2d games sprites by Ari Feldman, now available under a Common Public License Version 1.0. Unfortunately, the original website is no longer online, the source website is back online HERE, but the sprite package is attached to this post for you to download: spritelib_gpl.zip Contains sprites for a platform game, Pong/Breakout/Arkanoid style games, overhead shooter in the style of 1943, and a maze combat game in the style of Tank Force. Lost Garden Freely provided graphics from Daniel Cook of Lost Garden & Spry Fox, under licensing terms explained on this page. Danc's Miraculously Flexible Game Prototyping Tiles Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds 250 free hand-drawn textures Tyrian ships and tiles Tiles for Zelda-like RPG Complete set of 8-bit Sinistar clone graphics Unreleased RTS Postmortem: 'Hard Vacuum' (graphics near end of post) In addition to the above, Daniel also has a couple of 'Game Prototyping Challenges' where he provides the basic outline of a game design and challenges people to implement and iterate on the design to hopefully create a fun game. A couple of these challenges come with freely provided graphics, although in this case the assets are intended for use if undertaking the challenge (a fantastic learning exercise!) in question rather than for general use: Prototyping Challenge: Play With Your Peas Prototyping Challenge: Fishing Girl Glitch - Public Domain Art (and code) All assets from a defunct web-based MMO game, made freely available under CC0 1.0 Universal licensing terms. Get it HERE. Most of the graphics are available in .fla and .swf formats. Quaternius Quaternius offers a large range of basic low-poly models with CC0 licensing. You can also support his efforts by purchasing all of his sets in a single file for $1. OpenGameArt.org OpenGameArt have a huge collection of different art, constantly added to by new and existing contributors. Quality and style vary, but there is some really good material available if you're willing to spend some time looking. Note that licensing terms vary, so be sure to check each item's license before use. Game-Icons.net At the time of writing, Game-Icons.net offers 3044 free icons in SVG and PNG formats with CC BY 3.0 licensing (which requires attribution). The built in editor on the site will allow you to alter the icon size and apply some simple properties (such as background type and colour). AI War 2.0 graphics library Graphics from the space RTS game AI War: Fleet Command. Free for use by indie developers. Get it HERE. Reiner's Tilesets 2d and 3d graphics (use the menu at the top of the site to view categories) available under these licensing terms. MakeHuman MakeHuman is an open source (AGPL licenced) tool for creating 3d characters. Output characters can be used under a permissive CC0 license under certain conditions. GameDev.Market There are some free assets available via the GameDev Marketplace (our very own asset store!). Looking to hire an artist for custom work? Check out our Contractors section, or advertise your project in our Game Jobs board (for paid commercial projects) or Hobby Classifieds forum (for free hobbyist projects). Looking to purchase pre-made assets? Try the GameDev Marketplace, or other asset stores such as GameDev Market (not affiliated with us!), the Unity Asset Store, the Unreal Marketplace, or others.
  7. Hello State based render architecture has many problems such as leakage of states and naive setting of states on each draw call, a lot of different sources recommend stateless rendering architecture which makes sense for DX12 as it uses a single object bind the PSO. Take a look at the following: Designing a Modern GPU Interface stateless-layered-multi-threaded-rendering-part-2-stateless-api-design Firaxis Lore System: CIV V Is this not causing the same problem though? as you are passing all the state commands within a DrawCommand object for them to be set during the draw call? yes you are hiding the state machine by not exposing the functions directly but you are just deferring the state changes to the command queue. You can sort by index using this method: Real Time Collision: Draw Call Key But that means each DrawCommand is passing in the entire PSO structure (as in the state's you want) with each command and storing it, just for you to sort by the key and elect the first object to bind its PSO for the rest within the group to use. It seems like a lot of wasted memory to pass all the PSO in to use just one, although it does prevent any slow down from swapping PSO for every single object. How are you handling state changes? am i missing some critical piece of information about stateless (note i am aiming towards the stateless method for DX12 just want some opinions on it :)) Thanks.
  8. drcrack

    Unity Zeal — Online PvP RPG

    It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike. More info: https://zealrpg.com/about
  9. Dark Fantasy Environment and Props Hi GameDevs, I am currently working on a model pack for the Unity Asset Store. I am however not satisfied with the overall look of these game-ready models. There would be many architectual and prop objects from gates and windows to lamps, furniture, decoration etc. The style would be a gloomy, mystical, dark fantasy-inspired look, similar to a dark elf or vampire castle interior. For modeling I use Blender, for texturing Substance Designer and PS. Please take a look at my work and help me figuring out how should I improve the textures. I use the Smoothness / Metallic workflow, and would like to add Ambient Occlusion separately (screen space). I also use Emissive maps where needed (lamps). If you see some obvious flaws in contour, colors, etc please note those too. In these images I threw the objects into Unity, no light setup and compositing was done (I still need to learn those for presenting my stuff). Link to my Sketchfab (here you can see the crystal lamps in 3D). Thank you for your attention!
  10. 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!!
  11. Valsi_Noen

    Second Post!

    Hello In my second post, I would like to talk about such things as "Magic and Mechanics, Character Development, Interface and Weather Conditions." At once I would like to note that this is only part of what already exists at the moment. In the process of developing the game, one way or another, some of its elements will be supplemented. For example - globaly numbers and stats (25 points of damage, 35 armor, 81.995% of oxygen in the blood), I DO NOT SEE meaning and therefore I WILL NOT do this.(those figures, which in the screenshots - are approximate.) Everything has its time. So, let's begin! MAGIC: At the moment there are 3 magic skills. 1) Fireball. Average damage. Long flight. A small radius of hit. Relatively small cost of mana. The Fireball is not only the average damage at low cost of mana, but also a good way to illuminate the narrow and dark places, for lack of the best! Noel studied the art of twisting mana in energy clots in his youth, like his sister. He always got a good ball-shaped form, so this spell, he applied without much difficulty. But not in combat. And in battle he still was not, although he was very anxious, during the attack of robbers on the village ... He is often visited by the thought: "What if I went with my mother to defend village... Was she alive? Was I alive?" 2) Electroball. (yes, that's right.) Not an Electric Ball, no-no ...) High damage. Short flight. Large radius of hit. The average cost of mana. Electroball appeared relatively recently. Of course, earlier many races used the power of air magic, to create thunderstorms and a downpour to water the crops. But recently, metropolitan engineers are increasingly using the magic of electricity for various inventions. Electroball, Noel learned by chance ... Carolyn often showed her husband how to use the magic of electricity, and later, for fun, began to train and Noel to slightly push his father. "Look, Noel is almost getting it! Come on, ????? and you can do it!". He did not succeed ... 3) Healing Waves. Zero damage. Static healing (40 units). Fixed radius of application (around itself). Average radius of hit. Low cost of mana. Magic is not only destruction, chaos, pain, death, but also healing, help, hope, life. Unfortunately, as a child, Noel was not very worried about healing spells. Despite the fact that they are owned mainly by women (I would like to remind you that there were no magical academies in the village, and the main types of earnings were: trade, ore mining, logging and harvesting.) Herbs and treatment, mainly engaged women .) I think that now Noel regrets about it more than ever. Why so few? I explain. MECHANICS: Directly to business! Features: 1) To each hand - each spell! Many of you, for sure, played TES 5: Skyrim. (if not - very curious game) Among all the variety of aspects of the game, I was interested in the possibility of using spells, both with two hands, and with each separately. I decided to implement a similar mechanics. Almost any spell can be cast alternately from each hand, or simultaneously from two hands. It looks something like this: The chip is that regardless of the current cooldown (recovery time), you can switch to any other spell right in the battle, by pressing just one button (currently it's Z and X - the spell sheet back and forth). Thus, if there were a lot of spells, it would be difficult to control each of them (mana cost, radius, cooldown, whether it is selected and on which hand, etc.). Of course, for hardcore hardcore fans and / or fans of Magicka, this would be a trifle, but still the game is not only aimed at fighting, but also on survival, so keep an eye on the indicators (more on this below). P.S Do not forget that 3 spells - this is the realization that there is at the moment! Ultimately, this number can and will be increased. 2) Mana. Mana regeneration is a rather ambiguous thing. At the moment, passive recovery is extremely small. And flacon with mana are not restored to the "sleep" of the Hero. Accordingly, saving on mana is extremely important. So, throwing all the magic in a row is not the best idea. There is also a chance that after the death of the enemy, you can absorb some of his mana (and some health or experience). 3) Enhancement of magic skills, their reorganization and rethinking. At the moment, each of the skills has its own (not a hero) level. For the enhancement of the character (improving his health, mana, protection, etc.), there are "Points of Characteristics". To improve skills - "skill points". This is how (approximately) the tree of improvement of skill looks. Everyone of skills has his own! Where there is no branching - you need to learn the previous feature of the skill. Where there are ramifications, you can choose to improve. (or improve everything at once, if you have enough points) Learn what will happen next, before you can not learn the previous skills - you can not. Intrigue But something, I'm still spoiler. For example, the "Healing Wave" skill can temporarily increase the Hero's resistance. So it's not just a healing skill, it's also a useful buff. (Gain) Also, some skills will be universal - for example, you can simultaneously deal damage and reduce enemy defense. And this is ONE skill with ONE hand! Imagine how many effects there will be if EACH of these skills can be applied from ANY hand. (x2, but with different CDs) 4) What was said at the beginning, but perhaps part of you, did not betray this value ... I'll just repeat: This is not the final version. This is what is now. And this is what works now. I hope you heard me Let's continue! CHARACTER DEVELOPMENT: In addition to the development of skills, there are also points of characteristics, which I mentioned earlier. You can choose what you think is necessary for improvement: More health, more mana, increased resistance, and maybe a good LUCK? Perhaps I will tell more about it (I think the rest is understandable, except for the figures). Luck is a unique indicator. From this depends, how often Noel will find the islands or dungeons. Will there be spring water, palm trees with bananas, coconuts or trees? Also how valuable will be the loot (items, reward) in the dungeons. It also depends on it on how good the weather will be. (about the weather - a little lower) Of course, luck does not give a 100% chance that Noel's life will turn into a fairy tale. No no. This is only a small percentage of the total fate of Noel. Someone does not even feel it, but someone will always smile at it. Funny paradox - in life a person can be unsuccessful, but in the game vice versa. That's just ... In life, to improve your luck - it's not so easy, right? So ... I would advise you to take a chance and raise this luck, at least in the game. Let's talk more about the mechanics of mana restoration, which I touched lightly ... Many are familiar with such projects as Dark Souls, Bloodborn, etc., where to restore something, you need to go somewhere or use something (usually bed / fireplace / bonfire / potions). In Noel Hope, you will initially have 3 (at the moment) type of flacons. A health potion. Mana Potion. And a potion of rage. Potion of Health - restores health. Mana Potion - restores mana (that's a surprise ...). A potion of rage - increases the damage from all abilities for a specific time. Also, falling into a rage - your vision changes. You see better in the dark, but worse with light. Side Effects - Oops! Each of flacons is restored after your sleep on the ship. In certain locations, you can find an extra flacon. (For example, in chests with treasures, or after killing particularly dangerous monsters.) In dungeons/ instanced dungeon or special places without a fixed value (for example, a shipyard / port / berth / quay), the bubbles will not be restored. It will be necessary to carefully choose when to spend them. In addition to the potions, there will also be items of equipment, but I will talk about them, as well as about the dungeons / islands, later. Not this time, no. Mechanics of Survival: An important element is survival. Noel has indicators not only of health, mana, experience, but also hunger, thirst and temperature. Hunger is not a very frequent phenomenon, if you sit at home on a chair and look through some forum. But on a ship, in the middle of the MAGIC ocean, where strange and sometimes not very understandable phenomena happen - hunger is a dangerous thing. You will have to get food either on the islands, or in dungeons, or through attempts to plant a seed. The islands have to be found, as well as the wildfowl itself, which must still be caught. And to grow seeds found on a flooded boat or in a commercial barrel, or maybe in cargo on ships - it's a complicated matter. Watering with MAGIC water - will not work! And even if you find normal water (or get it through the magic of steam), will the seed come up? Increase the chances of success - will help perfume. But I'll tell you about them later, in a new post: P Thirst - it tortures people more often than hunger. Perhaps right now! Want to drink? You should just go to the kitchen, but Noel has a problem ... MAGIC water can also taste unusual, but you can not call it drinking. Fortunately, the ship was designed so that it can accommodate special mechanisms that allow processing some liquid into drinking water. Of course, these mechanisms only on drawings. Temperature - this is something that should pay attention more often. On average, the body temperature is 36.6. I tried to realize this indicator as realistic as possible. (although realism in RPGs with magic is ... mmm ... Conditionally?) Depending on the weather conditions, from the magic of enemies / spirits and Noel himself - his temperature will change. If during a meteor storm, Noel is touched at least by a little meteorite, then he will get a burn. And accordingly the temperature of his body will also rise. If during a snow storm, you want to swim in the water - the temperature of the body will fall. And so on... The same applies to his temperature at various islands / dungeons / locations. In addition to the visible indicators - there are those that appear after some events. For example, when lifting loot (inscription) or while running.(stamina) Stamina is only consumed during the run. Well, actually, the INTERFACE itself with all the elements: WEATHER: Less words - more screenshots. Rain with fog: Light snow: Snowfall: Meteorite clouds: Toxic fumes: Just a sunny weather: Tornado: The weather also affects the speed of the ship. During a storm or a hurricane - the speed of the ship is much lower than during a calm. I will draw your attention. These are NOT finite types of weather phenomena. In total there will be more! Perseverance. The work. Well, you understand. I'm just lazy. On this I will finish the story about magic and mechanics, as well as the development of the character and weather phenomena. I'm more than sure that you probably have more questions In each post, I will give more information, figures, screenshots and plot. Thank you for attention! I hope it was not boring to read! To new posts. P.S. Original Text on russian Language:
  12. Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere Programmers located Anywhere. Posted by D34DPOOL on May 20th, 2018 Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :). What is required: Skill using C# Experience with Unity Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it Compensation: Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work. It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day! To apply email me at mangemason@yahoo.com
  13. I am a talented 2D/3D artist with 3 years animation working experience and a Degree in Illustration and Animation. I have won a world-wide art competition hosted by SFX magazine and am looking to develop a survival game. I have some knowledge of C sharp and have notes for a survival based game with flexible storyline and PVP. Looking for developers to team up with. I can create models, animations and artwork and I have beginner knowledge of C sharp with Unity. The idea is Inventory menu based gameplay and is inspired by games like DAYZ. Here is some early sci-fi concept art to give you an idea of the work level. Hope to work with like minded people and create something special. email me andrewparkesanim@gmail.com. Developers who share the same passion please contact me, or if you have a similar project and want me to join your team email me. Many thanks, Andrew.
  14. I made this post on Reddit. I need ideas and information on how to create the ground mesh for my specifications.
  15. Hi I’ve been working on a game engine for years and I’ve recently come back to it after a couple of years break. Because my engine uses DirectX9.0c I thought maybe it would be a good idea to upgrade it to DX11. I then installed Windows 10 and starting tinkering around with the engine trying to refamiliarise myself with all the code. It all seems to work ok in the new OS but there’s something I’ve noticed that has caused a massive slowdown in frame rate. My engine has a relatively sophisticated terrain system which includes the ability to paint roads onto it, ala CryEngine. The roads are spline curves and built up with polygons matching the terrain surface. It used to work perfectly but I’ve noticed that when I’m dynamically adding the roads, which involves moving the spline curve control points around the surface of the terrain, the frame rate comes to a grinding halt. There’s some relatively complex processing going on each time the mouse moves - the road either side of the control point(s) being moved, is reconstructed in real time so you can position and bend the road precisely. On my previous OS, which was Win2k Pro, this worked really smoothly and in release mode there was barely any slow down in frame rate, but now it’s unusable. As part of the road reconstruction, I lock the vertex and index buffers and refill them with the new values so my question is, on windows 10 using DX9, is anyone aware of any locking issues? I’m aware that there can be contention when locking buffers dynamically but I’m locking with LOCK_DISCARD and this has never been an issue before. Any help would be greatly appreciated.
  16. In order to increase the aesthetics, we looked for tips on the post-processing filter for our engine and came up with the idea of using a VHS / Analog post-processing filter, Because my teammate had already built OpenGL shaders in the past and that's kind of his hobby, he gave me the link to shadertoy. This site is amazing! There're a lot of shaders to use as a base we can build on, and it's also 100% web thanks to WebGL. This shader in particular caught my eye: It's really cool, and yet there are no VHS artifacts that can really obstruct the players' view . So I did a little tinkering with JMonkeyEngine and got this result: I'm really happy with the results. I could however reduce the blur amount: it can be annoying it it's too high...
  17. GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project. Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance. We would like programmers and graphical artists to come onboard to (initially) create: A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces. A module where city infrastructure can be built on a real 3D interactive landscape. For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity. More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab). This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on. Best regards, Steve Chapman (Canadian Map Makers)
  18. Hi guys, I'm trying to learn this stuff but running into some problems 😕 I've compiled my .hlsl into a header file which contains the global variable with the precompiled shader data: //... // Approximately 83 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 143, 82, 13, 236, 152, 133, 219, 113, 173, 135, 18, 87, 122, 208, 124, 76, 1, 0, 0, 0, 16, 76, 0, 0, 6, 0, //.... And now following the "Compiling at build time to header files" example at this msdn link , I've included the header files in my main.cpp and I'm trying to create the vertex shader like this: hr = g_d3dDevice->CreateVertexShader(g_vs, sizeof(g_vs), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { return -1; } and this is failing, entering the if and returing -1. Can someone point out what I'm doing wrong? 😕
  19. I have a problem with SSAO. On left hand black area. Code shader: Texture2D<uint> texGBufferNormal : register(t0); Texture2D<float> texGBufferDepth : register(t1); Texture2D<float4> texSSAONoise : register(t2); float3 GetUV(float3 position) { float4 vp = mul(float4(position, 1.0), ViewProject); vp.xy = float2(0.5, 0.5) + float2(0.5, -0.5) * vp.xy / vp.w; return float3(vp.xy, vp.z / vp.w); } float3 GetNormal(in Texture2D<uint> texNormal, in int3 coord) { return normalize(2.0 * UnpackNormalSphermap(texNormal.Load(coord)) - 1.0); } float3 GetPosition(in Texture2D<float> texDepth, in int3 coord) { float4 position = 1.0; float2 size; texDepth.GetDimensions(size.x, size.y); position.x = 2.0 * (coord.x / size.x) - 1.0; position.y = -(2.0 * (coord.y / size.y) - 1.0); position.z = texDepth.Load(coord); position = mul(position, ViewProjectInverse); position /= position.w; return position.xyz; } float3 GetPosition(in float2 coord, float depth) { float4 position = 1.0; position.x = 2.0 * coord.x - 1.0; position.y = -(2.0 * coord.y - 1.0); position.z = depth; position = mul(position, ViewProjectInverse); position /= position.w; return position.xyz; } float DepthInvSqrt(float nonLinearDepth) { return 1 / sqrt(1.0 - nonLinearDepth); } float GetDepth(in Texture2D<float> texDepth, float2 uv) { return texGBufferDepth.Sample(samplerPoint, uv); } float GetDepth(in Texture2D<float> texDepth, int3 screenPos) { return texGBufferDepth.Load(screenPos); } float CalculateOcclusion(in float3 position, in float3 direction, in float radius, in float pixelDepth) { float3 uv = GetUV(position + radius * direction); float d1 = DepthInvSqrt(GetDepth(texGBufferDepth, uv.xy)); float d2 = DepthInvSqrt(uv.z); return step(d1 - d2, 0) * min(1.0, radius / abs(d2 - pixelDepth)); } float GetRNDTexFactor(float2 texSize) { float width; float height; texGBufferDepth.GetDimensions(width, height); return float2(width, height) / texSize; } float main(FullScreenPSIn input) : SV_TARGET0 { int3 screenPos = int3(input.Position.xy, 0); float depth = DepthInvSqrt(GetDepth(texGBufferDepth, screenPos)); float3 normal = GetNormal(texGBufferNormal, screenPos); float3 position = GetPosition(texGBufferDepth, screenPos) + normal * SSAO_NORMAL_BIAS; float3 random = normalize(2.0 * texSSAONoise.Sample(samplerNoise, input.Texcoord * GetRNDTexFactor(SSAO_RND_TEX_SIZE)).rgb - 1.0); float SSAO = 0; [unroll] for (int index = 0; index < SSAO_KERNEL_SIZE; index++) { float3 dir = reflect(SamplesKernel[index].xyz, random); SSAO += CalculateOcclusion(position, dir * sign(dot(dir, normal)), SSAO_RADIUS, depth); } return 1.0 - SSAO / SSAO_KERNEL_SIZE; }
  20. Hello everyone I am a programmer from Baku. I need a 3D Modeller for my shooter project in unity.I have 2 years Unity exp. Project will paid when we finish the work If you interested write me on email: mr.danilo911@gmail.com
  21. Hi all, now that I’ve managed to get my normal mapping working, I’m at the point of making a “clean” implementation. Would you know if there’s a general consensus on the following 2 things: 1. Normal mapping in world space vs tangent space (multiply T, B and N in PS versus converting light direction to tangent space in VS, pass to PS) 2. Provide tangents and bitangents to the GPU in vtxbuffer versus calculating in the shader What I’ve learned so far is that performing it in tangentspace is preferred (convert light dir in VS and pass that to the PS), combined with calculating the bitangent (and perhaps also tangent) in the VS, per vertex. I know the answer could be profiling, but that’s not something I’m doing at this stage. Just want to decide my 1st approach. Any input is appreciated.
  22. Hello everyone, After a few years of break from coding and my planet render game I'm giving it a go again from a different angle. What I'm struggling with now is that I have created a Frustum that works fine for now atleast, it does what it's supose to do alltho not perfect. But with the frustum came very low FPS, since what I'm doing right now just to see if the Frustum worked is to recreate the vertex buffer every frame that the camera detected movement. This is of course very costly and not the way to do it. Thats why I'm now trying to learn how to create a dynamic vertexbuffer instead and to map and unmap the vertexes, in the end my goal is to update only part of the vertexbuffer that is needed, but one step at a time ^^ So below is my code which I use to create the Dynamic buffer. The issue is that I want the size of the vertex buffer to be big enough to handle bigger vertex buffers then just mPlanetMesh.vertices.size() due to more vertices being added later when I start to do LOD and stuff, the first render isn't the biggest one I will need. vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = mPlanetMesh.vertices.size(); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; vertexData.pSysMem = &mPlanetMesh.vertices[0]; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if (FAILED(result)) { return false; } What happens is that the result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); Makes it crash due to Access Violation. When I put the vertices.size() in it works without issues, but when I try to set it to like vertices.size() * 2 it crashes. I googled my eyes dry tonight but doesn't seem to find people with the same kind of issue, I've read that the vertex buffer can be bigger if needed. What I'm I doing wrong here? Best Regards and Thanks in advance Toastmastern
  23. Cello Gaming

    Unreal Dev Team Required

    Hello I am looking for a team who are willing to work on a Realistic, Large, Story-based, Open-World, Survival, Horror game. I'm looking for a team that is willing to stay with me through the whole project. For this project I will be needing: 3D Modeler: Somebody who has a good understanding on how to create 3D models through Blender, Maya, 3DS Max, or any other Modeling programs of their choosing Animator: Someone able to rig and animate humans, non-humans, and machines. Artist: Someone able to make art for loading screens, GUIs, and Cover art. Environment Artist (2-3): Someone able to create a large open world for the players to explore Writer: Someone who has experience writing story-lines and can write dialogue for this project Sound Engineer: Somebody who can create sounds for character movements, environment, and animals Ideas for The Project: - Shipwrecked on an island after getting caught in a storm out on the ocean - Start on the boat with all your friends and a bunch of NPCs where the ship doesn't crash until you talk to the captain - Able to search wreckage to find food, water, and a basic tool. - Locked areas in the wreckage that you need special tools or codes to open. - Secret chests you can find on the island through maps that you can find in abandoned houses, shacks, and wreckage of pirate ships. - Fishing rods to go fishing for different kinds of fish. - Cooking system to cook food on a grill or campfire which requires propane tanks or wood to continue burning - Underwater and land caves with plenty of resources - Mutant bosses that you can fight above or under water - Underwater life (Sharks, Fish, Large underwater Squid boss) These are just ideas they may or may not be implemented in the final product. Any feedback on ideas for the game would be appreciated. We will be setting up a kickstarter for people to support this, if this project gets up going, so watch for that.
  24. We are a growing team of hobbyists working on a small prototype for a horror game called Soulanity. We are working in Unreal Engine 4 and we need a few more members to help see this project to completion. All team members must be active on discord and willing to show up to team meetings. You will need a good internet connection to download the project and any updates. Beginners are welcome, but you need to be motivated and capable of working independently. Any profits gained from our projects will be split evenly among the team. The positions we need: Level Designer – We have one level designer who has done an awesome job so far, but they don’t have as much time to work on the project anymore, so we need someone to help complete the map 3D Artist – We still need 3d models for general props like books, tools, shelves, janitorial supplies, and some organic modeling for characters and the environment. Rigging/Animation – Still need animations for the player character, the main antagonist, and 2 smaller mobs. Unreal Engine Programmer – This game is currently entirely coded in blueprints. Most of the basic gameplay mechanics are complete but there is still much more to do. If you are interested in joining the team just add me on Discord and we’ll have a chat. Tibsun#1244
  25. Yesterday, beta version has started and very first music, sounds added finally, some mechanichs have changed, test it out and feedback, I will be waiting for it. Currently game does not contain anything regarding purchasing.
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