Jump to content
  • Advertisement

Search the Community

Showing results for tags 'Graphics'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Game Dev Loadout
  • Game Dev Unchained

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 10 results

  1. I'm very interested in the snow physics in Red Dead Redemption 2. Here is a demo video from YouTube. Does anyone know the techniques behind this snow physics? For example, What is the shading model of the snow? How do they create snow deformation?
  2. Hello everybody! I decided to write a graphics engine, the killer of Unity and Unreal. If anyone interested and have free time, join. High-level render is based on low-level OpenGL 4.5 and DirectX 11. Ideally, there will be PBR, TAA, SSR, SSAO, some variation of indirect light algorithm, support for multiple viewports and multiple cameras. The key feature is COM based (binary compatibility is needed). Physics, ray tracing, AI, VR will not. I grabbed the basic architecture from the DGLE engine. The editor will be on Qt (https://github.com/fra-zz-mer/RenderMasterEditor). Now there is a buildable editor. The main point of the engine is the maximum transparency of the architecture and high-quality rendering. For shaders, there will be no new language, everything will turn into defines.
  3. Hi, I wish to generate light map textures for objects in my scene containing ambient occlusion and global illumination. Currently I can do this in 3D Max, but it is taking too long on my single computer for this to be feasible. Does anyone know any rendering farms that supports this (light baking)? I checked "Rebusfarm" and they did not support this feature. Any help appreciated, Doggolainen
  4. Hi there, my name is René, and Im a pixel artist, this is my first post here and Im kind of exploring my own freelancing possibilities in the field. Please excuse my english, Im from the chaotic Venezuela, I'm currently living in Colombia, and looking forward to know another beautiful country and culture. I have years of experience working professionally on 2d and 3d animated pieces for a wide variety of cases, but I'm a bit tired of rendering times, illumination artifacts, rigging and binding stuff here and there, processor slowness, plugins mismatch, plugin bugs, plugins outdated, licensing updates, corporative projects, that's a good reason, and found a lovely branch on the field that embraced my like a cotton cloud on a shiny day, Pixel Art. Then I begun a surprisingly productive journey on Fiverr a few months ago, until a guy got my attention with a interesting project that I'm about to begin. So I had to put my Fiverr status on standby for a while. While we take our time to start that project, my mind and hart asks for a taste of the Patreon experience, and so I've been thinking for a while of doing something related to the Cyberpunk dystopia, but as I have no time to do another project, I thought releasing graphic assets packs in some way, so I've been relating this and that and figuring maybe in some developers community I could let know this to begin with. There are so many styles and mechanics on the gaming possibilities that I want to release a wide range of assets for general purposes, but inside a unique world theme, so I made my mind over this Cyberpunk topic now, but if things go well, I would need to ask to the audience for a new Theme. This is my on my avatar hehe by the way, just a pic to express a bit of my animation skills. I established my corner on Patreon already, but I have little knowledge of the platform, so any suggestions are welcome, and you are welcome as well to visit and comment any inquiry related to the topic. Check it here: My Patreon Thanks for reading. Have a nice day! René.
  5. Hi, I'm trying to produce volumetric light in OpenGL following the implementation details on "GPU Pro 5 Volumetric light effects in KillZone". I am confused on the number of passes needed to create the effect. So I got the shadow pass which renders the scene from the light's POV, then I have the GBuffer pass which renders to texture the whole scene. and finally a 3rd pass which computes the ray marching on every pixel and computes the amount of accumulated scattering factor according to its distance of the light in the scene (binding the shadow map form the first pass). Then what ? blending these 3 buffers on a full screen quad finally pass ?? or maybe should I do the ray marching in the resulting buffer of blending the shadow map and the Gbuffer? Thanks in advance
  6. I am a solo developer, and I've been working on a mobile top down shooter. I've been struggling to come up with an appealing art style to use, but I'm leaning towards a cartoony, flat/cell shaded art style with thick black outlines. I want it to be kind of gritty and messy though (like rough, mouse drawn outlines and shading). The problem is, I can't find this style anywhere else, so I can only go off of the very vague idea in my head (very hard to describe or actually create). The YouTube channel BlackThornProd uses an art style somewhat similar to this. Does anyone know of any games with this art style? Any other thoughts? My second problem is trying to come up with generic map ideas. I want the game to have both futuristic / modern / medieval weapons, but I'm not sure how to include all this without everything feeling out of place. I don't want the maps to lean too far in a certain direction either. Like I could just have a desert map, but how do I make it interesting without any man made structures. I'm not sure of many games that don't have a setting like this, so its hard to come up with ideas. There is BTD5, but those maps couldn't apply to my game. I was also looking at TF2 and Overwatch, but none of these games have what I'm looking for. I would love to here any ideas or thoughts you have! Should I scrap all my ideas ;) ? Thanks for your help!
  7. I'm trying to render a player texture on top of a TiledMap in LibGDX, my issue is that the map renders correctly, but the player texture is way larger than it should be. I'm sure it has something to do with my lack of understanding of the camera/viewport system, but I can't quite figure it out. game.unitsPerTile = 32 in this case. The texture in question is 32x64. public class GameScreen implements Screen { final Engine2D game; private OrthographicCamera camera; static final int GAME_WIDTH = 100; static final int GAME_HEIGHT = 100; private TiledMap map; private OrthogonalTiledMapRenderer mapRenderer; private Player player; public GameScreen(Engine2D game) { this.game = game; float screenWidth = Gdx.graphics.getWidth(); float screenHeight = Gdx.graphics.getHeight(); float aspectRatio = screenHeight/screenWidth; camera = new OrthographicCamera(30,30*aspectRatio); map = new TmxMapLoader().load("Map1.tmx"); mapRenderer = new OrthogonalTiledMapRenderer(map,1/game.unitsPerTile); TiledMapTileMapObject startPoint = (TiledMapTileMapObject)map.getLayers().get("Objects").getObjects().get("startZone"); player = new Player(); player.setPositionX(startPoint.getX()/game.unitsPerTile); player.setPositionY(startPoint.getY()/game.unitsPerTile); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.setProjectionMatrix(camera.combined); camera.position.x = player.getPositionX() + camera.viewportWidth/2; camera.position.y = player.getPositionY() + camera.viewportHeight/2; // tell the camera to update its matrices. camera.update(); mapRenderer.render(); mapRenderer.setView(camera); // begin a new batch and draw the bucket and // all drops game.batch.begin(); game.batch.draw(player.getTexture(),player.getPositionX(),player.getPositionY()); game.batch.end(); } }
  8. Project Name : Galaxy: Civil war Roles Required : 2D & 3D artists + audioguy for soundtracks My Role : Project manager & assistant programmer My Previous Projects : essenburgmultimedia dot nl Team Size : 9 Project Length : 6 months – 1 year Description : We’re working on a homeworld 2 like game with ship customization. The goal of our project is to deliver something close to a professional production and to keep it simple as to not get bogged down by feature creep. The most important thing about the project is that it actually gets done and looks good; more features can always be added later. We pretty much have enough programmers and audio people but we are still looking for artists. So we are looking for some artists to make 3D spaceships+textures, buttons and/or skyboxes. We also need someone to make Frank Klepacki-like audio tracks. See http://galaxycivilwar.com/ for slightly more info and please feel free to send me a PM or apply on the site if you are interested. Make sure to include some of your work so that we have an indication of the quality you can produce. A little preview: A second little preview:
  9. Kjell Andersson

    Design Genifect 2.0 OpenFX plugin

    Genifect 2.0 OpenFX plugin has been released by Dual Heights Software. New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet. Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few. Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/ View full story
  10. Kjell Andersson

    Design Genifect 2.0 OpenFX plugin

    Genifect 2.0 OpenFX plugin has been released by Dual Heights Software. New in 2.0 is the Materialized Bevel filter which creates bevel and lighting effects for texts and symbols. Using MatCap textures you can create advanced and realistic lighting effects on 2D-text and logos to make it look like it was made out of gold, copper or any other material that you can find a MatCap texture for on the Internet. Genifect is an OpenFX plugin that works with the major compositing software for video and animation including Nuke, DaVinci Resolve/Fusion, Vegas Pro and Natron to name a few. Visit the official Genifect page to learn more: https://www.dualheights.se/genifect/
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!